/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD 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.
* OpenTTD 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 for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see .
*/
/** @file win32_v.cpp Implementation of the Windows (GDI) video driver. */
#include "../stdafx.h"
#include "../openttd.h"
#include "../gfx_func.h"
#include "../os/windows/win32.h"
#include "../rev.h"
#include "../blitter/factory.hpp"
#include "../network/network.h"
#include "../core/math_func.hpp"
#include "../core/random_func.hpp"
#include "../texteff.hpp"
#include "../thread/thread.h"
#include "../progress.h"
#include "win32_v.h"
#include
static struct {
HWND main_wnd;
HBITMAP dib_sect;
void *buffer_bits;
HPALETTE gdi_palette;
RECT update_rect;
int width;
int height;
int width_org;
int height_org;
bool fullscreen;
bool has_focus;
bool running;
} _wnd;
bool _force_full_redraw;
bool _window_maximize;
uint _display_hz;
uint _fullscreen_bpp;
static Dimension _bck_resolution;
#if !defined(UNICODE)
uint _codepage;
#endif
/** Whether the drawing is/may be done in a separate thread. */
static bool _draw_threaded;
/** Thread used to 'draw' to the screen, i.e. push data to the screen. */
static ThreadObject *_draw_thread = NULL;
/** Mutex to keep the access to the shared memory controlled. */
static ThreadMutex *_draw_mutex = NULL;
/** Should we keep continue drawing? */
static volatile bool _draw_continue;
/** Local copy of the palette for use in the drawing thread. */
static Palette _local_palette;
static void MakePalette()
{
LOGPALETTE *pal = (LOGPALETTE*)alloca(sizeof(LOGPALETTE) + (256 - 1) * sizeof(PALETTEENTRY));
pal->palVersion = 0x300;
pal->palNumEntries = 256;
for (uint i = 0; i != 256; i++) {
pal->palPalEntry[i].peRed = _cur_palette.palette[i].r;
pal->palPalEntry[i].peGreen = _cur_palette.palette[i].g;
pal->palPalEntry[i].peBlue = _cur_palette.palette[i].b;
pal->palPalEntry[i].peFlags = 0;
}
_wnd.gdi_palette = CreatePalette(pal);
if (_wnd.gdi_palette == NULL) usererror("CreatePalette failed!\n");
_cur_palette.first_dirty = 0;
_cur_palette.count_dirty = 256;
_local_palette = _cur_palette;
}
static void UpdatePalette(HDC dc, uint start, uint count)
{
RGBQUAD rgb[256];
uint i;
for (i = 0; i != count; i++) {
rgb[i].rgbRed = _local_palette.palette[start + i].r;
rgb[i].rgbGreen = _local_palette.palette[start + i].g;
rgb[i].rgbBlue = _local_palette.palette[start + i].b;
rgb[i].rgbReserved = 0;
}
SetDIBColorTable(dc, start, count, rgb);
}
bool VideoDriver_Win32::ClaimMousePointer()
{
MyShowCursor(false, true);
return true;
}
struct VkMapping {
byte vk_from;
byte vk_count;
byte map_to;
};
#define AS(x, z) {x, 0, z}
#define AM(x, y, z, w) {x, y - x, z}
static const VkMapping _vk_mapping[] = {
/* Pageup stuff + up/down */
AM(VK_PRIOR, VK_DOWN, WKC_PAGEUP, WKC_DOWN),
