mame/src/osd/uwp/window.cpp
2016-11-11 16:12:02 +01:00

1169 lines
31 KiB
C++

// license:BSD-3-Clause
// copyright-holders:Aaron Giles
//============================================================
//
// window.c - Win32 window handling
//
//============================================================
#define LOG_TEMP_PAUSE 0
// Needed for RAW Input
#define WM_INPUT 0x00FF
// standard C headers
#include <process.h>
#include <atomic>
#include <chrono>
#include <list>
#include <memory>
// MAME headers
#include "emu.h"
#include "uiinput.h"
#include "ui/uimain.h"
// MAMEOS headers
#include "winmain.h"
#include "window.h"
#include "video.h"
#include "winutf8.h"
#include "winutil.h"
#include "modules/monitor/monitor_common.h"
#include <agile.h>
using namespace Windows::UI::Core;
#include "modules/render/drawbgfx.h"
#include "modules/render/drawnone.h"
#define NOT_ALREADY_DOWN(x) (x & 0x40000000) == 0
#define SCAN_CODE(x) ((x >> 16) & 0xff)
#define IS_EXTENDED(x) (0x01000000 & x)
#define MAKE_DI_SCAN(scan, isextended) (scan & 0x7f) | (isextended ? 0x80 : 0x00)
#define WINOSD(machine) downcast<windows_osd_interface*>(&machine.osd())
#undef min
#undef max
//============================================================
// PARAMETERS
//============================================================
// window styles
#define WINDOW_STYLE WS_OVERLAPPEDWINDOW
#define WINDOW_STYLE_EX 0
// debugger window styles
#define DEBUG_WINDOW_STYLE WS_OVERLAPPED
#define DEBUG_WINDOW_STYLE_EX 0
// full screen window styles
#define FULLSCREEN_STYLE WS_POPUP
#define FULLSCREEN_STYLE_EX WS_EX_TOPMOST
// minimum window dimension
#define MIN_WINDOW_DIM 200
// custom window messages
#define WM_USER_REDRAW (WM_USER + 2)
#define WM_USER_SET_FULLSCREEN (WM_USER + 3)
#define WM_USER_SET_MAXSIZE (WM_USER + 4)
#define WM_USER_SET_MINSIZE (WM_USER + 5)
//============================================================
// GLOBAL VARIABLES
//============================================================
static DWORD main_threadid;
// actual physical resolution
static int win_physical_width;
static int win_physical_height;
//============================================================
// LOCAL VARIABLES
//============================================================
// event handling
static std::chrono::system_clock::time_point last_event_check;
// debugger
static int in_background;
static int ui_temp_pause;
static int ui_temp_was_paused;
static HANDLE window_thread;
static DWORD window_threadid;
static std::chrono::time_point<std::chrono::high_resolution_clock> last_update_time;
static HANDLE ui_pause_event;
//============================================================
// window_init
// (main thread)
//============================================================
bool windows_osd_interface::window_init()
{
// get the main thread ID before anything else
main_threadid = GetCurrentThreadId();
// create an event to signal UI pausing
ui_pause_event = CreateEvent(nullptr, TRUE, FALSE, nullptr);
if (!ui_pause_event)
fatalerror("Failed to create pause event\n");
window_thread = GetCurrentThread();
window_threadid = main_threadid;
const int fallbacks[VIDEO_MODE_COUNT] = {
-1, // NONE -> no fallback
VIDEO_MODE_NONE, // GDI -> NONE
-1 // No SOFT on Windows OSD
};
int current_mode = video_config.mode;
while (current_mode != VIDEO_MODE_NONE)
{
bool error = false;
switch(current_mode)
{
case VIDEO_MODE_NONE:
error = renderer_none::init(machine());
break;
case VIDEO_MODE_BGFX:
error = renderer_bgfx::init(machine());
break;
default:
fatalerror("Unknown video mode.");
break;
}
if (error)
{
current_mode = fallbacks[current_mode];
}
else
{
break;
}
}
video_config.mode = current_mode;
return true;
}
void windows_osd_interface::update_slider_list()
{
for (auto window : osd_common_t::s_window_list)
{
// check if any window has dirty sliders
if (window->has_renderer() && window->renderer().sliders_dirty())
{
build_slider_list();
return;
}
}
}
int windows_osd_interface::window_count()
{
return osd_common_t::s_window_list.size();
}
