mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-01-11 08:39:13 +01:00
8eaed1c105
It now works in the debug builds, but not in release builds for some reason. I'm not used to big projects like this so it's probably something obvious that I'm missing. Exclusive full screen mode seems to need the fullscreen resolution for the backbuffer when the DX device is created, so I used adapters[adapter].resolutions[f].xres and yres to get that, but in release builds, that gives me the windowed resolution (in debug it give me the fullscreen res, like I believe it's supposed to), which it reallly doesn't like. It's not a difficult fix probably, but I've been staring at my monitor in confusion for too long now and need to get to bed. If anyone wants to test, you can still enable the 3D Vision option, it just wouldn't be 3D (obviously). git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7385 8ced0084-cf51-0410-be5f-012b33b47a6e
365 lines
8.5 KiB
C++
365 lines
8.5 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <windows.h>
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#include "VideoConfig.h"
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#include "EmuWindow.h"
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#include "Fifo.h"
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#include "VertexShaderManager.h"
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#include "RenderBase.h"
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#include "VideoBackendBase.h"
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#include "Core.h"
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#include "Host.h"
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namespace EmuWindow
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{
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HWND m_hWnd = NULL;
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HWND m_hParent = NULL;
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HINSTANCE m_hInstance = NULL;
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WNDCLASSEX wndClass;
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const TCHAR m_szClassName[] = _T("DolphinEmuWnd");
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int g_winstyle;
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static volatile bool s_sizing;
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bool IsSizing()
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{
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return s_sizing;
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}
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HWND GetWnd()
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{
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return m_hWnd;
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}
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HWND GetParentWnd()
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{
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return m_hParent;
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}
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// ---------------------------------------------------------------------
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// KeyDown events
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// -------------
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void OnKeyDown(WPARAM wParam)
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{
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switch (LOWORD( wParam ))
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{
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case '3': // OSD keys
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case '4':
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case '5':
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case '6':
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case '7':
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if (g_Config.bOSDHotKey)
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OSDMenu(wParam);
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break;
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}
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}
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// ---------------------------------------------------------------------
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void FreeLookInput( UINT iMsg, WPARAM wParam )
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{
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static float debugSpeed = 1.0f;
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static bool mouseLookEnabled = false;
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static bool mouseMoveEnabled = false;
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static float lastMouse[2];
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POINT point;
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switch(iMsg)
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{
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case WM_USER_KEYDOWN:
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case WM_KEYDOWN:
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switch (LOWORD(wParam))
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{
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case '9':
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debugSpeed /= 2.0f;
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break;
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case '0':
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debugSpeed *= 2.0f;
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break;
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case 'W':
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VertexShaderManager::TranslateView(0.0f, debugSpeed);
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break;
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case 'S':
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VertexShaderManager::TranslateView(0.0f, -debugSpeed);
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break;
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case 'A':
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VertexShaderManager::TranslateView(debugSpeed, 0.0f);
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break;
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case 'D':
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VertexShaderManager::TranslateView(-debugSpeed, 0.0f);
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break;
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case 'R':
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VertexShaderManager::ResetView();
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break;
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}
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break;
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case WM_MOUSEMOVE:
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if (mouseLookEnabled) {
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GetCursorPos(&point);
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VertexShaderManager::RotateView((point.x - lastMouse[0]) / 200.0f, (point.y - lastMouse[1]) / 200.0f);
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lastMouse[0] = (float)point.x;
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lastMouse[1] = (float)point.y;
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}
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if (mouseMoveEnabled) {
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GetCursorPos(&point);
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VertexShaderManager::TranslateView((point.x - lastMouse[0]) / 50.0f, (point.y - lastMouse[1]) / 50.0f);
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lastMouse[0] = (float)point.x;
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lastMouse[1] = (float)point.y;
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}
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break;
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case WM_RBUTTONDOWN:
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GetCursorPos(&point);
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lastMouse[0] = (float)point.x;
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lastMouse[1] = (float)point.y;
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mouseLookEnabled= true;
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break;
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case WM_MBUTTONDOWN:
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GetCursorPos(&point);
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lastMouse[0] = (float)point.x;
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lastMouse[1] = (float)point.y;
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mouseMoveEnabled= true;
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break;
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case WM_RBUTTONUP:
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mouseLookEnabled = false;
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break;
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case WM_MBUTTONUP:
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mouseMoveEnabled = false;
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break;
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}
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}
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LRESULT CALLBACK WndProc( HWND hWnd, UINT iMsg, WPARAM wParam, LPARAM lParam )
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{
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if (g_ActiveConfig.bFreeLook)
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FreeLookInput( iMsg, wParam );
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switch( iMsg )
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{
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case WM_PAINT:
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{
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HDC hdc;
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PAINTSTRUCT ps;
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hdc = BeginPaint(hWnd, &ps);
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EndPaint(hWnd, &ps);
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}
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break;
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case WM_ENTERSIZEMOVE:
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s_sizing = true;
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break;
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case WM_EXITSIZEMOVE:
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s_sizing = false;
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break;
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/* Post the mouse events to the main window, it's nessesary because in difference to the
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keyboard inputs these events only appear here, not in the parent window or any other WndProc()*/
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case WM_LBUTTONDOWN:
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if(g_ActiveConfig.backend_info.bSupports3DVision && g_ActiveConfig.b3DVision)
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{
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// This basically throws away the left button down input when b3DVision is activated so WX
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// can't get access to it, stopping focus pulling on mouse click.
