mame/src/osd/windows/window.c
2011-04-19 06:02:01 +00:00

1860 lines
52 KiB
C

//============================================================
//
// window.c - Win32 window handling
//
//============================================================
//
// Copyright Aaron Giles
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or
// without modification, are permitted provided that the
// following conditions are met:
//
// * Redistributions of source code must retain the above
// copyright notice, this list of conditions and the
// following disclaimer.
// * Redistributions in binary form must reproduce the
// above copyright notice, this list of conditions and
// the following disclaimer in the documentation and/or
// other materials provided with the distribution.
// * Neither the name 'MAME' nor the names of its
// contributors may be used to endorse or promote
// products derived from this software without specific
// prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY AARON GILES ''AS IS'' AND
// ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
// EVENT SHALL AARON GILES BE LIABLE FOR ANY DIRECT,
// INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGE (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
// LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN
// IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
//============================================================
#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 "emuopts.h"
#include "uiinput.h"
// MAMEOS headers
#include "winmain.h"
#include "window.h"
#include "video.h"
#include "input.h"
#include "debugwin.h"
#include "strconv.h"
#include "config.h"
#include "winutf8.h"
extern int drawnone_init(running_machine &machine, win_draw_callbacks *callbacks);
extern int drawgdi_init(running_machine &machine, win_draw_callbacks *callbacks);
extern int drawdd_init(running_machine &machine, win_draw_callbacks *callbacks);
extern int drawd3d_init(running_machine &machine, win_draw_callbacks *callbacks);
//============================================================
// 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 win_draw_callbacks draw;
static HANDLE ui_pause_event;
static HANDLE window_thread_ready_event;
//============================================================
// PROTOTYPES
//============================================================
static void winwindow_exit(running_machine &machine);
static void winwindow_video_window_destroy(win_window_info *window);
static void draw_video_contents(win_window_info *window, HDC dc, int update);
static unsigned __stdcall thread_entry(void *param);
static int complete_create(win_window_info *window);
static void create_window_class(void);
static void set_starting_view(int index, win_window_info *window, const char *view);
static void constrain_to_aspect_ratio(win_window_info *window, RECT *rect, int adjustment);
static void get_min_bounds(win_window_info *window, RECT *bounds, int constrain);
static void get_max_bounds(win_window_info *window, RECT *bounds, int constrain);
static void update_minmax_state(win_window_info *window);
static void minimize_window(win_window_info *window);
static void maximize_window(win_window_info *window);
static void adjust_window_position_after_major_change(win_window_info *window);
static void set_fullscreen(win_window_info *window, int fullscreen);
// temporary hacks
#if LOG_THREADS
struct _mtlog
{
osd_ticks_t timestamp;
const char *event;
};
static struct _mtlog mtlog[100000];
static volatile LONG mtlogindex;
void mtlog_add(const char *event)
{
int index = InterlockedIncrement((LONG *) &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
//============================================================
// winwindow_init
// (main thread)
//============================================================
void winwindow_init(running_machine &machine)
{
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();
// ensure we get called on the way out
machine.add_notifier(MACHINE_NOTIFY_EXIT, winwindow_exit);
// 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");
// 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");
// create a thread to run the windows from
