mame/src/osd/windows/window.cpp
2016-02-28 14:25:10 -05:00

2001 lines
54 KiB
C++

// license:BSD-3-Clause
// copyright-holders:Aaron Giles
//============================================================
//
// window.c - Win32 window handling
//
//============================================================
#define LOG_THREADS 0
#define LOG_TEMP_PAUSE 0
// Needed for RAW Input
#define WM_INPUT 0x00FF
// standard windows headers
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <windowsx.h>
#include <mmsystem.h>
// standard C headers
#include <process.h>
// MAME headers
#include "emu.h"
#include "uiinput.h"
// MAMEOS headers
#include "winmain.h"
#include "window.h"
#include "video.h"
#include "input.h"
#include "winutf8.h"
#include "winutil.h"
extern int drawnone_init(running_machine &machine, osd_draw_callbacks *callbacks);
extern int drawgdi_init(running_machine &machine, osd_draw_callbacks *callbacks);
extern int drawdd_init(running_machine &machine, osd_draw_callbacks *callbacks);
extern int drawd3d_init(running_machine &machine, osd_draw_callbacks *callbacks);
#if defined(USE_BGFX)
extern int drawbgfx_init(running_machine &machine, osd_draw_callbacks *callbacks);
#endif
#if (USE_OPENGL)
extern int drawogl_init(running_machine &machine, osd_draw_callbacks *callbacks);
#endif
#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())
//============================================================
// 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_FINISH_CREATE_WINDOW (WM_USER + 0)
#define WM_USER_SELF_TERMINATE (WM_USER + 1)
#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)
#define WM_USER_UI_TEMP_PAUSE (WM_USER + 6)
#define WM_USER_EXEC_FUNC (WM_USER + 7)
//============================================================
// GLOBAL VARIABLES
//============================================================
win_window_info *win_window_list;
static win_window_info **last_window_ptr;
static DWORD main_threadid;
// actual physical resolution
static int win_physical_width;
static int win_physical_height;
//============================================================
// LOCAL VARIABLES
//============================================================
// event handling
static DWORD last_event_check;
// debugger
static int in_background;
static int ui_temp_pause;
static int ui_temp_was_paused;
static int multithreading_enabled;
static HANDLE window_thread;
static DWORD window_threadid;
static DWORD last_update_time;
static osd_draw_callbacks draw;
static HANDLE ui_pause_event;
static HANDLE window_thread_ready_event;
//============================================================
// PROTOTYPES
//============================================================
static void create_window_class(void);
// temporary hacks
#if LOG_THREADS
struct mtlog
{
osd_ticks_t timestamp;
const char *event;
};
static mtlog mtlog[100000];
static volatile INT32 mtlogindex;
void mtlog_add(const char *event)
{
int index = atomic_increment32((INT32 *) &mtlogindex) - 1;
if (index < ARRAY_LENGTH(mtlog))
{
mtlog[index].timestamp = osd_ticks();
mtlog[index].event = event;
}
}
static void mtlog_dump(void)
{
osd_ticks_t cps = osd_ticks_per_second();
osd_ticks_t last = mtlog[0].timestamp * 1000000 / cps;
int i;
FILE *f = fopen("mt.log", "w");
for (i = 0; i < mtlogindex; i++)
{
osd_ticks_t curr = mtlog[i].timestamp * 1000000 / cps;
fprintf(f, "%20I64d %10I64d %s\n", curr, curr - last, mtlog[i].event);
last = curr;
}
fclose(f);
}
#else
void mtlog_add(const char *event) { }
static void mtlog_dump(void) { }
#endif
//============================================================
// window_init
// (main thread)
//============================================================
bool windows_osd_interface::window_init()
{
size_t temp;
// determine if we are using multithreading or not
multithreading_enabled = downcast<windows_options &>(machine().options()).multithreading();
// get the main thread ID before anything else
main_threadid = GetCurrentThreadId();
// set up window class and register it
create_window_class();
// create an event to signal UI pausing
ui_pause_event = CreateEvent(NULL, TRUE, FALSE, NULL);
if (!ui_pause_event)
fatalerror("Failed to create pause event\n");
// if multithreading, create a thread to run the windows
if (multithreading_enabled)
{
// create an event to signal when the window thread is ready
window_thread_ready_event = CreateEvent(NULL, TRUE, FALSE, NULL);
if (!window_thread_ready_event)
fatalerror("Failed to create window thread ready event\n");
// create a thread to run the windows from
temp = _beginthreadex(NULL, 0, win_window_info::thread_entry, this, 0, (unsigned *)&window_threadid);
window_thread = (HANDLE)temp;
if (window_thread == NULL)
fatalerror("Failed to create window thread\n");
// set the thread priority equal to the main MAME thread