/* Map letters & digits */
AM('A', 'Z', 'A', 'Z'),
AM('0', '9', '0', '9'),
AS(VK_ESCAPE, WKC_ESC),
AS(VK_PAUSE, WKC_PAUSE),
AS(VK_BACK, WKC_BACKSPACE),
AM(VK_INSERT, VK_DELETE, WKC_INSERT, WKC_DELETE),
AS(VK_SPACE, WKC_SPACE),
AS(VK_RETURN, WKC_RETURN),
AS(VK_TAB, WKC_TAB),
/* Function keys */
AM(VK_F1, VK_F12, WKC_F1, WKC_F12),
/* Numeric part */
AM(VK_NUMPAD0, VK_NUMPAD9, '0', '9'),
AS(VK_DIVIDE, WKC_NUM_DIV),
AS(VK_MULTIPLY, WKC_NUM_MUL),
AS(VK_SUBTRACT, WKC_NUM_MINUS),
AS(VK_ADD, WKC_NUM_PLUS),
AS(VK_DECIMAL, WKC_NUM_DECIMAL),
/* Other non-letter keys */
AS(0xBF, WKC_SLASH),
AS(0xBA, WKC_SEMICOLON),
AS(0xBB, WKC_EQUALS),
AS(0xDB, WKC_L_BRACKET),
AS(0xDC, WKC_BACKSLASH),
AS(0xDD, WKC_R_BRACKET),
AS(0xDE, WKC_SINGLEQUOTE),
AS(0xBC, WKC_COMMA),
AS(0xBD, WKC_MINUS),
AS(0xBE, WKC_PERIOD)
};
static uint MapWindowsKey(uint sym)
{
const VkMapping *map;
uint key = 0;
for (map = _vk_mapping; map != endof(_vk_mapping); ++map) {
if ((uint)(sym - map->vk_from) <= map->vk_count) {
key = sym - map->vk_from + map->map_to;
break;
}
}
if (GetAsyncKeyState(VK_SHIFT) < 0) key |= WKC_SHIFT;
if (GetAsyncKeyState(VK_CONTROL) < 0) key |= WKC_CTRL;
if (GetAsyncKeyState(VK_MENU) < 0) key |= WKC_ALT;
return key;
}
static bool AllocateDibSection(int w, int h, bool force = false);
static void ClientSizeChanged(int w, int h)
{
/* allocate new dib section of the new size */
if (AllocateDibSection(w, h)) {
if (_draw_mutex != NULL) _draw_mutex->BeginCritical();
/* mark all palette colours dirty */
_cur_palette.first_dirty = 0;
_cur_palette.count_dirty = 256;
_local_palette = _cur_palette;
BlitterFactoryBase::GetCurrentBlitter()->PostResize();
GameSizeChanged();
/* redraw screen */
if (_wnd.running) {
_screen.dst_ptr = _wnd.buffer_bits;
UpdateWindows();
}
if (_draw_mutex != NULL) _draw_mutex->EndCritical();
}
}
#ifdef _DEBUG
/* Keep this function here..
* It allows you to redraw the screen from within the MSVC debugger */
int RedrawScreenDebug()
{
HDC dc, dc2;
static int _fooctr;
HBITMAP old_bmp;
HPALETTE old_palette;
_screen.dst_ptr = _wnd.buffer_bits;
UpdateWindows();
dc = GetDC(_wnd.main_wnd);
dc2 = CreateCompatibleDC(dc);
old_bmp = (HBITMAP)SelectObject(dc2, _wnd.dib_sect);
old_palette = SelectPalette(dc, _wnd.gdi_palette, FALSE);
BitBlt(dc, 0, 0, _wnd.width, _wnd.height, dc2, 0, 0, SRCCOPY);
SelectPalette(dc, old_palette, TRUE);
SelectObject(dc2, old_bmp);
DeleteDC(dc2);
ReleaseDC(_wnd.main_wnd, dc);
return _fooctr++;
}
#endif
/* Windows 95 will not have a WM_MOUSELEAVE message, so define it if needed */
#if !defined(WM_MOUSELEAVE)
#define WM_MOUSELEAVE 0x02A3
#endif
#define TID_POLLMOUSE 1
#define MOUSE_POLL_DELAY 75
static void CALLBACK TrackMouseTimerProc(HWND hwnd, UINT msg, UINT event, DWORD time)
{
RECT rc;
POINT pt;
/* Get the rectangle of our window and translate it to screen coordinates.