void windows_osd_interface::build_slider_list()
{
m_sliders.clear();
for (auto window : osd_common_t::s_window_list)
{
if (window->has_renderer())
{
// take the sliders of the first window
std::vector<ui::menu_item> window_sliders = window->renderer().get_slider_list();
m_sliders.insert(m_sliders.end(), window_sliders.begin(), window_sliders.end());
}
}
}
void windows_osd_interface::add_audio_to_recording(const int16_t *buffer, int samples_this_frame)
{
auto window = osd_common_t::s_window_list.front(); // We only record on the first window
if (window != nullptr)
{
window->renderer().add_audio_to_recording(buffer, samples_this_frame);
}
}
//============================================================
// winwindow_exit
// (main thread)
//============================================================
void windows_osd_interface::window_exit()
{
assert(GetCurrentThreadId() == main_threadid);
// if we hid the cursor during the emulation, show it
if (!osd_common_t::s_window_list.empty())
osd_common_t::s_window_list.front()->show_pointer();
// free all the windows
while (!osd_common_t::s_window_list.empty())
{
auto window = osd_common_t::s_window_list.front();
// Destroy removes it from the list also
window->destroy();
}
switch(video_config.mode)
{
case VIDEO_MODE_NONE:
renderer_none::exit();
break;
case VIDEO_MODE_BGFX:
renderer_bgfx::exit();
break;
default:
break;
}
// kill the UI pause event
if (ui_pause_event)
CloseHandle(ui_pause_event);
}
uwp_window_info::uwp_window_info(
running_machine &machine,
int index,
std::shared_ptr<osd_monitor_info> monitor,
const osd_window_config *config) : osd_window(*config),
m_next(nullptr),
m_init_state(0),
m_startmaximized(0),
m_isminimized(0),
m_ismaximized(0),
m_monitor(monitor),
m_fullscreen(!video_config.windowed),
m_fullscreen_safe(0),
m_aspect(0),
m_target(nullptr),
m_targetview(0),
m_targetorient(0),
m_lastclicktime(std::chrono::system_clock::time_point::min()),
m_lastclickx(0),
m_lastclicky(0),
m_machine(machine)
{
memset(m_title,0,sizeof(m_title));
m_non_fullscreen_bounds.left = 0;
m_non_fullscreen_bounds.top = 0;
m_non_fullscreen_bounds.right = 0;
m_non_fullscreen_bounds.bottom = 0;
m_prescale = video_config.prescale;
}
POINT uwp_window_info::s_saved_cursor_pos = { -1, -1 };
CoreCursor^ uwp_window_info::s_cursor = nullptr;
void uwp_window_info::capture_pointer()
{
uwp_window()->SetPointerCapture();
}
void uwp_window_info::release_pointer()
{
uwp_window()->ReleasePointerCapture();
}
void uwp_window_info::hide_pointer()
{
auto window = uwp_window();
uwp_window_info::s_cursor = window->PointerCursor;
window->PointerCursor = nullptr;
}
void uwp_window_info::show_pointer()
{
auto window = uwp_window();
window->PointerCursor = uwp_window_info::s_cursor;
}
//============================================================
// winwindow_process_events_periodic
// (main thread)
//============================================================
void winwindow_process_events_periodic(running_machine &machine)
{
auto currticks = std::chrono::system_clock::now();
assert(GetCurrentThreadId() == main_threadid);
// update once every 1/8th of a second
if (currticks - last_event_check < std::chrono::milliseconds(1000 / 8))
return;
winwindow_process_events(machine, true, false);
}
//============================================================
// winwindow_has_focus
// (main or window thread)
//============================================================
BOOL winwindow_has_focus(void)
{
// For now always act like we have focus
return TRUE;
}
inline static BOOL handle_mouse_button(windows_osd_interface *osd, int button, int down, int x, int y)
{
MouseButtonEventArgs args;
args.button = button;
args.keydown = down;
args.xpos = x;
args.ypos = y;
bool handled = osd->handle_input_event(INPUT_EVENT_MOUSE_BUTTON, &args);
// When in lightgun mode or mouse mode, the mouse click may be routed to the input system
// because the mouse interactions in the UI are routed from the video_window_proc below
// we need to make sure they aren't suppressed in these cases.