SetThreadPriority(window_thread, GetThreadPriority(GetCurrentThread()));
}
// otherwise, treat the window thread as the main thread
else
{
window_thread = GetCurrentThread();
window_threadid = main_threadid;
}
// initialize the drawers
if (video_config.mode == VIDEO_MODE_D3D)
{
if (drawd3d_init(machine(), &draw))
video_config.mode = VIDEO_MODE_GDI;
}
if (video_config.mode == VIDEO_MODE_DDRAW)
{
if (drawdd_init(machine(), &draw))
video_config.mode = VIDEO_MODE_GDI;
}
if (video_config.mode == VIDEO_MODE_GDI)
drawgdi_init(machine(), &draw);
#if defined(USE_BGFX)
if (video_config.mode == VIDEO_MODE_BGFX)
drawbgfx_init(machine(), &draw);
#endif
if (video_config.mode == VIDEO_MODE_NONE)
drawnone_init(machine(), &draw);
#if (USE_OPENGL)
if (video_config.mode == VIDEO_MODE_OPENGL)
drawogl_init(machine(), &draw);
#endif
// set up the window list
last_window_ptr = &win_window_list;
return true;
}
//============================================================
// winwindow_exit
// (main thread)
//============================================================
void windows_osd_interface::window_exit()
{
assert(GetCurrentThreadId() == main_threadid);
// free all the windows
while (win_window_list != NULL)
{
win_window_info *temp = win_window_list;
win_window_list = temp->m_next;
temp->destroy();
global_free(temp);
}
// kill the drawers
(*draw.exit)();
// if we're multithreaded, clean up the window thread
if (multithreading_enabled)
{
PostThreadMessage(window_threadid, WM_USER_SELF_TERMINATE, 0, 0);
WaitForSingleObject(window_thread, INFINITE);
mtlog_dump();
}
// kill the UI pause event
if (ui_pause_event)
CloseHandle(ui_pause_event);
// kill the window thread ready event
if (window_thread_ready_event)
CloseHandle(window_thread_ready_event);
// if we hid the cursor during the emulation, show it
while (ShowCursor(TRUE) < 0) ;
}
win_window_info::win_window_info(running_machine &machine)
: osd_window(), m_next(NULL),
m_init_state(0),
m_startmaximized(0),
m_isminimized(0),
m_ismaximized(0),
m_monitor(NULL),
m_fullscreen(0),
m_fullscreen_safe(0),
m_aspect(0),
m_target(NULL),
m_targetview(0),
m_targetorient(0),
m_lastclicktime(0),
m_lastclickx(0),
m_lastclicky(0),
m_renderer(NULL),
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;
}
win_window_info::~win_window_info()
{
}
//============================================================
// winwindow_process_events_periodic
// (main thread)
//============================================================
void winwindow_process_events_periodic(running_machine &machine)
{
DWORD currticks = GetTickCount();
assert(GetCurrentThreadId() == main_threadid);
// update once every 1/8th of a second
if (currticks - last_event_check < 1000 / 8)
return;
winwindow_process_events(machine, TRUE, FALSE);
}
//============================================================
// is_mame_window
//============================================================
static BOOL is_mame_window(HWND hwnd)
{
win_window_info *window;
for (window = win_window_list; window != NULL; window = window->m_next)
if (window->m_hwnd == hwnd)
return TRUE;
return FALSE;
}
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, int ingame, bool nodispatch)
{
MSG message;
assert(GetCurrentThreadId() == main_threadid);
// remember the last time we did this
last_event_check = GetTickCount();
do
{
// if we are paused, lets wait for a message
if (ui_temp_pause > 0)
WaitMessage();
// loop over all messages in the queue
while (PeekMessage(&message, NULL, 0, 0, PM_REMOVE))
{
// prevent debugger windows from getting messages during reset
int dispatch = TRUE && !nodispatch;
if (message.hwnd == NULL || is_mame_window(message.hwnd))
{
dispatch = TRUE;
switch (message.message)
{
// ignore keyboard messages
case WM_SYSKEYUP:
case WM_SYSKEYDOWN:
dispatch = FALSE;
break;
// forward mouse button downs to the input system
case WM_LBUTTONDOWN:
dispatch = !handle_mouse_button(WINOSD(machine), 0, TRUE, GET_X_LPARAM(message.lParam), GET_Y_LPARAM(message.lParam));
break;
case WM_RBUTTONDOWN:
dispatch = !handle_mouse_button(WINOSD(machine), 1, TRUE, GET_X_LPARAM(message.lParam), GET_Y_LPARAM(message.lParam));
break;
case WM_MBUTTONDOWN:
dispatch = !handle_mouse_button(WINOSD(machine), 2, TRUE, GET_X_LPARAM(message.lParam), GET_Y_LPARAM(message.lParam));
break;
case WM_XBUTTONDOWN:
dispatch = !handle_mouse_button(WINOSD(machine), 3, TRUE, GET_X_LPARAM(message.lParam), GET_Y_LPARAM(message.lParam));
break;
// forward mouse button ups to the input system
case WM_LBUTTONUP:
dispatch = !handle_mouse_button(WINOSD(machine), 0, FALSE, GET_X_LPARAM(message.lParam), GET_Y_LPARAM(message.lParam));
break;
case WM_RBUTTONUP:
dispatch = !handle_mouse_button(WINOSD(machine), 1, FALSE, GET_X_LPARAM(message.lParam), GET_Y_LPARAM(message.lParam));
break;
case WM_MBUTTONUP:
dispatch = !handle_mouse_button(WINOSD(machine), 2, FALSE, GET_X_LPARAM(message.lParam), GET_Y_LPARAM(message.lParam));
break;
case WM_XBUTTONUP:
dispatch = !handle_mouse_button(WINOSD(machine), 3, FALSE, GET_X_LPARAM(message.lParam), GET_Y_LPARAM(message.lParam));
break;
case WM_KEYDOWN:
if (NOT_ALREADY_DOWN(message.lParam))
dispatch = !handle_keypress(WINOSD(machine), message.wParam, TRUE, SCAN_CODE(message.lParam), IS_EXTENDED(message.lParam));
break;
case WM_KEYUP:
dispatch = !handle_keypress(WINOSD(machine), message.wParam, FALSE, SCAN_CODE(message.lParam), IS_EXTENDED(message.lParam));
break;
}
}
// dispatch if necessary
if (dispatch)
winwindow_dispatch_message(machine, &message);
}
} while (ui_temp_pause > 0);
// update the cursor state after processing events
winwindow_update_cursor_state(machine);
}
//============================================================
// winwindow_dispatch_message
// (main thread)
//============================================================
void winwindow_dispatch_message(running_machine &machine, MSG *message)
{
assert(GetCurrentThreadId() == main_threadid);
// dispatch our special communication messages
switch (message->message)
{
// special case for quit
case WM_QUIT:
machine.schedule_exit();
break;
// temporary pause from the window thread
case WM_USER_UI_TEMP_PAUSE:
winwindow_ui_pause_from_main_thread(machine, message->wParam);
break;
// execute arbitrary function
case WM_USER_EXEC_FUNC:
{
void (*func)(void *) = (void (*)(void *)) message->wParam;
void *param = (void *) message->lParam;
func(param);
}
break;
// everything else dispatches normally
default:
TranslateMessage(message);
DispatchMessage(message);
break;
}
}
//============================================================
// winwindow_take_snap
// (main thread)
//============================================================
void winwindow_take_snap(void)
{
win_window_info *window;
assert(GetCurrentThreadId() == main_threadid);
// iterate over windows and request a snap
for (window = win_window_list; window != NULL; window = window->m_next)
{
window->m_renderer->save();
}
}
//============================================================
// winwindow_toggle_fsfx
// (main thread)
//============================================================
void winwindow_toggle_fsfx(void)
{
win_window_info *window;
assert(GetCurrentThreadId() == main_threadid);
// iterate over windows and request a snap
for (window = win_window_list; window != NULL; window = window->m_next)
{
window->m_renderer->toggle_fsfx();
}
}
//============================================================
// winwindow_take_video
// (main thread)
//============================================================
void winwindow_take_video(void)
{
win_window_info *window;
assert(GetCurrentThreadId() == main_threadid);
// iterate over windows and request a snap
for (window = win_window_list; window != NULL; window = window->m_next)
{
window->m_renderer->record();
}
}
//============================================================
// winwindow_toggle_full_screen
// (main thread)
//============================================================
void winwindow_toggle_full_screen(void)
{
win_window_info *window;
assert(GetCurrentThreadId() == main_threadid);
// if we are in debug mode, never go full screen
for (window = win_window_list; window != NULL; window = window->m_next)
if (window->machine().debug_flags & DEBUG_FLAG_OSD_ENABLED)
return;
// toggle the window mode
video_config.windowed = !video_config.windowed;
// iterate over windows and toggle their fullscreen state
for (window = win_window_list; window != NULL; window = window->m_next)
SendMessage(window->m_hwnd, WM_USER_SET_FULLSCREEN, !video_config.windowed, 0);
SetForegroundWindow(win_window_list->m_hwnd);
}
//============================================================
// winwindow_has_focus
// (main or window thread)
//============================================================
BOOL winwindow_has_focus(void)
{
HWND focuswnd = GetFocus();
win_window_info *window;
// see if one of the video windows has focus
for (window = win_window_list; window != NULL; window = window->m_next)
if (focuswnd == window->m_hwnd)
return TRUE;
return FALSE;
}
//============================================================
// winwindow_update_cursor_state
// (main thread)
//============================================================
void winwindow_update_cursor_state(running_machine &machine)
{
static POINT saved_cursor_pos = { -1, -1 };
assert(GetCurrentThreadId() == main_threadid);
// if we should hide the mouse cursor, then do it
// rules are:
// 1. we must have focus before hiding the cursor
// 2. we also hide the cursor in full screen mode and when the window doesn't have a menu
// 3. we also hide the cursor in windowed mode if we're not paused and
