// Copyright (C) 2003-2008 Dolphin Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #include #include #include #include #include #include #include "../Globals.h" #include "../Config.h" #include "main.h" #include "Win32.h" #include "Render.h" // for AddMessage #include "StringUtil.h" // for StringFromFormat void OpenConsole(); void CloseConsole(); HINSTANCE g_hInstance; class wxDLLApp : public wxApp { bool OnInit() { return true; } }; IMPLEMENT_APP_NO_MAIN(wxDLLApp) WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst); BOOL APIENTRY DllMain(HINSTANCE hinstDLL, // DLL module handle DWORD dwReason, // reason called LPVOID lpvReserved) // reserved { switch (dwReason) { case DLL_PROCESS_ATTACH: { //use wxInitialize() if you don't want GUI instead of the following 12 lines wxSetInstance((HINSTANCE)hinstDLL); int argc = 0; char **argv = NULL; wxEntryStart(argc, argv); if ( !wxTheApp || !wxTheApp->CallOnInit() ) return FALSE; } break; case DLL_PROCESS_DETACH: CloseConsole(); wxEntryCleanup(); //use wxUninitialize() if you don't want GUI break; default: break; } g_hInstance = hinstDLL; return TRUE; } void DoDllDebugger(); extern bool gShowDebugger; namespace EmuWindow { HWND m_hWnd = NULL; HWND m_hParent = NULL; HINSTANCE m_hInstance = NULL; WNDCLASSEX wndClass; const TCHAR m_szClassName[] = "DolphinEmuWnd"; int g_winstyle; // ------------------------------------------ /* Invisible cursor option. In the lack of a predefined IDC_BLANK we make an empty transparent cursor */ // ------------------ HCURSOR hCursor = NULL, hCursorBlank = NULL; void CreateCursors(HINSTANCE hInstance) { BYTE ANDmaskCursor[] = { 0xff }; BYTE XORmaskCursor[] = { 0x00 }; hCursorBlank = CreateCursor(hInstance, 0,0, 1,1, ANDmaskCursor,XORmaskCursor); hCursor = LoadCursor( NULL, IDC_ARROW ); } HWND GetWnd() { return m_hWnd; } HWND GetParentWnd() { return m_hParent; } LRESULT CALLBACK WndProc( HWND hWnd, UINT iMsg, WPARAM wParam, LPARAM lParam ) { HDC hdc; PAINTSTRUCT ps; switch( iMsg ) { case WM_PAINT: hdc = BeginPaint( hWnd, &ps ); EndPaint( hWnd, &ps ); return 0; case WM_KEYDOWN: switch( LOWORD( wParam )) { case VK_ESCAPE: /* Pressing esc quits */ //DestroyWindow(hWnd); //PostQuitMessage(0); break; /* case MY_KEYS: hypotheticalScene->sendMessage(KEYDOWN...); */ case 'E': // EFB hotkey if(g_Config.bEFBToTextureDisableHotKey) { g_Config.bEFBToTextureDisable = !g_Config.bEFBToTextureDisable; Renderer::AddMessage(StringFromFormat("Copy EFB was turned %s", g_Config.bEFBToTextureDisable ? "off" : "on").c_str(), 5000); } break; } g_VideoInitialize.pKeyPress(LOWORD(wParam), GetAsyncKeyState(VK_SHIFT) != 0, GetAsyncKeyState(VK_CONTROL) != 0); break; /* The reason we pick up the WM_MOUSEMOVE is to be able to change this option during gameplay. The alternative is to load one of the cursors when the plugin is loaded and go with that. This should only produce a minimal performance hit because SetCursor is not supposed to actually change the cursor if it's the same as the one before. */ case WM_MOUSEMOVE: if(g_Config.bHideCursor) SetCursor(hCursorBlank); else SetCursor(hCursor); break; case WM_CLOSE: ExitProcess(0); //Core::SetState(Core::CORE_UNINITIALIZED); return 0; case WM_DESTROY: //Shutdown(); //PostQuitMessage( 0 ); break; case WM_SYSCOMMAND: switch (wParam) { case SC_SCREENSAVE: case SC_MONITORPOWER: return 0; } break; } return DefWindowProc(hWnd, iMsg, wParam, lParam); } HWND OpenWindow(HWND parent, HINSTANCE hInstance, int width, int height, const TCHAR *title) { wndClass.cbSize = sizeof( wndClass ); wndClass.style = CS_HREDRAW | CS_VREDRAW; wndClass.lpfnWndProc = WndProc; wndClass.cbClsExtra = 0; wndClass.cbWndExtra = 0; wndClass.hInstance = hInstance; wndClass.hIcon = LoadIcon( NULL, IDI_APPLICATION ); //wndClass.hCursor = LoadCursor( NULL, IDC_ARROW ); wndClass.hCursor = NULL; // to interfer less with SetCursor() later wndClass.hbrBackground = (HBRUSH)GetStockObject( BLACK_BRUSH ); wndClass.lpszMenuName = NULL; wndClass.lpszClassName = m_szClassName; wndClass.hIconSm = LoadIcon( NULL, IDI_APPLICATION ); m_hInstance = hInstance; RegisterClassEx( &wndClass ); CreateCursors(m_hInstance); if (parent) { m_hWnd = CreateWindow(m_szClassName, title, WS_CHILD, CW_USEDEFAULT, CW_USEDEFAULT,CW_USEDEFAULT, CW_USEDEFAULT, parent, NULL, hInstance, NULL ); m_hParent = parent; ShowWindow(m_hWnd, SW_SHOWMAXIMIZED); } else { DWORD style = g_Config.bFullscreen ? WS_POPUP : WS_OVERLAPPEDWINDOW; RECT rc = {0, 0, width, height}; AdjustWindowRect(&rc, style, false); int w = rc.right - rc.left; int h = rc.bottom - rc.top; rc.left = (1280 - w)/2; rc.right = rc.left + w; rc.top = (1024 - h)/2; rc.bottom = rc.top + h; m_hWnd = CreateWindow(m_szClassName, title, style, rc.left, rc.top, rc.right-rc.left, rc.bottom-rc.top, parent, NULL, hInstance, NULL ); g_winstyle = GetWindowLong( m_hWnd, GWL_STYLE ); g_winstyle &= ~WS_MAXIMIZE & ~WS_MINIMIZE; // remove minimize/maximize style } return m_hWnd; } void Show() { ShowWindow(m_hWnd, SW_SHOW); BringWindowToTop(m_hWnd); UpdateWindow(m_hWnd); // gShowDebugger from main.cpp is forgotten between the Dolphin-Debugger is opened and a game is // started so we have to use an ini file setting here /* bool bVideoWindow = false; IniFile ini; ini.Load(DEBUGGER_CONFIG_FILE); ini.Get("ShowOnStart", "VideoWindow", &bVideoWindow, false); if(bVideoWindow) DoDllDebugger(); */ } HWND Create(HWND hParent, HINSTANCE hInstance, const TCHAR *title) { return OpenWindow(hParent, hInstance, 640, 480, title); } void Close() { DestroyWindow(m_hWnd); UnregisterClass(m_szClassName, m_hInstance); } void SetSize(int width, int height) { RECT rc = {0, 0, width, height}; AdjustWindowRect(&rc, WS_OVERLAPPEDWINDOW, false); int w = rc.right - rc.left; int h = rc.bottom - rc.top; rc.left = (1280 - w)/2; rc.right = rc.left + w; rc.top = (1024 - h)/2; rc.bottom = rc.top + h; ::MoveWindow(m_hWnd, rc.left,rc.top,rc.right-rc.left,rc.bottom-rc.top, TRUE); } }