return handled && !osd->options().lightgun() && !osd->options().mouse();
}
inline static BOOL handle_keypress(windows_osd_interface *osd, int vkey, int down, int scancode, BOOL extended_key)
{
KeyPressEventArgs args;
args.event_id = down ? INPUT_EVENT_KEYDOWN : INPUT_EVENT_KEYUP;
args.scancode = MAKE_DI_SCAN(scancode, extended_key);
args.vkey = vkey;
return osd->handle_input_event(args.event_id, &args);
}
//============================================================
// winwindow_process_events
// (main thread)
//============================================================
void winwindow_process_events(running_machine &machine, bool ingame, bool nodispatch)
{
// MSG message;
assert(GetCurrentThreadId() == main_threadid);
// remember the last time we did this
last_event_check = std::chrono::system_clock::now();
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
}
//============================================================
// winwindow_video_window_create
// (main thread)
//============================================================
void uwp_window_info::create(running_machine &machine, int index, std::shared_ptr<osd_monitor_info> monitor, const osd_window_config *config)
{
assert(GetCurrentThreadId() == main_threadid);
// allocate a new window object
auto window = std::make_shared<uwp_window_info>(machine, index, monitor, config);
// set main window
if (window->m_index > 0)
{
for (auto w : osd_common_t::s_window_list)
{
if (w->m_index == 0)
{
window->set_main_window(std::static_pointer_cast<osd_window>(w));
break;
}
}
}
else
{
// We must be the main window
window->set_main_window(window);
}
// see if we are safe for fullscreen
window->m_fullscreen_safe = TRUE;
for (auto win : osd_common_t::s_window_list)
if (win->monitor() == monitor.get())
window->m_fullscreen_safe = FALSE;
// add us to the list
osd_common_t::s_window_list.push_back(window);
// load the layout
window->m_target = machine.render().target_alloc();
// set the specific view
windows_options &options = downcast<windows_options &>(machine.options());
const char *defview = options.view();
window->set_starting_view(index, defview, options.view(index));
// remember the current values in case they change
window->m_targetview = window->m_target->view();
window->m_targetorient = window->m_target->orientation();
window->m_targetlayerconfig = window->m_target->layer_config();
// make the window title
if (video_config.numscreens == 1)
sprintf(window->m_title, "%s: %s [%s]", emulator_info::get_appname(), machine.system().description, machine.system().name);
else
sprintf(window->m_title, "%s: %s [%s] - Screen %d", emulator_info::get_appname(), machine.system().description, machine.system().name, index);
// set the initial maximized state
window->m_startmaximized = options.maximize();
window->m_init_state = window->complete_create() ? -1 : 1;
// handle error conditions
if (window->m_init_state == -1)
fatalerror("Unable to complete window creation\n");
}
std::shared_ptr<osd_monitor_info> uwp_window_info::monitor_from_rect(const osd_rect* proposed) const
{
std::shared_ptr<osd_monitor_info> monitor;
// in window mode, find the nearest
if (!fullscreen())
{
if (proposed != nullptr)
{
monitor = m_monitor->module().monitor_from_rect(*proposed);
}
else
monitor = m_monitor->module().monitor_from_window(*this);
}
else
{
// in full screen, just use the configured monitor
monitor = m_monitor;
}
return monitor;
}
//============================================================
// winwindow_video_window_destroy
// (main thread)
//============================================================
void uwp_window_info::destroy()
{
assert(GetCurrentThreadId() == main_threadid);
// remove us from the list
osd_common_t::s_window_list.remove(shared_from_this());
// destroy the window