// the input system requests it
if (winwindow_has_focus() && ((!video_config.windowed && !win_window_list->win_has_menu()) || (!machine.paused() && downcast<windows_osd_interface&>(machine.osd()).should_hide_mouse())))
{
win_window_info *window = win_window_list;
RECT bounds;
// hide cursor
while (ShowCursor(FALSE) >= -1) { };
ShowCursor(TRUE);
// store the cursor position
GetCursorPos(&saved_cursor_pos);
// clip cursor to game video window
GetClientRect(window->m_hwnd, &bounds);
ClientToScreen(window->m_hwnd, &((POINT *)&bounds)[0]);
ClientToScreen(window->m_hwnd, &((POINT *)&bounds)[1]);
ClipCursor(&bounds);
}
else
{
// show cursor
while (ShowCursor(TRUE) < 1) { };
ShowCursor(FALSE);
// allow cursor to move freely
ClipCursor(NULL);
if (saved_cursor_pos.x != -1 || saved_cursor_pos.y != -1)
{
SetCursorPos(saved_cursor_pos.x, saved_cursor_pos.y);
saved_cursor_pos.x = saved_cursor_pos.y = -1;
}
}
}
//============================================================
// winwindow_video_window_create
// (main thread)
//============================================================
void win_window_info::create(running_machine &machine, int index, osd_monitor_info *monitor, const osd_window_config *config)
{
win_window_info *window, *win;
assert(GetCurrentThreadId() == main_threadid);
// allocate a new window object
window = global_alloc(win_window_info(machine));
//printf("%d, %d\n", config->width, config->height);
window->m_win_config = *config;
window->m_monitor = monitor;
window->m_fullscreen = !video_config.windowed;
// see if we are safe for fullscreen
window->m_fullscreen_safe = TRUE;
for (win = win_window_list; win != NULL; win = win->m_next)
if (win->m_monitor == monitor)
window->m_fullscreen_safe = FALSE;
// add us to the list
*last_window_ptr = window;
last_window_ptr = &window->m_next;
// 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();
// finish the window creation on the window thread
if (multithreading_enabled)
{
// wait until the window thread is ready to respond to events
WaitForSingleObject(window_thread_ready_event, INFINITE);
PostThreadMessage(window_threadid, WM_USER_FINISH_CREATE_WINDOW, 0, (LPARAM)window);
while (window->m_init_state == 0)
{
winwindow_process_events(machine, 0, 1); //pump the message queue
Sleep(1);
}
}
else
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");
}
//============================================================
// winwindow_video_window_destroy
// (main thread)
//============================================================
void win_window_info::destroy()
{
win_window_info **prevptr;
assert(GetCurrentThreadId() == main_threadid);
// remove us from the list
for (prevptr = &win_window_list; *prevptr != NULL; prevptr = &(*prevptr)->m_next)
if (*prevptr == this)
{
*prevptr = this->m_next;
break;
}
// destroy the window
if (m_hwnd != NULL)
SendMessage(m_hwnd, WM_USER_SELF_TERMINATE, 0, 0);
// free the render target
machine().render().target_free(m_target);
}
//============================================================
// winwindow_video_window_update
// (main thread)
//============================================================
void win_window_info::update()
{
int targetview, targetorient;
render_layer_config targetlayerconfig;
assert(GetCurrentThreadId() == main_threadid);
mtlog_add("winwindow_video_window_update: begin");
// 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 (!m_fullscreen)
{
if (m_isminimized)
SendMessage(m_hwnd, WM_USER_SET_MINSIZE, 0, 0);
if (m_ismaximized)
SendMessage(m_hwnd, WM_USER_SET_MAXSIZE, 0, 0);
}
}
// if we're visible and running and not in the middle of a resize, draw
if (m_hwnd != NULL && m_target != NULL && m_renderer != NULL)
{
bool got_lock = true;
mtlog_add("winwindow_video_window_update: try lock");
// only block if we're throttled
if (machine().video().throttled() || timeGetTime() - last_update_time > 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;
mtlog_add("winwindow_video_window_update: got lock");
// 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 = m_renderer->get_primitives();
// post a redraw request with the primitive list as a parameter
last_update_time = timeGetTime();
mtlog_add("winwindow_video_window_update: PostMessage start");
if (multithreading_enabled)
PostMessage(m_hwnd, WM_USER_REDRAW, 0, (LPARAM)primlist);
else
SendMessage(m_hwnd, WM_USER_REDRAW, 0, (LPARAM)primlist);
mtlog_add("winwindow_video_window_update: PostMessage end");
}
}
mtlog_add("winwindow_video_window_update: end");
}
//============================================================
// winwindow_video_window_monitor
// (window thread)
//============================================================
osd_monitor_info *win_window_info::winwindow_video_window_monitor(const osd_rect *proposed)
{
osd_monitor_info *monitor;
// in window mode, find the nearest