temp = _beginthreadex(NULL, 0, thread_entry, NULL, 0, (unsigned *)&window_threadid);
window_thread = (HANDLE)temp;
if (window_thread == NULL)
fatalerror("Failed to create window thread");
// 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 (video_config.mode == VIDEO_MODE_NONE)
drawnone_init(machine, &draw);
// set up the window list
last_window_ptr = &win_window_list;
}
//============================================================
// winwindow_exit
// (main thread)
//============================================================
static void winwindow_exit(running_machine &machine)
{
assert(GetCurrentThreadId() == main_threadid);
// possibly kill the debug window
if (machine.debug_flags & DEBUG_FLAG_OSD_ENABLED)
debugwin_destroy_windows();
// free all the windows
while (win_window_list != NULL)
{
win_window_info *temp = win_window_list;
win_window_list = temp->next;
winwindow_video_window_destroy(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) ;
}
//============================================================
// 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);
}
//============================================================
// is_mame_window
//============================================================
static BOOL is_mame_window(HWND hwnd)
{
win_window_info *window;
for (window = win_window_list; window != NULL; window = window->next)
if (window->hwnd == hwnd)
return TRUE;
return FALSE;
}
//============================================================
// winwindow_process_events
// (main thread)
//============================================================
void winwindow_process_events(running_machine &machine, int ingame)
{
MSG message;
assert(GetCurrentThreadId() == main_threadid);
// if we're running, disable some parts of the debugger
if (ingame && (machine.debug_flags & DEBUG_FLAG_OSD_ENABLED) != 0)
debugwin_update_during_game(machine);
// 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))
{
int dispatch = TRUE;
if (message.hwnd == NULL || is_mame_window(message.hwnd))
{
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 = !wininput_handle_mouse_button(0, TRUE, GET_X_LPARAM(message.lParam), GET_Y_LPARAM(message.lParam));
break;
case WM_RBUTTONDOWN:
dispatch = !wininput_handle_mouse_button(1, TRUE, GET_X_LPARAM(message.lParam), GET_Y_LPARAM(message.lParam));
break;
case WM_MBUTTONDOWN:
dispatch = !wininput_handle_mouse_button(2, TRUE, GET_X_LPARAM(message.lParam), GET_Y_LPARAM(message.lParam));
break;
case WM_XBUTTONDOWN:
dispatch = !wininput_handle_mouse_button(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 = !wininput_handle_mouse_button(0, FALSE, GET_X_LPARAM(message.lParam), GET_Y_LPARAM(message.lParam));
break;
case WM_RBUTTONUP:
dispatch = !wininput_handle_mouse_button(1, FALSE, GET_X_LPARAM(message.lParam), GET_Y_LPARAM(message.lParam));
break;
case WM_MBUTTONUP:
dispatch = !wininput_handle_mouse_button(2, FALSE, GET_X_LPARAM(message.lParam), GET_Y_LPARAM(message.lParam));
break;
case WM_XBUTTONUP:
dispatch = !wininput_handle_mouse_button(3, FALSE, GET_X_LPARAM(message.lParam), GET_Y_LPARAM(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_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->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->next)
SendMessage(window->hwnd, WM_USER_SET_FULLSCREEN, !video_config.windowed, 0);
SetForegroundWindow(win_window_list->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->next)
if (focuswnd == window->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, 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_has_menu(win_window_list)) || (!machine.paused() && wininput_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->hwnd, &bounds);
ClientToScreen(window->hwnd, &((POINT *)&bounds)[0]);
ClientToScreen(window->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 winwindow_video_window_create(running_machine &machine, int index, win_monitor_info *monitor, const win_window_config *config)
{
win_window_info *window, *win;
assert(GetCurrentThreadId() == main_threadid);
// allocate a new window object
window = global_alloc_clear(win_window_info(machine));
window->maxwidth = config->width;
window->maxheight = config->height;
window->refresh = config->refresh;
window->monitor = monitor;