// if (platform_window<HWND>() != nullptr)
// DestroyWindow(platform_window<HWND>());
// free the render target
machine().render().target_free(m_target);
}
//============================================================
// winwindow_video_window_update
// (main thread)
//============================================================
void uwp_window_info::update()
{
int targetview, targetorient;
render_layer_config targetlayerconfig;
assert(GetCurrentThreadId() == main_threadid);
// see if the target has changed significantly in window mode
targetview = m_target->view();
targetorient = m_target->orientation();
targetlayerconfig = m_target->layer_config();
if (targetview != m_targetview || targetorient != m_targetorient || targetlayerconfig != m_targetlayerconfig)
{
m_targetview = targetview;
m_targetorient = targetorient;
m_targetlayerconfig = targetlayerconfig;
// in window mode, reminimize/maximize
if (!fullscreen())
{
//if (m_isminimized)
//SendMessage(platform_window<HWND>(), WM_USER_SET_MINSIZE, 0, 0);
//if (m_ismaximized)
// SendMessage(platform_window<HWND>(), WM_USER_SET_MAXSIZE, 0, 0);
}
}
// if we're visible and running and not in the middle of a resize, draw
if (platform_window<HWND>() != nullptr && m_target != nullptr && has_renderer())
{
bool got_lock = true;
auto clock = std::chrono::high_resolution_clock();
// only block if we're throttled
if (machine().video().throttled() || clock.now() - last_update_time > std::chrono::milliseconds(250))
m_render_lock.lock();
else
got_lock = m_render_lock.try_lock();
// only render if we were able to get the lock
if (got_lock)
{
render_primitive_list *primlist;
// don't hold the lock; we just used it to see if rendering was still happening
m_render_lock.unlock();
// ensure the target bounds are up-to-date, and then get the primitives
primlist = renderer().get_primitives();
// post a redraw request with the primitive list as a parameter
last_update_time = clock.now();
// Actually perform the redraw
m_primlist = primlist;
draw_video_contents(FALSE);
}
}
}
//============================================================
// draw_video_contents
// (window thread)
//============================================================
void uwp_window_info::draw_video_contents(int update)
{
assert(GetCurrentThreadId() == window_threadid);
std::lock_guard<std::mutex> lock(m_render_lock);
// if we're iconic, don't bother
if (platform_window<HWND>() != nullptr)
{
// if no bitmap, just fill
if (m_primlist == nullptr)
{
// For now do nothing, eventually we need to clear the window
}
// otherwise, render with our drawing system
else
{
renderer().draw(update);
}
}
}
//============================================================
// set_starting_view
// (main thread)
//============================================================
void uwp_window_info::set_starting_view(int index, const char *defview, const char *view)
{
int viewindex;
assert(GetCurrentThreadId() == main_threadid);
// choose non-auto over auto
if (strcmp(view, "auto") == 0 && strcmp(defview, "auto") != 0)
view = defview;
// query the video system to help us pick a view
viewindex = target()->configured_view(view, index, video_config.numscreens);
// set the view
target()->set_view(viewindex);
}
//============================================================
// winwindow_ui_pause
// (main thread)
//============================================================
void winwindow_ui_pause(running_machine &machine, int pause)
{
int old_temp_pause = ui_temp_pause;
assert(GetCurrentThreadId() == main_threadid);
// if we're pausing, increment the pause counter
if (pause)
{
// if we're the first to pause, we have to actually initiate it
if (ui_temp_pause++ == 0)
{
// only call mame_pause if we weren't already paused due to some external reason