* Compare this with the current screen coordinates of the mouse and if it
* falls outside of the area or our window we have left the window. */
GetClientRect(hwnd, &rc);
MapWindowPoints(hwnd, HWND_DESKTOP, (LPPOINT)(LPRECT)&rc, 2);
GetCursorPos(&pt);
if (!PtInRect(&rc, pt) || (WindowFromPoint(pt) != hwnd)) {
KillTimer(hwnd, event);
PostMessage(hwnd, WM_MOUSELEAVE, 0, 0L);
}
}
/**
* Instantiate a new window.
* @param full_screen Whether to make a full screen window or not.
* @return True if the window could be created.
*/
bool VideoDriver_Win32::MakeWindow(bool full_screen)
{
_fullscreen = full_screen;
/* recreate window? */
if ((full_screen || _wnd.fullscreen) && _wnd.main_wnd) {
DestroyWindow(_wnd.main_wnd);
_wnd.main_wnd = 0;
}
#if defined(WINCE)
/* WinCE is always fullscreen */
#else
if (full_screen) {
DEVMODE settings;
/* Make sure we are always at least the screen-depth of the blitter */
if (_fullscreen_bpp < BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth()) _fullscreen_bpp = BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth();
memset(&settings, 0, sizeof(settings));
settings.dmSize = sizeof(settings);
settings.dmFields =
(_fullscreen_bpp != 0 ? DM_BITSPERPEL : 0) |
DM_PELSWIDTH |
DM_PELSHEIGHT |
(_display_hz != 0 ? DM_DISPLAYFREQUENCY : 0);
settings.dmBitsPerPel = _fullscreen_bpp;
settings.dmPelsWidth = _wnd.width_org;
settings.dmPelsHeight = _wnd.height_org;
settings.dmDisplayFrequency = _display_hz;
/* Check for 8 bpp support. */
if (settings.dmBitsPerPel != 32 && ChangeDisplaySettings(&settings, CDS_FULLSCREEN | CDS_TEST) != DISP_CHANGE_SUCCESSFUL) {
settings.dmBitsPerPel = 32;
}
/* Test fullscreen with current resolution, if it fails use desktop resolution. */
if (ChangeDisplaySettings(&settings, CDS_FULLSCREEN | CDS_TEST) != DISP_CHANGE_SUCCESSFUL) {
RECT r;
GetWindowRect(GetDesktopWindow(), &r);
/* Guard against recursion. If we already failed here once, just fall through to
* the next ChangeDisplaySettings call which will fail and error out appropriately. */
if ((int)settings.dmPelsWidth != r.right - r.left || (int)settings.dmPelsHeight != r.bottom - r.top) {
return this->ChangeResolution(r.right - r.left, r.bottom - r.top);
}
}
if (ChangeDisplaySettings(&settings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL) {
this->MakeWindow(false); // don't care about the result
return false; // the request failed
}
} else if (_wnd.fullscreen) {
/* restore display? */
ChangeDisplaySettings(NULL, 0);
/* restore the resolution */
_wnd.width = _bck_resolution.width;
_wnd.height = _bck_resolution.height;
}
#endif
{
RECT r;
DWORD style, showstyle;
int w, h;
showstyle = SW_SHOWNORMAL;
_wnd.fullscreen = full_screen;
if (_wnd.fullscreen) {
style = WS_POPUP;
SetRect(&r, 0, 0, _wnd.width_org, _wnd.height_org);
} else {
style = WS_OVERLAPPEDWINDOW;
/* On window creation, check if we were in maximize mode before */
if (_window_maximize) showstyle = SW_SHOWMAXIMIZED;
SetRect(&r, 0, 0, _wnd.width, _wnd.height);
}
#if !defined(WINCE)
AdjustWindowRect(&r, style, FALSE);
#endif