window->fullscreen = !video_config.windowed;
// see if we are safe for fullscreen
window->fullscreen_safe = TRUE;
for (win = win_window_list; win != NULL; win = win->next)
if (win->monitor == monitor)
window->fullscreen_safe = FALSE;
// add us to the list
*last_window_ptr = window;
last_window_ptr = &window->next;
// create a lock that we can use to skip blitting
window->render_lock = osd_lock_alloc();
// load the layout
window->target = machine.render().target_alloc();
// set the specific view
windows_options &options = downcast<windows_options &>(machine.options());
set_starting_view(index, window, options.view(index));
// remember the current values in case they change
window->targetview = window->target->view();
window->targetorient = window->target->orientation();
window->targetlayerconfig = window->target->layer_config();
// make the window title
if (video_config.numscreens == 1)
sprintf(window->title, APPNAME ": %s [%s]", machine.system().description, machine.system().name);
else
sprintf(window->title, APPNAME ": %s [%s] - Screen %d", machine.system().description, machine.system().name, index);
// set the initial maximized state
window->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->init_state == 0)
Sleep(1);
}
else
window->init_state = complete_create(window) ? -1 : 1;
// handle error conditions
if (window->init_state == -1)
fatalerror("Unable to complete window creation");
}
//============================================================
// winwindow_video_window_destroy
// (main thread)
//============================================================
static void winwindow_video_window_destroy(win_window_info *window)
{
win_window_info **prevptr;
assert(GetCurrentThreadId() == main_threadid);
// remove us from the list
for (prevptr = &win_window_list; *prevptr != NULL; prevptr = &(*prevptr)->next)
if (*prevptr == window)
{
*prevptr = window->next;
break;
}
// destroy the window
if (window->hwnd != NULL)
SendMessage(window->hwnd, WM_USER_SELF_TERMINATE, 0, 0);
// free the render target
window->machine().render().target_free(window->target);
// free the lock
osd_lock_free(window->render_lock);
// free the window itself
global_free(window);
}
//============================================================
// winwindow_video_window_update
// (main thread)
//============================================================
void winwindow_video_window_update(win_window_info *window)
{
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 = window->target->view();
targetorient = window->target->orientation();
targetlayerconfig = window->target->layer_config();
if (targetview != window->targetview || targetorient != window->targetorient || targetlayerconfig != window->targetlayerconfig)
{
window->targetview = targetview;
window->targetorient = targetorient;
window->targetlayerconfig = targetlayerconfig;
// in window mode, reminimize/maximize
if (!window->fullscreen)
{
if (window->isminimized)
SendMessage(window->hwnd, WM_USER_SET_MINSIZE, 0, 0);
if (window->ismaximized)
SendMessage(window->hwnd, WM_USER_SET_MAXSIZE, 0, 0);
}
}
// if we're visible and running and not in the middle of a resize, draw
if (window->hwnd != NULL && window->target != NULL && window->drawdata != NULL)
{
int got_lock = TRUE;
mtlog_add("winwindow_video_window_update: try lock");
// only block if we're throttled
if (window->machine().video().throttled() || timeGetTime() - last_update_time > 250)
osd_lock_acquire(window->render_lock);
else
got_lock = osd_lock_try(window->render_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
osd_lock_release(window->render_lock);
// ensure the target bounds are up-to-date, and then get the primitives
primlist = (*draw.window_get_primitives)(window);
// 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(window->hwnd, WM_USER_REDRAW, 0, (LPARAM)primlist);
else
SendMessage(window->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)
//============================================================
win_monitor_info *winwindow_video_window_monitor(win_window_info *window, const RECT *proposed)
{
win_monitor_info *monitor;
// in window mode, find the nearest
if (!window->fullscreen)
{
if (proposed != NULL)