ui_temp_was_paused = machine.paused();
if (!ui_temp_was_paused)
machine.pause();
SetEvent(ui_pause_event);
}
}
// if we're resuming, decrement the pause counter
else
{
// if we're the last to resume, unpause MAME
if (--ui_temp_pause == 0)
{
// but only do it if we were the ones who initiated it
if (!ui_temp_was_paused)
machine.resume();
ResetEvent(ui_pause_event);
}
}
if (LOG_TEMP_PAUSE)
osd_printf_verbose("winwindow_ui_pause(): %d --> %d\n", old_temp_pause, ui_temp_pause);
}
//============================================================
// winwindow_ui_is_paused
//============================================================
int winwindow_ui_is_paused(running_machine &machine)
{
return machine.paused() && ui_temp_was_paused;
}
//============================================================
// wnd_extra_width
// (window thread)
//============================================================
int uwp_window_info::wnd_extra_width()
{
RECT temprect = { 100, 100, 200, 200 };
if (fullscreen())
return 0;
//AdjustWindowRectEx(&temprect, WINDOW_STYLE, win_has_menu(), WINDOW_STYLE_EX);
return rect_width(&temprect) - 100;
}
//============================================================
// wnd_extra_height
// (window thread)
//============================================================
int uwp_window_info::wnd_extra_height()
{
RECT temprect = { 100, 100, 200, 200 };
if (fullscreen())
return 0;
//AdjustWindowRectEx(&temprect, WINDOW_STYLE, win_has_menu(), WINDOW_STYLE_EX);
return rect_height(&temprect) - 100;
}
//============================================================
// complete_create
// (window thread)
//============================================================
int uwp_window_info::complete_create()
{
int tempwidth, tempheight;
assert(GetCurrentThreadId() == window_threadid);
// get the monitor bounds
osd_rect monitorbounds = m_monitor->position_size();
IInspectable* raw_window = reinterpret_cast<IInspectable*>(Windows::UI::Core::CoreWindow::GetForCurrentThread());
raw_window->AddRef(); // TODO: Should probably figure out a way to auto-release
set_platform_window(raw_window);
// skip the positioning stuff for -video none */
if (video_config.mode == VIDEO_MODE_NONE)
{
set_renderer(osd_renderer::make_for_type(video_config.mode, shared_from_this()));
renderer().create();
return 0;
}
// adjust the window position to the initial width/height
tempwidth = (m_win_config.width != 0) ? m_win_config.width : 640;
tempheight = (m_win_config.height != 0) ? m_win_config.height : 480;
// maximum or minimize as appropriate
if (m_startmaximized)
maximize_window();
else
minimize_window();
adjust_window_position_after_major_change();
// show the window
if (!fullscreen() || m_fullscreen_safe)
{
set_renderer(osd_renderer::make_for_type(video_config.mode, shared_from_this()));
if (renderer().create())
return 1;
}
return 0;
}
//============================================================
// constrain_to_aspect_ratio
// (window thread)
//============================================================
osd_rect uwp_window_info::constrain_to_aspect_ratio(const osd_rect &rect, int adjustment)
{
assert(GetCurrentThreadId() == window_threadid);
int32_t extrawidth = wnd_extra_width();
int32_t extraheight = wnd_extra_height();
int32_t propwidth, propheight;
int32_t minwidth, minheight;
int32_t maxwidth, maxheight;
int32_t viswidth, visheight;
int32_t adjwidth, adjheight;
float pixel_aspect;
auto monitor = monitor_from_rect(&rect);
// Sometimes this gets called when monitors have already been torn down
// In that the case, just return the unmodified rect
if (monitor == nullptr)
return rect;
// do not constrain aspect ratio for integer scaled views
if (m_target->scale_mode() != SCALE_FRACTIONAL)
return rect;