w = r.right - r.left;
h = r.bottom - r.top;
if (_wnd.main_wnd != NULL) {
if (!_window_maximize) SetWindowPos(_wnd.main_wnd, 0, 0, 0, w, h, SWP_NOACTIVATE | SWP_NOOWNERZORDER | SWP_NOZORDER | SWP_NOMOVE);
} else {
TCHAR Windowtitle[50];
int x = (GetSystemMetrics(SM_CXSCREEN) - w) / 2;
int y = (GetSystemMetrics(SM_CYSCREEN) - h) / 2;
_sntprintf(Windowtitle, lengthof(Windowtitle), _T("OpenTTD %s"), MB_TO_WIDE(_openttd_revision));
_wnd.main_wnd = CreateWindow(_T("OTTD"), Windowtitle, style, x, y, w, h, 0, 0, GetModuleHandle(NULL), 0);
if (_wnd.main_wnd == NULL) usererror("CreateWindow failed");
ShowWindow(_wnd.main_wnd, showstyle);
}
}
BlitterFactoryBase::GetCurrentBlitter()->PostResize();
GameSizeChanged(); // invalidate all windows, force redraw
return true; // the request succeeded
}
/** Do palette animation and blit to the window. */
static void PaintWindow(HDC dc)
{
HDC dc2 = CreateCompatibleDC(dc);
HBITMAP old_bmp = (HBITMAP)SelectObject(dc2, _wnd.dib_sect);
HPALETTE old_palette = SelectPalette(dc, _wnd.gdi_palette, FALSE);
if (_cur_palette.count_dirty != 0) {
Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter();
switch (blitter->UsePaletteAnimation()) {
case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND:
UpdatePalette(dc2, _local_palette.first_dirty, _local_palette.count_dirty);
break;
case Blitter::PALETTE_ANIMATION_BLITTER:
blitter->PaletteAnimate(_local_palette);
break;
case Blitter::PALETTE_ANIMATION_NONE:
break;
default:
NOT_REACHED();
}
_cur_palette.count_dirty = 0;
}
BitBlt(dc, 0, 0, _wnd.width, _wnd.height, dc2, 0, 0, SRCCOPY);
SelectPalette(dc, old_palette, TRUE);
SelectObject(dc2, old_bmp);
DeleteDC(dc2);
}
static void PaintWindowThread(void *)
{
/* First tell the main thread we're started */
_draw_mutex->BeginCritical();
_draw_mutex->SendSignal();
/* Do our best to make sure the main thread is the one that
* gets the signal, and not our wait below. */
Sleep(0);
/* Now wait for the first thing to draw! */
_draw_mutex->WaitForSignal();
while (_draw_continue) {
/* Convert update region from logical to device coordinates. */
POINT pt = {0, 0};
ClientToScreen(_wnd.main_wnd, &pt);
OffsetRect(&_wnd.update_rect, pt.x, pt.y);
/* Create a device context that is clipped to the region we need to draw.
* GetDCEx 'consumes' the update region, so we may not destroy it ourself. */
HRGN rgn = CreateRectRgnIndirect(&_wnd.update_rect);
HDC dc = GetDCEx(_wnd.main_wnd, rgn, DCX_CLIPSIBLINGS | DCX_CLIPCHILDREN | DCX_INTERSECTRGN);
PaintWindow(dc);
/* Clear update rect. */
SetRectEmpty(&_wnd.update_rect);
ReleaseDC(_wnd.main_wnd, dc);
/* Flush GDI buffer to ensure drawing here doesn't conflict with any GDI usage in the main WndProc. */
GdiFlush();
_draw_mutex->WaitForSignal();
}
_draw_mutex->EndCritical();
_draw_thread->Exit();
}
static LRESULT CALLBACK WndProcGdi(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
static uint32 keycode = 0;
static bool console = false;
static bool in_sizemove = false;
switch (msg) {
case WM_CREATE:
SetTimer(hwnd, TID_POLLMOUSE, MOUSE_POLL_DELAY, (TIMERPROC)TrackMouseTimerProc);