monitor = winvideo_monitor_from_handle(MonitorFromRect(proposed, MONITOR_DEFAULTTONEAREST));
else
monitor = winvideo_monitor_from_handle(MonitorFromWindow(window->hwnd, MONITOR_DEFAULTTONEAREST));
}
// in full screen, just use the configured monitor
else
monitor = window->monitor;
// make sure we're up-to-date
winvideo_monitor_refresh(monitor);
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 = GetModuleHandle(NULL);
wc.lpfnWndProc = winwindow_video_window_proc_ui;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hIcon = LoadIcon(NULL, IDI_APPLICATION);
// register the class; fail if we can't
if (!RegisterClass(&wc))
fatalerror("Failed to create window class");
classes_created = TRUE;
}
}
//============================================================
// set_starting_view
// (main thread)
//============================================================
static void set_starting_view(int index, win_window_info *window, const char *view)
{
const char *defview = downcast<windows_options &>(window->machine().options()).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 = window->target->configured_view(view, index, video_config.numscreens);
// set the view
window->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)
logerror("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)
//============================================================
INLINE int wnd_extra_width(win_window_info *window)
{
RECT temprect = { 100, 100, 200, 200 };
if (window->fullscreen)
return 0;
AdjustWindowRectEx(&temprect, WINDOW_STYLE, win_has_menu(window), WINDOW_STYLE_EX);
return rect_width(&temprect) - 100;
}
//============================================================
// wnd_extra_height
// (window thread)
//============================================================
INLINE int wnd_extra_height(win_window_info *window)
{
RECT temprect = { 100, 100, 200, 200 };
if (window->fullscreen)
return 0;
AdjustWindowRectEx(&temprect, WINDOW_STYLE, win_has_menu(window), WINDOW_STYLE_EX);
return rect_height(&temprect) - 100;
}
//============================================================
// thread_entry
// (window thread)
//============================================================
static unsigned __stdcall thread_entry(void *param)
{
MSG message;
// 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 = !wininput_handle_mouse_button(0, TRUE, GET_X_LPARAM(message.lParam), GET_Y_LPARAM(message.lParam));
break;
case WM_RBUTTONDOWN:
dispatch = !wininput_handle_mouse_button(1, TRUE, GET_X_LPARAM(message.lParam), GET_Y_LPARAM(message.lParam));
break;
case WM_MBUTTONDOWN:
dispatch = !wininput_handle_mouse_button(2, TRUE, GET_X_LPARAM(message.lParam), GET_Y_LPARAM(message.lParam));
break;
case WM_XBUTTONDOWN:
dispatch = !wininput_handle_mouse_button(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 = !wininput_handle_mouse_button(0, FALSE, GET_X_LPARAM(message.lParam), GET_Y_LPARAM(message.lParam));
break;
case WM_RBUTTONUP:
dispatch = !wininput_handle_mouse_button(1, FALSE, GET_X_LPARAM(message.lParam), GET_Y_LPARAM(message.lParam));
break;
case WM_MBUTTONUP:
dispatch = !wininput_handle_mouse_button(2, FALSE, GET_X_LPARAM(message.lParam), GET_Y_LPARAM(message.lParam));
break;
case WM_XBUTTONUP:
dispatch = !wininput_handle_mouse_button(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->init_state = complete_create(window) ? -1 : 1;
dispatch = FALSE;
break;
}
}
}
// dispatch if necessary
if (dispatch)
{
TranslateMessage(&message);
DispatchMessage(&message);
}
}
return 0;
}
//============================================================
// complete_create
// (window thread)
//============================================================
static int complete_create(win_window_info *window)
{
RECT monitorbounds, client;
int tempwidth, tempheight;
HMENU menu = NULL;
HDC dc;
assert(GetCurrentThreadId() == window_threadid);
// get the monitor bounds
monitorbounds = window->monitor->info.rcMonitor;
// create the window menu if needed
if (downcast<windows_options &>(window->machine().options()).menu())
{
if (win_create_menu(window->machine(), &menu))
return 1;
}
// create the window, but don't show it yet
window->hwnd = win_create_window_ex_utf8(
window->fullscreen ? FULLSCREEN_STYLE_EX : WINDOW_STYLE_EX,
"MAME",