// get the pixel aspect ratio for the target monitor
pixel_aspect = monitor->pixel_aspect();
// determine the proposed width/height
propwidth = rect.width() - extrawidth;
propheight = rect.height() - extraheight;
// based on which edge we are adjusting, take either the width, height, or both as gospel
// and scale to fit using that as our parameter
switch (adjustment)
{
case WMSZ_BOTTOM:
case WMSZ_TOP:
m_target->compute_visible_area(10000, propheight, pixel_aspect, m_target->orientation(), propwidth, propheight);
break;
case WMSZ_LEFT:
case WMSZ_RIGHT:
m_target->compute_visible_area(propwidth, 10000, pixel_aspect, m_target->orientation(), propwidth, propheight);
break;
default:
m_target->compute_visible_area(propwidth, propheight, pixel_aspect, m_target->orientation(), propwidth, propheight);
break;
}
// get the minimum width/height for the current layout
m_target->compute_minimum_size(minwidth, minheight);
// clamp against the absolute minimum
propwidth = std::max(propwidth, MIN_WINDOW_DIM);
propheight = std::max(propheight, MIN_WINDOW_DIM);
// clamp against the minimum width and height
propwidth = std::max(propwidth, minwidth);
propheight = std::max(propheight, minheight);
// clamp against the maximum (fit on one screen for full screen mode)
if (fullscreen())
{
maxwidth = monitor->position_size().width() - extrawidth;
maxheight = monitor->position_size().height() - extraheight;
}
else
{
maxwidth = monitor->usuable_position_size().width() - extrawidth;
maxheight = monitor->usuable_position_size().height() - extraheight;
// further clamp to the maximum width/height in the window
if (m_win_config.width != 0)
maxwidth = std::min(maxwidth, m_win_config.width + extrawidth);
if (m_win_config.height != 0)
maxheight = std::min(maxheight, m_win_config.height + extraheight);
}
// clamp to the maximum
propwidth = std::min(propwidth, maxwidth);
propheight = std::min(propheight, maxheight);
// compute the visible area based on the proposed rectangle
m_target->compute_visible_area(propwidth, propheight, pixel_aspect, m_target->orientation(), viswidth, visheight);
// compute the adjustments we need to make
adjwidth = (viswidth + extrawidth) - rect.width();
adjheight = (visheight + extraheight) - rect.height();
// based on which corner we're adjusting, constrain in different ways
osd_rect ret(rect);
switch (adjustment)
{
case WMSZ_BOTTOM:
case WMSZ_BOTTOMRIGHT:
case WMSZ_RIGHT:
ret = rect.resize(rect.width() + adjwidth, rect.height() + adjheight);
break;
case WMSZ_BOTTOMLEFT:
ret = rect.move_by(-adjwidth, 0).resize(rect.width() + adjwidth, rect.height() + adjheight);
break;
case WMSZ_LEFT:
case WMSZ_TOPLEFT:
case WMSZ_TOP:
ret = rect.move_by(-adjwidth, -adjheight).resize(rect.width() + adjwidth, rect.height() + adjheight);
break;
case WMSZ_TOPRIGHT:
ret = rect.move_by(0, -adjheight).resize(rect.width() + adjwidth, rect.height() + adjheight);
break;
}
return ret;
}
//============================================================
// get_min_bounds
// (window thread)
//============================================================
osd_dim uwp_window_info::get_min_bounds(int constrain)
{
int32_t minwidth, minheight;
//assert(GetCurrentThreadId() == window_threadid);
// get the minimum target size
m_target->compute_minimum_size(minwidth, minheight);
// expand to our minimum dimensions
if (minwidth < MIN_WINDOW_DIM)
minwidth = MIN_WINDOW_DIM;
if (minheight < MIN_WINDOW_DIM)
minheight = MIN_WINDOW_DIM;
// account for extra window stuff
minwidth += wnd_extra_width();
minheight += wnd_extra_height();
// if we want it constrained, figure out which one is larger
if (constrain && m_target->scale_mode() == SCALE_FRACTIONAL)
{
// first constrain with no height limit
osd_rect test1(0,0,minwidth,10000);
test1 = constrain_to_aspect_ratio(test1, WMSZ_BOTTOMRIGHT);