break;
case WM_ENTERSIZEMOVE:
in_sizemove = true;
break;
case WM_EXITSIZEMOVE:
in_sizemove = false;
break;
case WM_PAINT:
if (!in_sizemove && _draw_mutex != NULL && !HasModalProgress()) {
/* Get the union of the old update rect and the new update rect. */
RECT r;
GetUpdateRect(hwnd, &r, FALSE);
UnionRect(&_wnd.update_rect, &_wnd.update_rect, &r);
/* Mark the window as updated, otherwise Windows would send more WM_PAINT messages. */
ValidateRect(hwnd, NULL);
_draw_mutex->SendSignal();
} else {
PAINTSTRUCT ps;
BeginPaint(hwnd, &ps);
PaintWindow(ps.hdc);
EndPaint(hwnd, &ps);
}
return 0;
case WM_PALETTECHANGED:
if ((HWND)wParam == hwnd) return 0;
/* FALL THROUGH */
case WM_QUERYNEWPALETTE: {
HDC hDC = GetWindowDC(hwnd);
HPALETTE hOldPalette = SelectPalette(hDC, _wnd.gdi_palette, FALSE);
UINT nChanged = RealizePalette(hDC);
SelectPalette(hDC, hOldPalette, TRUE);
ReleaseDC(hwnd, hDC);
if (nChanged != 0) InvalidateRect(hwnd, NULL, FALSE);
return 0;
}
case WM_CLOSE:
HandleExitGameRequest();
return 0;
case WM_DESTROY:
if (_window_maximize) _cur_resolution = _bck_resolution;
return 0;
case WM_LBUTTONDOWN:
SetCapture(hwnd);
_left_button_down = true;
HandleMouseEvents();
return 0;
case WM_LBUTTONUP:
ReleaseCapture();
_left_button_down = false;
_left_button_clicked = false;
HandleMouseEvents();
return 0;
case WM_RBUTTONDOWN:
SetCapture(hwnd);
_right_button_down = true;
_right_button_clicked = true;
HandleMouseEvents();
return 0;
case WM_RBUTTONUP:
ReleaseCapture();
_right_button_down = false;
HandleMouseEvents();
return 0;
case WM_MOUSELEAVE:
UndrawMouseCursor();
_cursor.in_window = false;
if (!_left_button_down && !_right_button_down) MyShowCursor(true);
return 0;
case WM_MOUSEMOVE: {
int x = (int16)LOWORD(lParam);
int y = (int16)HIWORD(lParam);
POINT pt;
/* If the mouse was not in the window and it has moved it means it has
* come into the window, so start drawing the mouse. Also start
* tracking the mouse for exiting the window */
if (!_cursor.in_window) {
_cursor.in_window = true;
SetTimer(hwnd, TID_POLLMOUSE, MOUSE_POLL_DELAY, (TIMERPROC)TrackMouseTimerProc);
DrawMouseCursor();
}
if (_cursor.fix_at) {
int dx = x - _cursor.pos.x;
int dy = y - _cursor.pos.y;
if (dx != 0 || dy != 0) {
_cursor.delta.x = dx;
_cursor.delta.y = dy;
pt.x = _cursor.pos.x;
pt.y = _cursor.pos.y;
ClientToScreen(hwnd, &pt);
SetCursorPos(pt.x, pt.y);
}
} else {
_cursor.delta.x = x - _cursor.pos.x;
_cursor.delta.y = y - _cursor.pos.y;
_cursor.pos.x = x;
_cursor.pos.y = y;
_cursor.dirty = true;
}
MyShowCursor(false);
HandleMouseEvents();
return 0;
}
#if !defined(UNICODE)
case WM_INPUTLANGCHANGE: {
TCHAR locale[6];
LCID lcid = GB(lParam, 0, 16);
int len = GetLocaleInfo(lcid, LOCALE_IDEFAULTANSICODEPAGE, locale, lengthof(locale));
if (len != 0) _codepage = _ttoi(locale);
return 1;
}
#endif /* UNICODE */
case WM_DEADCHAR:
console = GB(lParam, 16, 8) == 41;
return 0;
case WM_CHAR: {
uint scancode = GB(lParam, 16, 8);
uint charcode = wParam;
/* If the console key is a dead-key, we need to press it twice to get a WM_CHAR message.