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// (Input plugins use a different system so it doesn't cause too much weirdness)
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break;
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}
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case WM_LBUTTONUP:
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case WM_LBUTTONDBLCLK:
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PostMessage(GetParentWnd(), iMsg, wParam, lParam);
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break;
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// This is called when we close the window when we render to a separate window
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case WM_CLOSE:
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// When the user closes the window, we post an event to the main window to call Stop()
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// Which then handles all the necessary steps to Shutdown the core
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if (m_hParent == NULL)
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{
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// Stop the game
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//PostMessage(m_hParent, WM_USER, WM_USER_STOP, 0);
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}
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break;
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case WM_USER:
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if (wParam == WM_USER_KEYDOWN)
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{
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OnKeyDown(lParam);
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FreeLookInput((u32)wParam, lParam);
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}
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else if (wParam == WIIMOTE_DISCONNECT)
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{
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PostMessage(m_hParent, WM_USER, wParam, lParam);
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}
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break;
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// Called when a screensaver wants to show up while this window is active
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case WM_SYSCOMMAND:
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switch (wParam)
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{
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case SC_SCREENSAVE:
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case SC_MONITORPOWER:
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break;
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default:
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return DefWindowProc(hWnd, iMsg, wParam, lParam);
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}
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break;
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case WM_SETCURSOR:
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PostMessage(m_hParent, WM_USER, WM_USER_SETCURSOR, 0);
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return true;
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default:
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return DefWindowProc(hWnd, iMsg, wParam, lParam);
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}
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return 0;
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}
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// ---------------------------------------------------------------------
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// OSD Menu
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// -------------
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// Let's begin with 3 since 1 and 2 are default Wii keys
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// -------------
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void OSDMenu(WPARAM wParam)
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{
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switch( LOWORD( wParam ))
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{
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case '3':
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OSDChoice = 1;
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// Toggle native resolution
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g_Config.iEFBScale = g_Config.iEFBScale + 1;
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if (g_Config.iEFBScale > 4) g_Config.iEFBScale = 0;
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break;
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case '4':
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OSDChoice = 2;
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// Toggle aspect ratio
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g_Config.iAspectRatio = (g_Config.iAspectRatio + 1) & 3;
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break;
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case '5':
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OSDChoice = 3;
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// Toggle EFB copy
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if (!g_Config.bEFBCopyEnable)
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{
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g_Config.bEFBCopyEnable = true;
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g_Config.bCopyEFBToTexture = false;
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}
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else if (!g_Config.bCopyEFBToTexture)
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{
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g_Config.bCopyEFBToTexture = true;
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}
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else
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{
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g_Config.bEFBCopyEnable = false;
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g_Config.bCopyEFBToTexture = false;
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}
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break;
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case '6':
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OSDChoice = 4;
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g_Config.bDisableFog = !g_Config.bDisableFog;
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break;
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case '7':
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// TODO: Not implemented in the D3D backends, yet
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OSDChoice = 5;
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g_Config.bDisableLighting = !g_Config.bDisableLighting;
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break;
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}
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}
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HWND OpenWindow(HWND parent, HINSTANCE hInstance, int width, int height, const TCHAR *title)
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{
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wndClass.cbSize = sizeof( wndClass );
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wndClass.style = CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS;
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wndClass.lpfnWndProc = WndProc;
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wndClass.cbClsExtra = 0;
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wndClass.cbWndExtra = 0;
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wndClass.hInstance = hInstance;
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wndClass.hIcon = LoadIcon( NULL, IDI_APPLICATION );
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wndClass.hCursor = NULL;
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wndClass.hbrBackground = (HBRUSH)GetStockObject( BLACK_BRUSH );
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wndClass.lpszMenuName = NULL;
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wndClass.lpszClassName = m_szClassName;
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wndClass.hIconSm = LoadIcon( NULL, IDI_APPLICATION );
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m_hInstance = hInstance;
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RegisterClassEx( &wndClass );
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m_hParent = parent;
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m_hWnd = CreateWindow(m_szClassName, title, (g_ActiveConfig.backend_info.bSupports3DVision && g_ActiveConfig.b3DVision) ? WS_EX_TOPMOST | WS_POPUP : WS_CHILD,
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0, 0, width, height, m_hParent, NULL, hInstance, NULL);
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return m_hWnd;
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}
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void Show()
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{
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ShowWindow(m_hWnd, SW_SHOW);
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BringWindowToTop(m_hWnd);
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UpdateWindow(m_hWnd);
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if(g_ActiveConfig.backend_info.bSupports3DVision && g_ActiveConfig.b3DVision)
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{
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SetActiveWindow(m_hParent);
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SetFocus(m_hWnd);
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}
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else
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SetFocus(m_hParent);
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}
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HWND Create(HWND hParent, HINSTANCE hInstance, const TCHAR *title)
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{
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// TODO:
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// 1. Remove redundant window manipulation,
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// 2. Make DX9 in fullscreen can be overlapped by other dialogs
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// 3. Request window sizes which actually make the client area map to a common resolution
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HWND Ret;
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int x=0, y=0, width=640, height=480;
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Host_GetRenderWindowSize(x, y, width, height);
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// TODO: Don't show if fullscreen
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Ret = OpenWindow(hParent, hInstance, width, height, title);
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if (Ret)
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{
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Show();
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}
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return Ret;
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}
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void Close()
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{
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DestroyWindow(m_hWnd);
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UnregisterClass(m_szClassName, m_hInstance);
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}
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void SetSize(int width, int height)
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{
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RECT rc = {0, 0, width, height};
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DWORD style = GetWindowLong(m_hWnd, GWL_STYLE);
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AdjustWindowRect(&rc, style, false);
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int w = rc.right - rc.left;
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int h = rc.bottom - rc.top;
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rc.left = (1280 - w)/2;
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rc.right = rc.left + w;
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rc.top = (1024 - h)/2;
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rc.bottom = rc.top + h;
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MoveWindow(m_hWnd, rc.left, rc.top, rc.right-rc.left, rc.bottom-rc.top, TRUE);
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}
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}
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