window->title,
window->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->hwnd : NULL,
menu,
GetModuleHandle(NULL),
NULL);
if (window->hwnd == NULL)
return 1;
// set a pointer back to us
SetWindowLongPtr(window->hwnd, GWLP_USERDATA, (LONG_PTR)window);
// 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 = (window->maxwidth != 0) ? window->maxwidth : 640;
tempheight = (window->maxheight != 0) ? window->maxheight : 480;
SetWindowPos(window->hwnd, NULL, monitorbounds.left + 20, monitorbounds.top + 20,
monitorbounds.left + tempwidth + wnd_extra_width(window),
monitorbounds.top + tempheight + wnd_extra_height(window),
SWP_NOZORDER);
// maximum or minimize as appropriate
if (window->startmaximized)
maximize_window(window);
else
minimize_window(window);
adjust_window_position_after_major_change(window);
// show the window
if (!window->fullscreen || window->fullscreen_safe)
{
// finish off by trying to initialize DirectX; if we fail, ignore it
if ((*draw.window_init)(window))
return 1;
ShowWindow(window->hwnd, SW_SHOW);
}
// clear the window
dc = GetDC(window->hwnd);
GetClientRect(window->hwnd, &client);
FillRect(dc, &client, (HBRUSH)GetStockObject(BLACK_BRUSH));
ReleaseDC(window->hwnd, dc);
return 0;
}
//============================================================
// winwindow_video_window_proc
// (window thread)
//============================================================
LRESULT CALLBACK winwindow_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);
update_minmax_state(window);
}
// handle a few messages
switch (message)
{
// paint: redraw the last bitmap
case WM_PAINT:
{
PAINTSTRUCT pstruct;
HDC hdc = BeginPaint(wnd, &pstruct);
draw_video_contents(window, hdc, TRUE);
if (win_has_menu(window))
DrawMenuBar(window->hwnd);
EndPaint(wnd, &pstruct);
break;
}
// non-client paint: punt if full screen
case WM_NCPAINT:
if (!window->fullscreen || win_has_menu(window))
return DefWindowProc(wnd, message, wparam, lparam);
break;
// input: handle the raw input
case WM_INPUT:
wininput_handle_raw((HRAWINPUT)lparam);
break;
// syskeys - ignore
case WM_SYSKEYUP:
case WM_SYSKEYDOWN:
break;
// input events
case WM_MOUSEMOVE:
ui_input_push_mouse_move_event(window->machine(), window->target, GET_X_LPARAM(lparam), GET_Y_LPARAM(lparam));
break;
case WM_MOUSELEAVE:
ui_input_push_mouse_leave_event(window->machine(), window->target);
break;
case WM_LBUTTONDOWN:
{
DWORD ticks = GetTickCount();
ui_input_push_mouse_down_event(window->machine(), window->target, GET_X_LPARAM(lparam), GET_Y_LPARAM(lparam));
// check for a double-click
if (ticks - window->lastclicktime < GetDoubleClickTime() &&
GET_X_LPARAM(lparam) >= window->lastclickx - 4 && GET_X_LPARAM(lparam) <= window->lastclickx + 4 &&
GET_Y_LPARAM(lparam) >= window->lastclicky - 4 && GET_Y_LPARAM(lparam) <= window->lastclicky + 4)
{
window->lastclicktime = 0;
ui_input_push_mouse_double_click_event(window->machine(), window->target, GET_X_LPARAM(lparam), GET_Y_LPARAM(lparam));
}
else
{
window->lastclicktime = ticks;
window->lastclickx = GET_X_LPARAM(lparam);
window->lastclicky = GET_Y_LPARAM(lparam);
}
break;
}
case WM_LBUTTONUP:
ui_input_push_mouse_up_event(window->machine(), window->target, GET_X_LPARAM(lparam), GET_Y_LPARAM(lparam));
break;
case WM_CHAR:
ui_input_push_char_event(window->machine(), window->target, (unicode_char) wparam);
break;
// pause the system when we start a menu or resize
case WM_ENTERSIZEMOVE:
window->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->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))
constrain_to_aspect_ratio(window, rect, wparam);
InvalidateRect(wnd, NULL, FALSE);
break;
}
// syscommands: catch win_start_maximized
case WM_SYSCOMMAND:
{
// prevent screensaver or monitor power events
if (wparam == SC_MONITORPOWER || wparam == SC_SCREENSAVE)
return 1;
// most SYSCOMMANDs require us to invalidate the window
InvalidateRect(wnd, NULL, FALSE);
// handle maximize
if ((wparam & 0xfff0) == SC_MAXIMIZE)
{
update_minmax_state(window);
if (window->ismaximized)
minimize_window(window);
else
maximize_window(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:
(*draw.window_destroy)(window);
window->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->primlist = (render_primitive_list *)lparam;
