bsnes-libretro/hiro/windows/window.cpp

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namespace phoenix {
Update to v088r11 release. byuu says: Changelog: - phoenix has added Window::setModal(bool modal = true); - file dialog is now modal. This allows emulation cores to request data and get it immediately before continuing the loading process - save data is hooked up for most systems, still need to handle subsystem slot saves (Sufami Turbo, basically.) - toggle fullscreen key binding added (Alt+Enter for now. I think F11 is probably better though, Enter is often mapped to game start button.) - video scaling is in (center, scale, stretch), works the same in windowed and fullscreen mode (stretch hides resize window option), all in the settings menu now - enough structure to map all saved paths for the browser and to load BS-X slotted carts, BS-X carts, single Sufami Turbo carts Caveats / Missing: - Super Game Boy input doesn't work yet (due to change in callback binding) - doesn't load secondary Sufami Turbo slot yet - BS-X BIOS isn't show the data pack games to load for some reason (ugh, I hate the shit out of debugging BS-X stuff ...) - need mute audio, sync audio+video toggle, save/load state menu and quick keys, XML mapping information window - need cheat editor and cheat database - need state manager - need to sort subsystems below main systems in load menu (basically just see if media.slot.size() > 0) - need video shaders (will probably leave off filters for the time being ... due to that 24/30-bit thing) - need video adjustments (contrast etc, overscan masks) - need audio adjustments (frequency, latency, resampler, volume, per-system frequency) - need driver selection and input focus policy (driver crash detection would be nice too) - need NSS DIP switch settings (that one will be really fun) - need to save and load window geometry settings - need to hook up controller selection (won't be fun), create a map to hide controllers with no inputs to reassign
2012-05-03 12:36:47 +00:00
vector<pWindow*> pWindow::modal;
//EnableWindow(hwnd, false) sends WM_KILLFOCUS; deactivating said window
//EnableWindow(hwnd, true) does not restore lost focus
//when a modal loop finishes, and the dialog is dismissed, the application loses focus entirely
//due to anti-focus-stealing code in Windows, SetForegroundWindow() cannot restore lost focus
//further, GetActiveWindow() returns nothing when all windows have lost focus
//thus, we must use a focus-stealing hack to reclaim the focus we never intended to dismiss;
//and we must replicate GetActiveWindow() by scanning the Z-order of windows for this process
Update to v088r11 release. byuu says: Changelog: - phoenix has added Window::setModal(bool modal = true); - file dialog is now modal. This allows emulation cores to request data and get it immediately before continuing the loading process - save data is hooked up for most systems, still need to handle subsystem slot saves (Sufami Turbo, basically.) - toggle fullscreen key binding added (Alt+Enter for now. I think F11 is probably better though, Enter is often mapped to game start button.) - video scaling is in (center, scale, stretch), works the same in windowed and fullscreen mode (stretch hides resize window option), all in the settings menu now - enough structure to map all saved paths for the browser and to load BS-X slotted carts, BS-X carts, single Sufami Turbo carts Caveats / Missing: - Super Game Boy input doesn't work yet (due to change in callback binding) - doesn't load secondary Sufami Turbo slot yet - BS-X BIOS isn't show the data pack games to load for some reason (ugh, I hate the shit out of debugging BS-X stuff ...) - need mute audio, sync audio+video toggle, save/load state menu and quick keys, XML mapping information window - need cheat editor and cheat database - need state manager - need to sort subsystems below main systems in load menu (basically just see if media.slot.size() > 0) - need video shaders (will probably leave off filters for the time being ... due to that 24/30-bit thing) - need video adjustments (contrast etc, overscan masks) - need audio adjustments (frequency, latency, resampler, volume, per-system frequency) - need driver selection and input focus policy (driver crash detection would be nice too) - need NSS DIP switch settings (that one will be really fun) - need to save and load window geometry settings - need to hook up controller selection (won't be fun), create a map to hide controllers with no inputs to reassign
2012-05-03 12:36:47 +00:00
void pWindow::updateModality() {
//bind thread input to process that currently has input focus
auto threadId = GetWindowThreadProcessId(GetForegroundWindow(), NULL);
AttachThreadInput(threadId, GetCurrentThreadId(), TRUE);
pWindow* topMost = nullptr;
for(auto& object : pObject::objects) {