// then constrain with no width limit
osd_rect test2(0,0,10000,minheight);
test2 = constrain_to_aspect_ratio(test2, WMSZ_BOTTOMRIGHT);
// pick the larger
if (test1.width() > test2.width())
{
minwidth = test1.width();
minheight = test1.height();
}
else
{
minwidth = test2.width();
minheight = test2.height();
}
}
return osd_dim(minwidth, minheight);
}
//============================================================
// get_max_bounds
// (window thread)
//============================================================
osd_dim uwp_window_info::get_max_bounds(int constrain)
{
//assert(GetCurrentThreadId() == window_threadid);
// compute the maximum client area
//m_monitor->refresh();
osd_rect maximum = m_monitor->usuable_position_size();
// clamp to the window's max
int tempw = maximum.width();
int temph = maximum.height();
if (m_win_config.width != 0)
{
int temp = m_win_config.width + wnd_extra_width();
if (temp < maximum.width())
tempw = temp;
}
if (m_win_config.height != 0)
{
int temp = m_win_config.height + wnd_extra_height();
if (temp < maximum.height())
temph = temp;
}
maximum = maximum.resize(tempw, temph);
// constrain to fit
if (constrain && m_target->scale_mode() == SCALE_FRACTIONAL)
maximum = constrain_to_aspect_ratio(maximum, WMSZ_BOTTOMRIGHT);
return maximum.dim();
}
//============================================================
// update_minmax_state
// (window thread)
//============================================================
void uwp_window_info::update_minmax_state()
{
assert(GetCurrentThreadId() == window_threadid);
if (!fullscreen())
{
RECT bounds;
// compare the maximum bounds versus the current bounds
osd_dim minbounds = get_min_bounds(video_config.keepaspect);
osd_dim maxbounds = get_max_bounds(video_config.keepaspect);
//GetWindowRect(platform_window<HWND>(), &bounds);
// if either the width or height matches, we were maximized
m_isminimized = (rect_width(&bounds) == minbounds.width()) ||
(rect_height(&bounds) == minbounds.height());
m_ismaximized = (rect_width(&bounds) == maxbounds.width()) ||
(rect_height(&bounds) == maxbounds.height());
}
else
{
m_isminimized = FALSE;
m_ismaximized = TRUE;
}
}
//============================================================
// minimize_window
// (window thread)
//============================================================
void uwp_window_info::minimize_window()
{
assert(GetCurrentThreadId() == window_threadid);
osd_dim newsize = get_min_bounds(video_config.keepaspect);
// get the window rect
//RECT bounds;
//GetWindowRect(platform_window<HWND>(), &bounds);
//osd_rect newrect(bounds.left, bounds.top, newsize );
//SetWindowPos(platform_window<HWND>(), nullptr, newrect.left(), newrect.top(), newrect.width(), newrect.height(), SWP_NOZORDER);
}
//============================================================
// maximize_window
// (window thread)
//============================================================
void uwp_window_info::maximize_window()
{
assert(GetCurrentThreadId() == window_threadid);
osd_dim newsize = get_max_bounds(video_config.keepaspect);
// center within the work area
osd_rect work = m_monitor->usuable_position_size();
osd_rect newrect = osd_rect(work.left() + (work.width() - newsize.width()) / 2,
work.top() + (work.height() - newsize.height()) / 2,
newsize);
//SetWindowPos(platform_window<HWND>(), nullptr, newrect.left(), newrect.top(), newrect.width(), newrect.height(), SWP_NOZORDER);
}
//============================================================
// adjust_window_position_after_major_change
// (window thread)
//============================================================
void uwp_window_info::adjust_window_position_after_major_change()
{
RECT oldrect;
assert(GetCurrentThreadId() == window_threadid);
// get the current size