* But we then get two WM_CHAR messages, so ignore the first one */
if (console && scancode == 41) {
console = false;
return 0;
}
#if !defined(UNICODE)
wchar_t w;
int len = MultiByteToWideChar(_codepage, 0, (char*)&charcode, 1, &w, 1);
charcode = len == 1 ? w : 0;
#endif /* UNICODE */
/* No matter the keyboard layout, we will map the '~' to the console */
scancode = scancode == 41 ? (int)WKC_BACKQUOTE : keycode;
HandleKeypress(GB(charcode, 0, 16) | (scancode << 16));
return 0;
}
case WM_KEYDOWN: {
keycode = MapWindowsKey(wParam);
/* Silently drop all messages handled by WM_CHAR. */
MSG msg;
if (PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE)) {
if (msg.message == WM_CHAR && GB(lParam, 16, 8) == GB(msg.lParam, 16, 8)) {
return 0;
}
}
HandleKeypress(0 | (keycode << 16));
return 0;
}
case WM_SYSKEYDOWN: // user presses F10 or Alt, both activating the title-menu
switch (wParam) {
case VK_RETURN:
case 'F': // Full Screen on ALT + ENTER/F
ToggleFullScreen(!_wnd.fullscreen);
return 0;
case VK_MENU: // Just ALT
return 0; // do nothing
case VK_F10: // F10, ignore activation of menu
HandleKeypress(MapWindowsKey(wParam) << 16);
return 0;
default: // ALT in combination with something else
HandleKeypress(MapWindowsKey(wParam) << 16);
break;
}
break;
case WM_SIZE:
if (wParam != SIZE_MINIMIZED) {
/* Set maximized flag when we maximize (obviously), but also when we
* switched to fullscreen from a maximized state */
_window_maximize = (wParam == SIZE_MAXIMIZED || (_window_maximize && _fullscreen));
if (_window_maximize || _fullscreen) _bck_resolution = _cur_resolution;
ClientSizeChanged(LOWORD(lParam), HIWORD(lParam));
}
return 0;
#if !defined(WINCE)
case WM_SIZING: {
RECT *r = (RECT*)lParam;
RECT r2;
int w, h;
SetRect(&r2, 0, 0, 0, 0);
AdjustWindowRect(&r2, GetWindowLong(hwnd, GWL_STYLE), FALSE);
w = r->right - r->left - (r2.right - r2.left);
h = r->bottom - r->top - (r2.bottom - r2.top);
w = max(w, 64);
h = max(h, 64);
SetRect(&r2, 0, 0, w, h);
AdjustWindowRect(&r2, GetWindowLong(hwnd, GWL_STYLE), FALSE);
w = r2.right - r2.left;
h = r2.bottom - r2.top;
switch (wParam) {
case WMSZ_BOTTOM:
r->bottom = r->top + h;
break;
case WMSZ_BOTTOMLEFT:
r->bottom = r->top + h;
r->left = r->right - w;
break;
case WMSZ_BOTTOMRIGHT:
r->bottom = r->top + h;
r->right = r->left + w;
break;
case WMSZ_LEFT:
r->left = r->right - w;
break;
case WMSZ_RIGHT:
r->right = r->left + w;
break;
case WMSZ_TOP:
r->top = r->bottom - h;
break;
case WMSZ_TOPLEFT:
r->top = r->bottom - h;
r->left = r->right - w;
break;
case WMSZ_TOPRIGHT:
r->top = r->bottom - h;
r->right = r->left + w;
break;
}
return TRUE;
}
#endif
/* needed for wheel */
#if !defined(WM_MOUSEWHEEL)
# define WM_MOUSEWHEEL 0x020A
#endif /* WM_MOUSEWHEEL */
#if !defined(GET_WHEEL_DELTA_WPARAM)
# define GET_WHEEL_DELTA_WPARAM(wparam) ((short)HIWORD(wparam))
#endif /* GET_WHEEL_DELTA_WPARAM */
case WM_MOUSEWHEEL: {
int delta = GET_WHEEL_DELTA_WPARAM(wParam);