Update to v088r11 release. byuu says: Changelog: - phoenix has added Window::setModal(bool modal = true); - file dialog is now modal. This allows emulation cores to request data and get it immediately before continuing the loading process - save data is hooked up for most systems, still need to handle subsystem slot saves (Sufami Turbo, basically.) - toggle fullscreen key binding added (Alt+Enter for now. I think F11 is probably better though, Enter is often mapped to game start button.) - video scaling is in (center, scale, stretch), works the same in windowed and fullscreen mode (stretch hides resize window option), all in the settings menu now - enough structure to map all saved paths for the browser and to load BS-X slotted carts, BS-X carts, single Sufami Turbo carts Caveats / Missing: - Super Game Boy input doesn't work yet (due to change in callback binding) - doesn't load secondary Sufami Turbo slot yet - BS-X BIOS isn't show the data pack games to load for some reason (ugh, I hate the shit out of debugging BS-X stuff ...) - need mute audio, sync audio+video toggle, save/load state menu and quick keys, XML mapping information window - need cheat editor and cheat database - need state manager - need to sort subsystems below main systems in load menu (basically just see if media.slot.size() > 0) - need video shaders (will probably leave off filters for the time being ... due to that 24/30-bit thing) - need video adjustments (contrast etc, overscan masks) - need audio adjustments (frequency, latency, resampler, volume, per-system frequency) - need driver selection and input focus policy (driver crash detection would be nice too) - need NSS DIP switch settings (that one will be really fun) - need to save and load window geometry settings - need to hook up controller selection (won't be fun), create a map to hide controllers with no inputs to reassign
2012-05-03 12:36:47 +00:00
if(dynamic_cast<pWindow*>(object) == nullptr) continue;
pWindow* p = (pWindow*)object;
bool enable = modal.size() == 0 || modal.find(p);
if(IsWindowEnabled(p->hwnd) != enable) EnableWindow(p->hwnd, enable);
if(enable && p->window.visible()) {
if(topMost == nullptr) topMost = p;
else if(GetWindowZOrder(p->hwnd) < GetWindowZOrder(topMost->hwnd)) topMost = p;
}
Update to v088r11 release. byuu says: Changelog: - phoenix has added Window::setModal(bool modal = true); - file dialog is now modal. This allows emulation cores to request data and get it immediately before continuing the loading process - save data is hooked up for most systems, still need to handle subsystem slot saves (Sufami Turbo, basically.) - toggle fullscreen key binding added (Alt+Enter for now. I think F11 is probably better though, Enter is often mapped to game start button.) - video scaling is in (center, scale, stretch), works the same in windowed and fullscreen mode (stretch hides resize window option), all in the settings menu now - enough structure to map all saved paths for the browser and to load BS-X slotted carts, BS-X carts, single Sufami Turbo carts Caveats / Missing: - Super Game Boy input doesn't work yet (due to change in callback binding) - doesn't load secondary Sufami Turbo slot yet - BS-X BIOS isn't show the data pack games to load for some reason (ugh, I hate the shit out of debugging BS-X stuff ...) - need mute audio, sync audio+video toggle, save/load state menu and quick keys, XML mapping information window - need cheat editor and cheat database - need state manager - need to sort subsystems below main systems in load menu (basically just see if media.slot.size() > 0) - need video shaders (will probably leave off filters for the time being ... due to that 24/30-bit thing) - need video adjustments (contrast etc, overscan masks) - need audio adjustments (frequency, latency, resampler, volume, per-system frequency) - need driver selection and input focus policy (driver crash detection would be nice too) - need NSS DIP switch settings (that one will be really fun) - need to save and load window geometry settings - need to hook up controller selection (won't be fun), create a map to hide controllers with no inputs to reassign
2012-05-03 12:36:47 +00:00
}
//set input focus on top-most window
if(topMost) {
SetForegroundWindow(topMost->hwnd);
SetActiveWindow(topMost->hwnd);
}
//unbind thread input hook
AttachThreadInput(threadId, GetCurrentThreadId(), FALSE);