if (!m_fullscreen)
{
if (proposed != NULL)
{
RECT p;
p.top = proposed->top();
p.left = proposed->left();
p.bottom = proposed->bottom();
p.right = proposed->right();
monitor = win_monitor_info::monitor_from_handle(MonitorFromRect(&p, MONITOR_DEFAULTTONEAREST));
}
else
monitor = win_monitor_info::monitor_from_handle(MonitorFromWindow(m_hwnd, MONITOR_DEFAULTTONEAREST));
}
// in full screen, just use the configured monitor
else
monitor = m_monitor;
// make sure we're up-to-date
//monitor->refresh();
return monitor;
}
//============================================================
// create_window_class
// (main thread)
//============================================================
static void create_window_class(void)
{
static int classes_created = FALSE;
assert(GetCurrentThreadId() == main_threadid);
if (!classes_created)
{
WNDCLASS wc = { 0 };
// initialize the description of the window class
wc.lpszClassName = TEXT("MAME");
wc.hInstance = GetModuleHandleUni();
wc.lpfnWndProc = winwindow_video_window_proc_ui;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hIcon = LoadIcon(wc.hInstance, MAKEINTRESOURCE(2));
UnregisterClass(wc.lpszClassName, wc.hInstance);
// register the class; fail if we can't
if (!RegisterClass(&wc))
fatalerror("Failed to create window class\n");
classes_created = TRUE;
}
}
//============================================================
// set_starting_view
// (main thread)
//============================================================
void win_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_from_main_thread
// (main thread)
//============================================================
void winwindow_ui_pause_from_main_thread(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_from_main_thread(): %d --> %d\n", old_temp_pause, ui_temp_pause);
}
//============================================================
// winwindow_ui_pause_from_window_thread
// (window thread)
//============================================================
void winwindow_ui_pause_from_window_thread(running_machine &machine, int pause)
{
assert(GetCurrentThreadId() == window_threadid);
// if we're multithreaded, we have to request a pause on the main thread
if (multithreading_enabled)
{
// request a pause from the main thread
PostThreadMessage(main_threadid, WM_USER_UI_TEMP_PAUSE, pause, 0);
// if we're pausing, block until it happens
if (pause)
WaitForSingleObject(ui_pause_event, INFINITE);
}
// otherwise, we just do it directly
else
winwindow_ui_pause_from_main_thread(machine, pause);
}
//============================================================
// winwindow_ui_exec_on_main_thread
// (window thread)
//============================================================
void winwindow_ui_exec_on_main_thread(void (*func)(void *), void *param)
{
assert(GetCurrentThreadId() == window_threadid);
// if we're multithreaded, we have to request a pause on the main thread
if (multithreading_enabled)
{
// request a pause from the main thread
PostThreadMessage(main_threadid, WM_USER_EXEC_FUNC, (WPARAM) func, (LPARAM) param);
}
// otherwise, we just do it directly
else
(*func)(param);
}
//============================================================
// 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 win_window_info::wnd_extra_width()
{
RECT temprect = { 100, 100, 200, 200 };
if (m_fullscreen)
return 0;
AdjustWindowRectEx(&temprect, WINDOW_STYLE, win_has_menu(), WINDOW_STYLE_EX);
return rect_width(&temprect) - 100;
}
//============================================================
// wnd_extra_height
// (window thread)
//============================================================
int win_window_info::wnd_extra_height()
{
RECT temprect = { 100, 100, 200, 200 };
if (m_fullscreen)
return 0;
AdjustWindowRectEx(&temprect, WINDOW_STYLE, win_has_menu(), WINDOW_STYLE_EX);
return rect_height(&temprect) - 100;
}
//============================================================
// thread_entry
// (window thread)
//============================================================
unsigned __stdcall win_window_info::thread_entry(void *param)
{
MSG message;
windows_osd_interface *osd = static_cast<windows_osd_interface*>(param);
// make a bogus user call to make us a message thread
PeekMessage(&message, NULL, 0, 0, PM_NOREMOVE);
// attach our input to the main thread
AttachThreadInput(main_threadid, window_threadid, TRUE);
// signal to the main thread that we are ready to receive events
SetEvent(window_thread_ready_event);
// run the message pump
while (GetMessage(&message, NULL, 0, 0))
{
int dispatch = TRUE;
if ((message.hwnd == NULL) || is_mame_window(message.hwnd))
{
switch (message.message)
{
// ignore input messages here
case WM_SYSKEYUP:
case WM_SYSKEYDOWN:
dispatch = FALSE;
break;
// forward mouse button downs to the input system
case WM_LBUTTONDOWN:
dispatch = !handle_mouse_button(osd, 0, TRUE, GET_X_LPARAM(message.lParam), GET_Y_LPARAM(message.lParam));
break;
case WM_RBUTTONDOWN:
dispatch = !handle_mouse_button(osd, 1, TRUE, GET_X_LPARAM(message.lParam), GET_Y_LPARAM(message.lParam));
break;
case WM_MBUTTONDOWN:
dispatch = !handle_mouse_button(osd, 2, TRUE, GET_X_LPARAM(message.lParam), GET_Y_LPARAM(message.lParam));
break;
case WM_XBUTTONDOWN:
dispatch = !handle_mouse_button(osd, 3, TRUE, GET_X_LPARAM(message.lParam), GET_Y_LPARAM(message.lParam));
break;
// forward mouse button ups to the input system
case WM_LBUTTONUP:
dispatch = !handle_mouse_button(osd, 0, FALSE, GET_X_LPARAM(message.lParam), GET_Y_LPARAM(message.lParam));
break;
case WM_RBUTTONUP:
dispatch = !handle_mouse_button(osd, 1, FALSE, GET_X_LPARAM(message.lParam), GET_Y_LPARAM(message.lParam));
break;
case WM_MBUTTONUP:
dispatch = !handle_mouse_button(osd, 2, FALSE, GET_X_LPARAM(message.lParam), GET_Y_LPARAM(message.lParam));
break;
case WM_XBUTTONUP:
dispatch = !handle_mouse_button(osd, 3, FALSE, GET_X_LPARAM(message.lParam), GET_Y_LPARAM(message.lParam));
break;
// a terminate message to the thread posts a quit
case WM_USER_SELF_TERMINATE:
PostQuitMessage(0);
dispatch = FALSE;
break;
// handle the "complete create" message
case WM_USER_FINISH_CREATE_WINDOW:
{
win_window_info *window = (win_window_info *)message.lParam;
window->m_init_state = window->complete_create() ? -1 : 1;
dispatch = FALSE;
break;
}
}
}
// dispatch if necessary
if (dispatch)
{
TranslateMessage(&message);
DispatchMessage(&message);
}
}
return 0;
}
//============================================================
// complete_create
// (window thread)
//============================================================
int win_window_info::complete_create()
{
RECT client;
int tempwidth, tempheight;
HMENU menu = NULL;
HDC dc;
assert(GetCurrentThreadId() == window_threadid);
// get the monitor bounds
osd_rect monitorbounds = m_monitor->position_size();
// create the window menu if needed
if (downcast<windows_options &>(machine().options()).menu())
{
if (win_create_menu(machine(), &menu))
return 1;
}
// create the window, but don't show it yet
m_hwnd = win_create_window_ex_utf8(
m_fullscreen ? FULLSCREEN_STYLE_EX : WINDOW_STYLE_EX,
"MAME",
m_title,
m_fullscreen ? FULLSCREEN_STYLE : WINDOW_STYLE,
monitorbounds.left() + 20, monitorbounds.top() + 20,
monitorbounds.left() + 100, monitorbounds.top() + 100,
NULL,//(win_window_list != NULL) ? win_window_list->m_hwnd : NULL,
menu,
GetModuleHandleUni(),
NULL);
if (m_hwnd == NULL)
return 1;
// set window #0 as the focus window for all windows, required for D3D & multimonitor
m_focus_hwnd = win_window_list->m_hwnd;
// set a pointer back to us
SetWindowLongPtr(m_hwnd, GWLP_USERDATA, (LONG_PTR)this);
// skip the positioning stuff for -video none */
if (video_config.mode == VIDEO_MODE_NONE)
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;
SetWindowPos(m_hwnd, NULL, monitorbounds.left() + 20, monitorbounds.top() + 20,
monitorbounds.left() + tempwidth + wnd_extra_width(),
monitorbounds.top() + tempheight + wnd_extra_height(),
SWP_NOZORDER);
// maximum or minimize as appropriate
if (m_startmaximized)
maximize_window();
else
minimize_window();
adjust_window_position_after_major_change();
// show the window
if (!m_fullscreen || m_fullscreen_safe)
{
// finish off by trying to initialize DirectX; if we fail, ignore it
m_renderer = draw.create(this);
if (m_renderer->create())
return 1;
ShowWindow(m_hwnd, SW_SHOW);
}
// clear the window
dc = GetDC(m_hwnd);
GetClientRect(m_hwnd, &client);
FillRect(dc, &client, (HBRUSH)GetStockObject(BLACK_BRUSH));
ReleaseDC(m_hwnd, dc);
return 0;
}
//============================================================
// winwindow_video_window_proc
// (window thread)
//============================================================
LRESULT CALLBACK win_window_info::video_window_proc(HWND wnd, UINT message, WPARAM wparam, LPARAM lparam)
{
LONG_PTR ptr = GetWindowLongPtr(wnd, GWLP_USERDATA);
win_window_info *window = (win_window_info *)ptr;
// we may get called before SetWindowLongPtr is called
if (window != NULL)
{
assert(GetCurrentThreadId() == window_threadid);
window->update_minmax_state();
}
// handle a few messages
switch (message)
{
// paint: redraw the last bitmap
case WM_PAINT:
{
PAINTSTRUCT pstruct;
HDC hdc = BeginPaint(wnd, &pstruct);
window->draw_video_contents(hdc, TRUE);
if (window->win_has_menu())
DrawMenuBar(window->m_hwnd);
EndPaint(wnd, &pstruct);
break;
}
// non-client paint: punt if full screen
case WM_NCPAINT:
if (!window->m_fullscreen || window->win_has_menu())
return DefWindowProc(wnd, message, wparam, lparam);
break;
// input: handle the raw input
case WM_INPUT:
downcast<windows_osd_interface&>(window->machine().osd()).handle_input_event(INPUT_EVENT_RAWINPUT, &lparam);
