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Merge pull request #5380 from npwoods/winwindow_has_focus_return_bool
Changed winwindow_has_focus() to return bool
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commit
03dbd1ad3f
@ -319,10 +319,10 @@ void winwindow_process_events_periodic(running_machine &machine)
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// (main or window thread)
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//============================================================
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BOOL winwindow_has_focus(void)
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bool winwindow_has_focus(void)
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{
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// For now always act like we have focus
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return TRUE;
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return true;
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}
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//============================================================
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@ -144,7 +144,7 @@ struct osd_draw_callbacks
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// PROTOTYPES
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//============================================================
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BOOL winwindow_has_focus(void);
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bool winwindow_has_focus(void);
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void winwindow_process_events(running_machine &machine, bool ingame, bool nodispatch);
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void winwindow_process_events_periodic(running_machine &machine);
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@ -658,16 +658,16 @@ void winwindow_toggle_full_screen(void)
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// (main or window thread)
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//============================================================
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BOOL winwindow_has_focus(void)
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bool winwindow_has_focus(void)
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{
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HWND focuswnd = GetFocus();
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// see if one of the video windows has focus
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for (auto window : osd_common_t::s_window_list)
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if (focuswnd == std::static_pointer_cast<win_window_info>(window)->platform_window())
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return TRUE;
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return true;
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return FALSE;
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return false;
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}
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@ -157,7 +157,7 @@ struct osd_draw_callbacks
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// PROTOTYPES
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//============================================================
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BOOL winwindow_has_focus(void);
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bool winwindow_has_focus(void);
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void winwindow_update_cursor_state(running_machine &machine);
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extern LRESULT CALLBACK winwindow_video_window_proc_ui(HWND wnd, UINT message, WPARAM wparam, LPARAM lparam);
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