Update to v088r11 release. byuu says: Changelog: - phoenix has added Window::setModal(bool modal = true); - file dialog is now modal. This allows emulation cores to request data and get it immediately before continuing the loading process - save data is hooked up for most systems, still need to handle subsystem slot saves (Sufami Turbo, basically.) - toggle fullscreen key binding added (Alt+Enter for now. I think F11 is probably better though, Enter is often mapped to game start button.) - video scaling is in (center, scale, stretch), works the same in windowed and fullscreen mode (stretch hides resize window option), all in the settings menu now - enough structure to map all saved paths for the browser and to load BS-X slotted carts, BS-X carts, single Sufami Turbo carts Caveats / Missing: - Super Game Boy input doesn't work yet (due to change in callback binding) - doesn't load secondary Sufami Turbo slot yet - BS-X BIOS isn't show the data pack games to load for some reason (ugh, I hate the shit out of debugging BS-X stuff ...) - need mute audio, sync audio+video toggle, save/load state menu and quick keys, XML mapping information window - need cheat editor and cheat database - need state manager - need to sort subsystems below main systems in load menu (basically just see if media.slot.size() > 0) - need video shaders (will probably leave off filters for the time being ... due to that 24/30-bit thing) - need video adjustments (contrast etc, overscan masks) - need audio adjustments (frequency, latency, resampler, volume, per-system frequency) - need driver selection and input focus policy (driver crash detection would be nice too) - need NSS DIP switch settings (that one will be really fun) - need to save and load window geometry settings - need to hook up controller selection (won't be fun), create a map to hide controllers with no inputs to reassign
2012-05-03 12:36:47 +00:00
}
static const unsigned FixedStyle = WS_SYSMENU | WS_CAPTION | WS_MINIMIZEBOX | WS_BORDER;
static const unsigned ResizableStyle = WS_SYSMENU | WS_CAPTION | WS_MINIMIZEBOX | WS_MAXIMIZEBOX | WS_THICKFRAME;
Window& pWindow::none() {
static Window* window = nullptr;
if(window == nullptr) window = new Window;
return *window;
}
void pWindow::append(Layout& layout) {
Geometry geom = window.state.geometry;
geom.x = geom.y = 0;
layout.setGeometry(geom);
}
void pWindow::append(Menu& menu) {
menu.p.parentWindow = &window;
updateMenu();
}
void pWindow::append(Widget& widget) {
if(GetParentWidget(&widget)) {
widget.p.parentHwnd = GetParentWidget(&widget)->p.hwnd;
} else {
widget.p.parentHwnd = window.p.hwnd;
}
widget.p.orphan();
if(widget.font().empty() && !window.state.widgetFont.empty()) {
widget.setFont(window.state.widgetFont);
}
}
bool pWindow::focused() {
return (GetForegroundWindow() == hwnd);
}
Geometry pWindow::frameMargin() {
unsigned style = window.state.resizable ? ResizableStyle : FixedStyle;
if(window.state.fullScreen) style = 0;
RECT rc = {0, 0, 640, 480};
AdjustWindowRect(&rc, style, window.state.menuVisible);
unsigned statusHeight = 0;
if(window.state.statusVisible) {
RECT src;
GetClientRect(hstatus, &src);
statusHeight = src.bottom - src.top;
}
return {abs(rc.left), abs(rc.top), (rc.right - rc.left) - 640, (rc.bottom - rc.top) + statusHeight - 480};
}
Geometry pWindow::geometry() {
Geometry margin = frameMargin();
Update to v079 release. byuu says: This release includes Nintendo Super System DIP switch emulation and improved PPU rendering accuracy, among other things. Changelog: - added Nintendo Super System DIP switch emulation [requires XML setting maps] - emulated Super Game Boy $6001 VRAM offset selection port [ikari_01] - fixed randomness initialization of S-SMP port registers [fixes DBZ:Hyper Dimension and Ninja Warriors] - mosaic V-countdown caches BGOFS registers (fixes Super Turrican 2 effect) [reported by zal16] - non-mosaic BGOFS registers are always cached at H=60 (fixes NHL '94 and Super Mario World flickering) - fixed 2xSaI family of renderers on 64-bit systems - cleaned up SMP source code - phoenix: fixed a bug when closing bsnes while minimized Please note that the mosaic BGOFS fix is only for the accuracy profile. Unfortunately the older scanline-based compatibility renderer's code is nearly unmaintainable at this point, so I haven't yet been able to backport the fixes. Also, I have written a new cycle-accurate SMP core that does not use libco. The aim is to implement it into Snes9X v1.54. But it would of course be prudent to test the new core first. [...then in the next post...] Decided to keep that Super Mario World part a surprise, so ... surprise! Realized while working on the Super Turrican 2 mosaic fix, and from looking at NHL '94 and Dai Kaijuu Monogatari 2's behavior, that BGOFS registers must be cached between H=0 and H=88 for the entire scanline ... they can't work otherwise, and it'd be stupid for the PPU to re-add the offset to the position on every pixel anyway. I chose H=60 for now. Once I am set up with the RGB monitor and the North American cartridge dumping is completed, I'll set it on getting exact timings for all these things. It'll probably require a smallish speed hit to allow exact-cycle timing events for everything in the PPU.