break;
// syskeys - ignore
case WM_SYSKEYUP:
case WM_SYSKEYDOWN:
break;
// input events
case WM_MOUSEMOVE:
window->machine().ui_input().push_mouse_move_event(window->m_target, GET_X_LPARAM(lparam), GET_Y_LPARAM(lparam));
break;
case WM_MOUSELEAVE:
window->machine().ui_input().push_mouse_leave_event(window->m_target);
break;
case WM_LBUTTONDOWN:
{
DWORD ticks = GetTickCount();
window->machine().ui_input().push_mouse_down_event(window->m_target, GET_X_LPARAM(lparam), GET_Y_LPARAM(lparam));
// check for a double-click
if (ticks - window->m_lastclicktime < GetDoubleClickTime() &&
GET_X_LPARAM(lparam) >= window->m_lastclickx - 4 && GET_X_LPARAM(lparam) <= window->m_lastclickx + 4 &&
GET_Y_LPARAM(lparam) >= window->m_lastclicky - 4 && GET_Y_LPARAM(lparam) <= window->m_lastclicky + 4)
{
window->m_lastclicktime = 0;
window->machine().ui_input().push_mouse_double_click_event(window->m_target, GET_X_LPARAM(lparam), GET_Y_LPARAM(lparam));
}
else
{
window->m_lastclicktime = ticks;
window->m_lastclickx = GET_X_LPARAM(lparam);
window->m_lastclicky = GET_Y_LPARAM(lparam);
}
break;
}
case WM_LBUTTONUP:
window->machine().ui_input().push_mouse_up_event(window->m_target, GET_X_LPARAM(lparam), GET_Y_LPARAM(lparam));
break;
case WM_CHAR:
window->machine().ui_input().push_char_event(window->m_target, (unicode_char) wparam);
break;
case WM_MOUSEWHEEL:
{
UINT ucNumLines = 3; // default
SystemParametersInfo(SPI_GETWHEELSCROLLLINES, 0, &ucNumLines, 0);
window->machine().ui_input().push_mouse_wheel_event(window->m_target, GET_X_LPARAM(lparam), GET_Y_LPARAM(lparam), GET_WHEEL_DELTA_WPARAM(wparam), ucNumLines);
break;
}
// pause the system when we start a menu or resize
case WM_ENTERSIZEMOVE:
window->m_resize_state = RESIZE_STATE_RESIZING;
case WM_ENTERMENULOOP:
winwindow_ui_pause_from_window_thread(window->machine(), TRUE);
break;
// unpause the system when we stop a menu or resize and force a redraw
case WM_EXITSIZEMOVE:
window->m_resize_state = RESIZE_STATE_PENDING;
case WM_EXITMENULOOP:
winwindow_ui_pause_from_window_thread(window->machine(), FALSE);
InvalidateRect(wnd, NULL, FALSE);
break;
// get min/max info: set the minimum window size
case WM_GETMINMAXINFO:
{
MINMAXINFO *minmax = (MINMAXINFO *)lparam;
minmax->ptMinTrackSize.x = MIN_WINDOW_DIM;
minmax->ptMinTrackSize.y = MIN_WINDOW_DIM;
break;
}
// sizing: constrain to the aspect ratio unless control key is held down
case WM_SIZING:
{
RECT *rect = (RECT *)lparam;
if (video_config.keepaspect && !(GetAsyncKeyState(VK_CONTROL) & 0x8000))
{
osd_rect r = window->constrain_to_aspect_ratio(RECT_to_osd_rect(*rect), wparam);
rect->top = r.top();
rect->left = r.left();
rect->bottom = r.bottom();
rect->right = r.right();
}
InvalidateRect(wnd, NULL, FALSE);
break;
}
// syscommands: catch win_start_maximized
case WM_SYSCOMMAND:
{
UINT16 cmd = wparam & 0xfff0;
// prevent screensaver or monitor power events
if (cmd == SC_MONITORPOWER || cmd == SC_SCREENSAVE)
return 1;
// most SYSCOMMANDs require us to invalidate the window
InvalidateRect(wnd, NULL, FALSE);
// handle maximize
if (cmd == SC_MAXIMIZE)
{
window->update_minmax_state();
if (window->m_ismaximized)
window->minimize_window();
else
window->maximize_window();
break;
}
return DefWindowProc(wnd, message, wparam, lparam);
}
// track whether we are in the foreground
case WM_ACTIVATEAPP:
in_background = !wparam;
break;
// close: cause MAME to exit
case WM_CLOSE:
if (multithreading_enabled)
PostThreadMessage(main_threadid, WM_QUIT, 0, 0);
else
window->machine().schedule_exit();
break;
// destroy: clean up all attached rendering bits and NULL out our hwnd
case WM_DESTROY:
if (!(window->m_renderer == NULL))
{
window->m_renderer->destroy();
global_free(window->m_renderer);
window->m_renderer = NULL;
}
window->m_hwnd = NULL;
return DefWindowProc(wnd, message, wparam, lparam);
// self redraw: draw ourself in a non-painty way
case WM_USER_REDRAW:
{
HDC hdc = GetDC(wnd);
mtlog_add("winwindow_video_window_proc: WM_USER_REDRAW begin");
window->m_primlist = (render_primitive_list *)lparam;
window->draw_video_contents(hdc, FALSE);
mtlog_add("winwindow_video_window_proc: WM_USER_REDRAW end");
ReleaseDC(wnd, hdc);
break;
}
// self destruct
case WM_USER_SELF_TERMINATE:
DestroyWindow(window->m_hwnd);
break;
// fullscreen set
case WM_USER_SET_FULLSCREEN:
window->set_fullscreen(wparam);
break;
// minimum size set
case WM_USER_SET_MINSIZE:
window->minimize_window();
break;
// maximum size set
case WM_USER_SET_MAXSIZE:
window->maximize_window();
break;
// maximum size set
case WM_DISPLAYCHANGE:
/* FIXME: The current codebase has an issue with setting aspect
* ratios correctly after display change. set_aspect should
* be set_forced_aspect and on a refresh this forced aspect should
* be preserved if set. If not, the standard aspect calculation
* should be used.