//GetWindowRect(platform_window<HWND>(), &oldrect);
osd_rect newrect = RECT_to_osd_rect(oldrect);
// adjust the window size so the client area is what we want
if (!fullscreen())
{
// constrain the existing size to the aspect ratio
if (video_config.keepaspect)
newrect = constrain_to_aspect_ratio(newrect, WMSZ_BOTTOMRIGHT);
}
// in full screen, make sure it covers the primary display
else
{
std::shared_ptr<osd_monitor_info> monitor = monitor_from_rect(nullptr);
newrect = monitor->position_size();
}
// adjust the position if different
if (oldrect.left != newrect.left() || oldrect.top != newrect.top() ||
oldrect.right != newrect.right() || oldrect.bottom != newrect.bottom())
//SetWindowPos(platform_window<HWND>(), fullscreen() ? HWND_TOPMOST : HWND_TOP,
// newrect.left(), newrect.top(),
//newrect.width(), newrect.height(), 0);
// take note of physical window size (used for lightgun coordinate calculation)
if (m_index == 0)
{
win_physical_width = newrect.width();
win_physical_height = newrect.height();
osd_printf_verbose("Physical width %d, height %d\n",win_physical_width,win_physical_height);
}
}
//============================================================
// set_fullscreen
// (window thread)
//============================================================
void uwp_window_info::set_fullscreen(int fullscreen)
{
assert(GetCurrentThreadId() == window_threadid);
// if we're in the right state, punt
if (this->fullscreen() == fullscreen)
return;
m_fullscreen = fullscreen;
// reset UI to main menu
machine().ui().menu_reset();
// kill off the drawers
renderer_reset();
// hide ourself
//ShowWindow(platform_window<HWND>(), SW_HIDE);
// configure the window if non-fullscreen
if (!fullscreen)
{
// adjust the style
//SetWindowLong(platform_window<HWND>(), GWL_STYLE, WINDOW_STYLE);
//SetWindowLong(platform_window<HWND>(), GWL_EXSTYLE, WINDOW_STYLE_EX);
//SetWindowPos(platform_window<HWND>(), nullptr, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_FRAMECHANGED);
// force to the bottom, then back on top
//SetWindowPos(platform_window<HWND>(), HWND_BOTTOM, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE);
//SetWindowPos(platform_window<HWND>(), HWND_TOP, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE);
//// if we have previous non-fullscreen bounds, use those
//if (m_non_fullscreen_bounds.right != m_non_fullscreen_bounds.left)
//{
// SetWindowPos(platform_window<HWND>(), HWND_TOP, m_non_fullscreen_bounds.left, m_non_fullscreen_bounds.top,
// rect_width(&m_non_fullscreen_bounds), rect_height(&m_non_fullscreen_bounds),
// SWP_NOZORDER);
//}
//
//// otherwise, set a small size and maximize from there
//else
//{
// SetWindowPos(platform_window<HWND>(), HWND_TOP, 0, 0, MIN_WINDOW_DIM, MIN_WINDOW_DIM, SWP_NOZORDER);
// maximize_window();
//}
}
// configure the window if fullscreen
else
{
// save the bounds
//GetWindowRect(platform_window<HWND>(), &m_non_fullscreen_bounds);
//
//// adjust the style
//SetWindowLong(platform_window<HWND>(), GWL_STYLE, FULLSCREEN_STYLE);
//SetWindowLong(platform_window<HWND>(), GWL_EXSTYLE, FULLSCREEN_STYLE_EX);
//SetWindowPos(platform_window<HWND>(), nullptr, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_FRAMECHANGED);
//
//// set topmost
//SetWindowPos(platform_window<HWND>(), HWND_TOPMOST, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE);
}
// adjust the window to compensate for the change
adjust_window_position_after_major_change();
// show ourself
if (!this->fullscreen() || m_fullscreen_safe)
{
//if (video_config.mode != VIDEO_MODE_NONE)
//ShowWindow(platform_window<HWND>(), SW_SHOW);
set_renderer(osd_renderer::make_for_type(video_config.mode, shared_from_this()));
if (renderer().create())
exit(1);
}
// ensure we're still adjusted correctly
adjust_window_position_after_major_change();
}