2011-06-05 03:45:04 +00:00
RECT rc;
if(IsIconic(hwnd)) {
//GetWindowRect returns -32000(x),-32000(y) when window is minimized
WINDOWPLACEMENT wp;
GetWindowPlacement(hwnd, &wp);
rc = wp.rcNormalPosition;
} else {
GetWindowRect(hwnd, &rc);
}
signed x = rc.left + margin.x;
signed y = rc.top + margin.y;
unsigned width = (rc.right - rc.left) - margin.width;
unsigned height = (rc.bottom - rc.top) - margin.height;
return {x, y, width, height};
}
void pWindow::remove(Layout& layout) {
}
void pWindow::remove(Menu& menu) {
updateMenu();
}
void pWindow::remove(Widget& widget) {
widget.p.orphan();
}
void pWindow::setBackgroundColor(Color color) {
if(brush) DeleteObject(brush);
brushColor = RGB(color.red, color.green, color.blue);
brush = CreateSolidBrush(brushColor);
}
void pWindow::setDroppable(bool droppable) {
DragAcceptFiles(hwnd, droppable);
}
void pWindow::setFocused() {
if(window.state.visible == false) setVisible(true);
SetFocus(hwnd);
}
void pWindow::setFullScreen(bool fullScreen) {
locked = true;
if(fullScreen == false) {
SetWindowLongPtr(hwnd, GWL_STYLE, WS_VISIBLE | (window.state.resizable ? ResizableStyle : FixedStyle));
setGeometry(window.state.geometry);
} else {
HMONITOR monitor = MonitorFromWindow(hwnd, MONITOR_DEFAULTTONEAREST);
MONITORINFOEX info;
memset(&info, 0, sizeof(MONITORINFOEX));
info.cbSize = sizeof(MONITORINFOEX);
GetMonitorInfo(monitor, &info);
RECT rc = info.rcMonitor;
Geometry geometry = {rc.left, rc.top, rc.right - rc.left, rc.bottom - rc.top};
SetWindowLongPtr(hwnd, GWL_STYLE, WS_VISIBLE | WS_POPUP);
Geometry margin = frameMargin();
setGeometry({
geometry.x + margin.x, geometry.y + margin.y,
geometry.width - margin.width, geometry.height - margin.height
});
}
locked = false;
}
void pWindow::setGeometry(Geometry geometry) {
locked = true;
Geometry margin = frameMargin();
SetWindowPos(
hwnd, NULL,
geometry.x - margin.x, geometry.y - margin.y,
geometry.width + margin.width, geometry.height + margin.height,
SWP_NOZORDER | SWP_FRAMECHANGED
);
SetWindowPos(hstatus, NULL, 0, 0, 0, 0, SWP_NOZORDER | SWP_FRAMECHANGED);
for(auto& layout : window.state.layout) {
Geometry geom = this->geometry();
geom.x = geom.y = 0;
layout.setGeometry(geom);
}
locked = false;
}
void pWindow::setMenuFont(string font) {
}
void pWindow::setMenuVisible(bool visible) {
locked = true;
SetMenu(hwnd, visible ? hmenu : 0);
setGeometry(window.state.geometry);
locked = false;
}
Update to v088r11 release. byuu says: Changelog: - phoenix has added Window::setModal(bool modal = true); - file dialog is now modal. This allows emulation cores to request data and get it immediately before continuing the loading process - save data is hooked up for most systems, still need to handle subsystem slot saves (Sufami Turbo, basically.) - toggle fullscreen key binding added (Alt+Enter for now. I think F11 is probably better though, Enter is often mapped to game start button.) - video scaling is in (center, scale, stretch), works the same in windowed and fullscreen mode (stretch hides resize window option), all in the settings menu now - enough structure to map all saved paths for the browser and to load BS-X slotted carts, BS-X carts, single Sufami Turbo carts Caveats / Missing: - Super Game Boy input doesn't work yet (due to change in callback binding) - doesn't load secondary Sufami Turbo slot yet - BS-X BIOS isn't show the data pack games to load for some reason (ugh, I hate the shit out of debugging BS-X stuff ...) - need mute audio, sync audio+video toggle, save/load state menu and quick keys, XML mapping information window - need cheat editor and cheat database - need state manager - need to sort subsystems below main systems in load menu (basically just see if media.slot.size() > 0) - need video shaders (will probably leave off filters for the time being ... due to that 24/30-bit thing) - need video adjustments (contrast etc, overscan masks) - need audio adjustments (frequency, latency, resampler, volume, per-system frequency) - need driver selection and input focus policy (driver crash detection would be nice too) - need NSS DIP switch settings (that one will be really fun) - need to save and load window geometry settings - need to hook up controller selection (won't be fun), create a map to hide controllers with no inputs to reassign
2012-05-03 12:36:47 +00:00
void pWindow::setModal(bool modality) {
if(modality == true) {
modal.appendOnce(this);
updateModality();
while(window.state.modal) {
Application::processEvents();
Update to v094r09 release. byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
if(Application::main) {
Application::main();
} else {
usleep(20 * 1000);
}
}
if(auto position = modal.find(this)) modal.remove(position());
updateModality();