*/
window->m_monitor->refresh();
break;
// set focus: if we're not the primary window, switch back
// commented out ATM because this prevents us from resizing secondary windows
// case WM_SETFOCUS:
// if (window != win_window_list && win_window_list != NULL)
// SetFocus(win_window_list->m_hwnd);
// break;
// everything else: defaults
default:
return DefWindowProc(wnd, message, wparam, lparam);
}
return 0;
}
//============================================================
// draw_video_contents
// (window thread)
//============================================================
void win_window_info::draw_video_contents(HDC dc, int update)
{
assert(GetCurrentThreadId() == window_threadid);
mtlog_add("draw_video_contents: begin");
mtlog_add("draw_video_contents: render lock acquire");
std::lock_guard<std::mutex> lock(m_render_lock);
mtlog_add("draw_video_contents: render lock acquired");
// if we're iconic, don't bother
if (m_hwnd != NULL && !IsIconic(m_hwnd))
{
// if no bitmap, just fill
if (m_primlist == NULL)
{
RECT fill;
GetClientRect(m_hwnd, &fill);
FillRect(dc, &fill, (HBRUSH)GetStockObject(BLACK_BRUSH));
}
// otherwise, render with our drawing system
else
{
// update DC
m_dc = dc;
m_renderer->draw(update);
mtlog_add("draw_video_contents: drawing finished");
}
}
mtlog_add("draw_video_contents: render lock released");
mtlog_add("draw_video_contents: end");
}
//============================================================
// constrain_to_aspect_ratio
// (window thread)
//============================================================
osd_rect win_window_info::constrain_to_aspect_ratio(const osd_rect &rect, int adjustment)
{
INT32 extrawidth = wnd_extra_width();
INT32 extraheight = wnd_extra_height();
INT32 propwidth, propheight;
INT32 minwidth, minheight;
INT32 maxwidth, maxheight;
INT32 viswidth, visheight;
INT32 adjwidth, adjheight;
float pixel_aspect;
osd_monitor_info *monitor = winwindow_video_window_monitor(&rect);
assert(GetCurrentThreadId() == window_threadid);
// get the pixel aspect ratio for the target monitor
pixel_aspect = monitor->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 = MAX(propwidth, MIN_WINDOW_DIM);
propheight = MAX(propheight, MIN_WINDOW_DIM);
// clamp against the minimum width and height
propwidth = MAX(propwidth, minwidth);
propheight = MAX(propheight, minheight);
// clamp against the maximum (fit on one screen for full screen mode)
if (m_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 = MIN(maxwidth, m_win_config.width + extrawidth);
if (m_win_config.height != 0)
maxheight = MIN(maxheight, m_win_config.height + extraheight);
}
// clamp to the maximum
propwidth = MIN(propwidth, maxwidth);
propheight = 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 win_window_info::get_min_bounds(int constrain)
{
INT32 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)
{
// 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 win_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)
maximum = constrain_to_aspect_ratio(maximum, WMSZ_BOTTOMRIGHT);
else
{
maximum = maximum.resize(maximum.width() - wnd_extra_width(), maximum.height() - wnd_extra_height());
}
return maximum.dim();
}
//============================================================
// update_minmax_state
// (window thread)
//============================================================
void win_window_info::update_minmax_state()
{
assert(GetCurrentThreadId() == window_threadid);
if (!m_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(m_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 win_window_info::minimize_window()
{
assert(GetCurrentThreadId() == window_threadid);
osd_dim newsize = get_min_bounds(video_config.keepaspect);
// get the window rect
RECT bounds;
GetWindowRect(m_hwnd, &bounds);
osd_rect newrect(bounds.left, bounds.top, newsize );
SetWindowPos(m_hwnd, NULL, newrect.left(), newrect.top(), newrect.width(), newrect.height(), SWP_NOZORDER);
}
//============================================================
// maximize_window
// (window thread)
//============================================================
void win_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(m_hwnd, NULL, newrect.left(), newrect.top(), newrect.width(), newrect.height(), SWP_NOZORDER);
}
//============================================================
// adjust_window_position_after_major_change
// (window thread)
//============================================================
void win_window_info::adjust_window_position_after_major_change()
{
RECT oldrect;
assert(GetCurrentThreadId() == window_threadid);
// get the current size
GetWindowRect(m_hwnd, &oldrect);
osd_rect newrect = RECT_to_osd_rect(oldrect);
// adjust the window size so the client area is what we want
if (!m_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
{
osd_monitor_info *monitor = winwindow_video_window_monitor(NULL);
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(m_hwnd, m_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 (this == win_window_list)
{
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 win_window_info::set_fullscreen(int fullscreen)
{
assert(GetCurrentThreadId() == window_threadid);
// if we're in the right state, punt
if (m_fullscreen == fullscreen)
return;
m_fullscreen = fullscreen;
// kill off the drawers
m_renderer->destroy();
global_free(m_renderer);
m_renderer = NULL;
// hide ourself
ShowWindow(m_hwnd, SW_HIDE);
// configure the window if non-fullscreen
if (!fullscreen)
{
// adjust the style
SetWindowLong(m_hwnd, GWL_STYLE, WINDOW_STYLE);
SetWindowLong(m_hwnd, GWL_EXSTYLE, WINDOW_STYLE_EX);
SetWindowPos(m_hwnd, 0, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_FRAMECHANGED);
// force to the bottom, then back on top
SetWindowPos(m_hwnd, HWND_BOTTOM, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE);
SetWindowPos(m_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(m_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(m_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(m_hwnd, &m_non_fullscreen_bounds);
// adjust the style
SetWindowLong(m_hwnd, GWL_STYLE, FULLSCREEN_STYLE);
SetWindowLong(m_hwnd, GWL_EXSTYLE, FULLSCREEN_STYLE_EX);
SetWindowPos(m_hwnd, 0, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_FRAMECHANGED);
// set topmost
SetWindowPos(m_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 (!m_fullscreen || m_fullscreen_safe)
{
if (video_config.mode != VIDEO_MODE_NONE)
ShowWindow(m_hwnd, SW_SHOW);
m_renderer = draw.create(this);
if (m_renderer->create())
exit(1);
}
// ensure we're still adjusted correctly
adjust_window_position_after_major_change();
}
#if (USE_QTDEBUG)
bool winwindow_qt_filter(void *message)
{
MSG *msg = (MSG *)message;
if(is_mame_window(msg->hwnd) || (!msg->hwnd && (msg->message >= WM_USER)))
{
LONG_PTR ptr;
if(msg->hwnd) // get the machine associated with this window
ptr = GetWindowLongPtr(msg->hwnd, GWLP_USERDATA);
else // any one will have to do
ptr = (LONG_PTR)win_window_list;
winwindow_dispatch_message(((win_window_info *)ptr)->machine(), msg);
return true;
}
return false;
}
#endif