draw_video_contents(window, 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->hwnd);
break;
// fullscreen set
case WM_USER_SET_FULLSCREEN:
set_fullscreen(window, wparam);
break;
// minimum size set
case WM_USER_SET_MINSIZE:
minimize_window(window);
break;
// maximum size set
case WM_USER_SET_MAXSIZE:
maximize_window(window);
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->hwnd);
// break;
// everything else: defaults
default:
return DefWindowProc(wnd, message, wparam, lparam);
}
return 0;
}
//============================================================
// draw_video_contents
// (window thread)
//============================================================
static void draw_video_contents(win_window_info *window, HDC dc, int update)
{
assert(GetCurrentThreadId() == window_threadid);
mtlog_add("draw_video_contents: begin");
mtlog_add("draw_video_contents: render lock acquire");
osd_lock_acquire(window->render_lock);
mtlog_add("draw_video_contents: render lock acquired");
// if we're iconic, don't bother
if (window->hwnd != NULL && !IsIconic(window->hwnd))
{
// if no bitmap, just fill
if (window->primlist == NULL)
{
RECT fill;
GetClientRect(window->hwnd, &fill);
FillRect(dc, &fill, (HBRUSH)GetStockObject(BLACK_BRUSH));
}
// otherwise, render with our drawing system
else
{
(*draw.window_draw)(window, dc, update);
mtlog_add("draw_video_contents: drawing finished");
}
}
osd_lock_release(window->render_lock);
mtlog_add("draw_video_contents: render lock released");
mtlog_add("draw_video_contents: end");
}
//============================================================
// constrain_to_aspect_ratio
// (window thread)
//============================================================
static void constrain_to_aspect_ratio(win_window_info *window, RECT *rect, int adjustment)
{
win_monitor_info *monitor = winwindow_video_window_monitor(window, rect);
INT32 extrawidth = wnd_extra_width(window);
INT32 extraheight = wnd_extra_height(window);
INT32 propwidth, propheight;
INT32 minwidth, minheight;
INT32 maxwidth, maxheight;
INT32 viswidth, visheight;
INT32 adjwidth, adjheight;
float pixel_aspect;
assert(GetCurrentThreadId() == window_threadid);
// get the pixel aspect ratio for the target monitor
pixel_aspect = winvideo_monitor_get_aspect(monitor);
// determine the proposed width/height
propwidth = rect_width(rect) - extrawidth;
propheight = rect_height(rect) - 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:
window->target->compute_visible_area(10000, propheight, pixel_aspect, window->target->orientation(), propwidth, propheight);
break;
case WMSZ_LEFT:
case WMSZ_RIGHT:
window->target->compute_visible_area(propwidth, 10000, pixel_aspect, window->target->orientation(), propwidth, propheight);
break;
default:
window->target->compute_visible_area(propwidth, propheight, pixel_aspect, window->target->orientation(), propwidth, propheight);
break;
}
// get the minimum width/height for the current layout
window->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 (window->fullscreen)
{
maxwidth = rect_width(&monitor->info.rcMonitor) - extrawidth;
maxheight = rect_height(&monitor->info.rcMonitor) - extraheight;
}
else
{
maxwidth = rect_width(&monitor->info.rcWork) - extrawidth;
maxheight = rect_height(&monitor->info.rcWork) - extraheight;
// further clamp to the maximum width/height in the window
if (window->maxwidth != 0)
maxwidth = MIN(maxwidth, window->maxwidth + extrawidth);
if (window->maxheight != 0)
maxheight = MIN(maxheight, window->maxheight + extraheight);
}
// clamp to the maximum
propwidth = MIN(propwidth, maxwidth);
propheight = MIN(propheight, maxheight);
// compute the visible area based on the proposed rectangle
window->target->compute_visible_area(propwidth, propheight, pixel_aspect, window->target->orientation(), viswidth, visheight);
// compute the adjustments we need to make
adjwidth = (viswidth + extrawidth) - rect_width(rect);
adjheight = (visheight + extraheight) - rect_height(rect);
// based on which corner we're adjusting, constrain in different ways
switch (adjustment)
{
case WMSZ_BOTTOM:
case WMSZ_BOTTOMRIGHT:
case WMSZ_RIGHT:
rect->right += adjwidth;
rect->bottom += adjheight;
break;
case WMSZ_BOTTOMLEFT:
rect->left -= adjwidth;
rect->bottom += adjheight;
break;
case WMSZ_LEFT:
case WMSZ_TOPLEFT:
case WMSZ_TOP:
rect->left -= adjwidth;
rect->top -= adjheight;
break;
case WMSZ_TOPRIGHT:
rect->right += adjwidth;
rect->top -= adjheight;
break;
}
}
//============================================================
// get_min_bounds
// (window thread)
//============================================================
static void get_min_bounds(win_window_info *window, RECT *bounds, int constrain)
{
INT32 minwidth, minheight;
assert(GetCurrentThreadId() == window_threadid);
// get the minimum target size
window->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(window);
minheight += wnd_extra_height(window);
// if we want it constrained, figure out which one is larger
if (constrain)
{
RECT test1, test2;
// first constrain with no height limit
test1.top = test1.left = 0;
test1.right = minwidth;
test1.bottom = 10000;
constrain_to_aspect_ratio(window, &test1, WMSZ_BOTTOMRIGHT);
// then constrain with no width limit
test2.top = test2.left = 0;
test2.right = 10000;
test2.bottom = minheight;
constrain_to_aspect_ratio(window, &test2, WMSZ_BOTTOMRIGHT);
// pick the larger
if (rect_width(&test1) > rect_width(&test2))
{
minwidth = rect_width(&test1);
minheight = rect_height(&test1);
}
else
{
minwidth = rect_width(&test2);
minheight = rect_height(&test2);
}
}
// get the window rect
GetWindowRect(window->hwnd, bounds);
// now adjust
bounds->right = bounds->left + minwidth;
bounds->bottom = bounds->top + minheight;
}
//============================================================
// get_max_bounds
// (window thread)
//============================================================
static void get_max_bounds(win_window_info *window, RECT *bounds, int constrain)
{
RECT maximum;
assert(GetCurrentThreadId() == window_threadid);
// compute the maximum client area
winvideo_monitor_refresh(window->monitor);
maximum = window->monitor->info.rcWork;
// clamp to the window's max
if (window->maxwidth != 0)
{
int temp = window->maxwidth + wnd_extra_width(window);
if (temp < rect_width(&maximum))
maximum.right = maximum.left + temp;
}
if (window->maxheight != 0)
{
int temp = window->maxheight + wnd_extra_height(window);
if (temp < rect_height(&maximum))
maximum.bottom = maximum.top + temp;
}
// constrain to fit
if (constrain)
constrain_to_aspect_ratio(window, &maximum, WMSZ_BOTTOMRIGHT);
else
{
maximum.right -= wnd_extra_width(window);
maximum.bottom -= wnd_extra_height(window);
}
// center within the work area
bounds->left = window->monitor->info.rcWork.left + (rect_width(&window->monitor->info.rcWork) - rect_width(&maximum)) / 2;
bounds->top = window->monitor->info.rcWork.top + (rect_height(&window->monitor->info.rcWork) - rect_height(&maximum)) / 2;
bounds->right = bounds->left + rect_width(&maximum);
bounds->bottom = bounds->top + rect_height(&maximum);
}
//============================================================
// update_minmax_state
// (window thread)
//============================================================
static void update_minmax_state(win_window_info *window)
{
assert(GetCurrentThreadId() == window_threadid);
if (!window->fullscreen)
{
RECT bounds, minbounds, maxbounds;
// compare the maximum bounds versus the current bounds
get_min_bounds(window, &minbounds, video_config.keepaspect);
get_max_bounds(window, &maxbounds, video_config.keepaspect);
GetWindowRect(window->hwnd, &bounds);
// if either the width or height matches, we were maximized
window->isminimized = (rect_width(&bounds) == rect_width(&minbounds) ||
rect_height(&bounds) == rect_height(&minbounds));
window->ismaximized = (rect_width(&bounds) == rect_width(&maxbounds) ||
rect_height(&bounds) == rect_height(&maxbounds));
}
else
{
window->isminimized = FALSE;
window->ismaximized = TRUE;
}
}
//============================================================
// minimize_window
// (window thread)
//============================================================
static void minimize_window(win_window_info *window)
{
RECT newsize;
assert(GetCurrentThreadId() == window_threadid);
get_min_bounds(window, &newsize, video_config.keepaspect);
SetWindowPos(window->hwnd, NULL, newsize.left, newsize.top, rect_width(&newsize), rect_height(&newsize), SWP_NOZORDER);