Update to v088r11 release. byuu says: Changelog: - phoenix has added Window::setModal(bool modal = true); - file dialog is now modal. This allows emulation cores to request data and get it immediately before continuing the loading process - save data is hooked up for most systems, still need to handle subsystem slot saves (Sufami Turbo, basically.) - toggle fullscreen key binding added (Alt+Enter for now. I think F11 is probably better though, Enter is often mapped to game start button.) - video scaling is in (center, scale, stretch), works the same in windowed and fullscreen mode (stretch hides resize window option), all in the settings menu now - enough structure to map all saved paths for the browser and to load BS-X slotted carts, BS-X carts, single Sufami Turbo carts Caveats / Missing: - Super Game Boy input doesn't work yet (due to change in callback binding) - doesn't load secondary Sufami Turbo slot yet - BS-X BIOS isn't show the data pack games to load for some reason (ugh, I hate the shit out of debugging BS-X stuff ...) - need mute audio, sync audio+video toggle, save/load state menu and quick keys, XML mapping information window - need cheat editor and cheat database - need state manager - need to sort subsystems below main systems in load menu (basically just see if media.slot.size() > 0) - need video shaders (will probably leave off filters for the time being ... due to that 24/30-bit thing) - need video adjustments (contrast etc, overscan masks) - need audio adjustments (frequency, latency, resampler, volume, per-system frequency) - need driver selection and input focus policy (driver crash detection would be nice too) - need NSS DIP switch settings (that one will be really fun) - need to save and load window geometry settings - need to hook up controller selection (won't be fun), create a map to hide controllers with no inputs to reassign
2012-05-03 12:36:47 +00:00
}
}
void pWindow::setResizable(bool resizable) {
SetWindowLongPtr(hwnd, GWL_STYLE, window.state.resizable ? ResizableStyle : FixedStyle);
setGeometry(window.state.geometry);
}
void pWindow::setStatusFont(string font) {
if(hstatusfont) DeleteObject(hstatusfont);
hstatusfont = pFont::create(font);
SendMessage(hstatus, WM_SETFONT, (WPARAM)hstatusfont, 0);
}
void pWindow::setStatusText(string text) {
SendMessage(hstatus, SB_SETTEXT, 0, (LPARAM)(wchar_t*)utf16_t(text));
}
void pWindow::setStatusVisible(bool visible) {
locked = true;
ShowWindow(hstatus, visible ? SW_SHOWNORMAL : SW_HIDE);
setGeometry(window.state.geometry);
locked = false;
}
void pWindow::setTitle(string text) {
SetWindowText(hwnd, utf16_t(text));
}
void pWindow::setVisible(bool visible) {
ShowWindow(hwnd, visible ? SW_SHOWNORMAL : SW_HIDE);
Update to v088r15 release. byuu says: Changelog: - default placement of presentation window optimized for 1024x768 displays or larger (sorry if yours is smaller, move the window yourself.) - Direct3D waits until a previous Vblank ends before waiting for the next Vblank to begin (fixes video timing analysis, and ---really--- fast computers.) - Window::setVisible(false) clears modality, but also fixed in Browser code as well (fixes loading images on Windows hanging) - Browser won't consume full CPU resources (but timing analysis will, I don't want stalls to affect the results.) - closing settings window while analyzing stops analysis - you can load the SGB BIOS without a game (why the hell you would want to ...) - escape closes the Browser window (it won't close other dialogs, it has to be hooked up per-window) - just for fun, joypad hat up/down moves in Browser file list, any joypad button loads selected game [not very useful, lacks repeat, and there aren't GUI load file open buttons] - Super Scope and Justifier crosshairs render correctly (probably doesn't belong in the core, but it's not something I suspect people want to do themselves ...) - you can load GB, SGB, GB, SGB ... without problems (not happy with how I did this, but I don't want to add an Interface::setInterface() function yet) - PAL timing works as I want now (if you want 50fps on a 60hz monitor, you must not use sync video) [needed to update the DSP frequency when toggling video/audio sync] - not going to save input port selection for now (lot of work), but it will properly keep your port setting across cartridge loads at least [just goes to controller on emulator restart] - SFC overscan on and off both work as expected now (off centers image, on shows entire image) - laevateinn compiles properly now - ethos goes to ~/.config/bsnes now that target-ui is dead [honestly, I recommend deleting the old folder and starting over] - Emulator::Interface callbacks converted to virtual binding structure that GUI inherits from (simplifies binding callbacks) - this breaks Super Game Boy for a bit, I need to rethink system-specific bindings without direct inheritance Timing analysis works spectacularly well on Windows, too. You won't get your 100% perfect rate (unless maybe you leave the analysis running overnight?), but it'll get really freaking close this way.
2012-05-07 23:29:03 +00:00
if(visible == false) setModal(false);
}
void pWindow::setWidgetFont(string font) {
}
void pWindow::constructor() {
brush = 0;
hwnd = CreateWindow(L"phoenix_window", L"", ResizableStyle, 128, 128, 256, 256, 0, 0, GetModuleHandle(0), 0);
hmenu = CreateMenu();
hstatus = CreateWindow(STATUSCLASSNAME, L"", WS_CHILD, 0, 0, 0, 0, hwnd, 0, GetModuleHandle(0), 0);
hstatusfont = 0;
setStatusFont(Font::sans(8));
//status bar will be capable of receiving tab focus if it is not disabled
SetWindowLongPtr(hstatus, GWL_STYLE, GetWindowLong(hstatus, GWL_STYLE) | WS_DISABLED);
SetWindowLongPtr(hwnd, GWLP_USERDATA, (LONG_PTR)&window);
setDroppable(window.state.droppable);
setGeometry({128, 128, 256, 256});
DWORD color = GetSysColor(COLOR_3DFACE);
window.state.backgroundColor = Color((uint8_t)(color >> 16), (uint8_t)(color >> 8), (uint8_t)(color >> 0), 255u);
}
void pWindow::destructor() {
DeleteObject(hstatusfont);
DestroyWindow(hstatus);
DestroyMenu(hmenu);
DestroyWindow(hwnd);
}
void pWindow::updateMenu() {
if(hmenu) DestroyMenu(hmenu);
hmenu = CreateMenu();
for(auto& menu : window.state.menu) {
menu.p.update(window);
if(menu.visible()) {
AppendMenu(hmenu, MF_STRING | MF_POPUP, (UINT_PTR)menu.p.hmenu, utf16_t(menu.state.text));
}
}
SetMenu(hwnd, window.state.menuVisible ? hmenu : 0);
}
void pWindow::onClose() {
if(window.onClose) window.onClose();
else window.setVisible(false);
if(window.state.modal && !window.state.visible) window.setModal(false);
}
void pWindow::onDrop(WPARAM wparam) {
lstring paths = DropPaths(wparam);
if(paths.empty()) return;
if(window.onDrop) window.onDrop(paths);
}
bool pWindow::onEraseBackground() {
if(brush == 0) return false;
RECT rc;
GetClientRect(hwnd, &rc);
PAINTSTRUCT ps;
BeginPaint(hwnd, &ps);
FillRect(ps.hdc, &rc, brush);
EndPaint(hwnd, &ps);
return true;
}
void pWindow::onModalBegin() {
if(Application::Windows::onModalBegin) Application::Windows::onModalBegin();
}
void pWindow::onModalEnd() {
if(Application::Windows::onModalEnd) Application::Windows::onModalEnd();
}
void pWindow::onMove() {
if(locked) return;
Geometry windowGeometry = geometry();
window.state.geometry.x = windowGeometry.x;
window.state.geometry.y = windowGeometry.y;
if(window.onMove) window.onMove();
}
void pWindow::onSize() {
if(locked) return;
SetWindowPos(hstatus, NULL, 0, 0, 0, 0, SWP_NOZORDER | SWP_FRAMECHANGED);
Geometry windowGeometry = geometry();
window.state.geometry.width = windowGeometry.width;
window.state.geometry.height = windowGeometry.height;
for(auto& layout : window.state.layout) {
Geometry geom = geometry();
geom.x = geom.y = 0;
layout.setGeometry(geom);
}
if(window.onSize) window.onSize();
}
}