}
//============================================================
// maximize_window
// (window thread)
//============================================================
static void maximize_window(win_window_info *window)
{
RECT newsize;
assert(GetCurrentThreadId() == window_threadid);
get_max_bounds(window, &newsize, video_config.keepaspect);
SetWindowPos(window->hwnd, NULL, newsize.left, newsize.top, rect_width(&newsize), rect_height(&newsize), SWP_NOZORDER);
}
//============================================================
// adjust_window_position_after_major_change
// (window thread)
//============================================================
static void adjust_window_position_after_major_change(win_window_info *window)
{
RECT oldrect, newrect;
assert(GetCurrentThreadId() == window_threadid);
// get the current size
GetWindowRect(window->hwnd, &oldrect);
// adjust the window size so the client area is what we want
if (!window->fullscreen)
{
// constrain the existing size to the aspect ratio
newrect = oldrect;
if (video_config.keepaspect)
constrain_to_aspect_ratio(window, &newrect, WMSZ_BOTTOMRIGHT);
}
// in full screen, make sure it covers the primary display
else
{
win_monitor_info *monitor = winwindow_video_window_monitor(window, NULL);
newrect = monitor->info.rcMonitor;
}
// adjust the position if different
if (oldrect.left != newrect.left || oldrect.top != newrect.top ||
oldrect.right != newrect.right || oldrect.bottom != newrect.bottom)
SetWindowPos(window->hwnd, window->fullscreen ? HWND_TOPMOST : HWND_TOP,
newrect.left, newrect.top,
rect_width(&newrect), rect_height(&newrect), 0);
// take note of physical window size (used for lightgun coordinate calculation)
if (window == win_window_list)
{
win_physical_width = rect_width(&newrect);
win_physical_height = rect_height(&newrect);
logerror("Physical width %d, height %d\n",win_physical_width,win_physical_height);
}
}
//============================================================
// set_fullscreen
// (window thread)
//============================================================
static void set_fullscreen(win_window_info *window, int fullscreen)
{
assert(GetCurrentThreadId() == window_threadid);
// if we're in the right state, punt
if (window->fullscreen == fullscreen)
return;
window->fullscreen = fullscreen;
// kill off the drawers
(*draw.window_destroy)(window);
// hide ourself
ShowWindow(window->hwnd, SW_HIDE);
// configure the window if non-fullscreen
if (!fullscreen)
{
// adjust the style
SetWindowLong(window->hwnd, GWL_STYLE, WINDOW_STYLE);
SetWindowLong(window->hwnd, GWL_EXSTYLE, WINDOW_STYLE_EX);
SetWindowPos(window->hwnd, 0, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_FRAMECHANGED);
// force to the bottom, then back on top
SetWindowPos(window->hwnd, HWND_BOTTOM, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE);
SetWindowPos(window->hwnd, HWND_TOP, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE);
// if we have previous non-fullscreen bounds, use those
if (window->non_fullscreen_bounds.right != window->non_fullscreen_bounds.left)
{
SetWindowPos(window->hwnd, HWND_TOP, window->non_fullscreen_bounds.left, window->non_fullscreen_bounds.top,
rect_width(&window->non_fullscreen_bounds), rect_height(&window->non_fullscreen_bounds),
SWP_NOZORDER);
}
// otherwise, set a small size and maximize from there
else
{
SetWindowPos(window->hwnd, HWND_TOP, 0, 0, MIN_WINDOW_DIM, MIN_WINDOW_DIM, SWP_NOZORDER);
maximize_window(window);
}
}
// configure the window if fullscreen
else
{
// save the bounds
GetWindowRect(window->hwnd, &window->non_fullscreen_bounds);
// adjust the style
SetWindowLong(window->hwnd, GWL_STYLE, FULLSCREEN_STYLE);
SetWindowLong(window->hwnd, GWL_EXSTYLE, FULLSCREEN_STYLE_EX);
SetWindowPos(window->hwnd, 0, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_FRAMECHANGED);
// set topmost
SetWindowPos(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(window);
// show ourself
if (!window->fullscreen || window->fullscreen_safe)
{
if (video_config.mode != VIDEO_MODE_NONE)
ShowWindow(window->hwnd, SW_SHOW);
if ((*draw.window_init)(window))
exit(1);
}
// ensure we're still adjusted correctly
adjust_window_position_after_major_change(window);
}