if (delta < 0) {
_cursor.wheel++;
} else if (delta > 0) {
_cursor.wheel--;
}
HandleMouseEvents();
return 0;
}
case WM_SETFOCUS:
_wnd.has_focus = true;
break;
case WM_KILLFOCUS:
_wnd.has_focus = false;
break;
#if !defined(WINCE)
case WM_ACTIVATE: {
/* Don't do anything if we are closing openttd */
if (_exit_game) break;
bool active = (LOWORD(wParam) != WA_INACTIVE);
bool minimized = (HIWORD(wParam) != 0);
if (_wnd.fullscreen) {
if (active && minimized) {
/* Restore the game window */
ShowWindow(hwnd, SW_RESTORE);
static_cast(_video_driver)->MakeWindow(true);
} else if (!active && !minimized) {
/* Minimise the window and restore desktop */
ShowWindow(hwnd, SW_MINIMIZE);
ChangeDisplaySettings(NULL, 0);
}
}
break;
}
#endif
}
return DefWindowProc(hwnd, msg, wParam, lParam);
}
static void RegisterWndClass()
{
static bool registered = false;
if (!registered) {
HINSTANCE hinst = GetModuleHandle(NULL);
WNDCLASS wnd = {
CS_OWNDC,
WndProcGdi,
0,
0,
hinst,
LoadIcon(hinst, MAKEINTRESOURCE(100)),
LoadCursor(NULL, IDC_ARROW),
0,
0,
_T("OTTD")
};
registered = true;
if (!RegisterClass(&wnd)) usererror("RegisterClass failed");
}
}
static bool AllocateDibSection(int w, int h, bool force)
{
BITMAPINFO *bi;
HDC dc;
int bpp = BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth();
w = max(w, 64);
h = max(h, 64);
if (bpp == 0) usererror("Can't use a blitter that blits 0 bpp for normal visuals");
if (!force && w == _screen.width && h == _screen.height) return false;
_screen.width = w;
_screen.pitch = (bpp == 8) ? Align(w, 4) : w;
_screen.height = h;
bi = (BITMAPINFO*)alloca(sizeof(BITMAPINFOHEADER) + sizeof(RGBQUAD) * 256);
memset(bi, 0, sizeof(BITMAPINFOHEADER) + sizeof(RGBQUAD) * 256);
bi->bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
bi->bmiHeader.biWidth = _wnd.width = w;
bi->bmiHeader.biHeight = -(_wnd.height = h);
bi->bmiHeader.biPlanes = 1;
bi->bmiHeader.biBitCount = BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth();
bi->bmiHeader.biCompression = BI_RGB;
if (_wnd.dib_sect) DeleteObject(_wnd.dib_sect);
dc = GetDC(0);
_wnd.dib_sect = CreateDIBSection(dc, bi, DIB_RGB_COLORS, (VOID**)&_wnd.buffer_bits, NULL, 0);
if (_wnd.dib_sect == NULL) usererror("CreateDIBSection failed");
ReleaseDC(0, dc);
return true;
}
static const Dimension default_resolutions[] = {
{ 640, 480 },
{ 800, 600 },
{ 1024, 768 },
{ 1152, 864 },
{ 1280, 800 },
{ 1280, 960 },
{ 1280, 1024 },
{ 1400, 1050 },
{ 1600, 1200 },
{ 1680, 1050 },
{ 1920, 1200 }
};
static void FindResolutions()
{
uint n = 0;
#if defined(WINCE)
/* EnumDisplaySettingsW is only supported in CE 4.2+
* XXX -- One might argue that we assume 4.2+ on every system. Then we can use this function safely */
#else
uint i;
DEVMODEA dm;
/* XXX - EnumDisplaySettingsW crashes with unicows.dll on Windows95
* Doesn't really matter since we don't pass a string anyways, but still
* a letdown */
for (i = 0; EnumDisplaySettingsA(NULL, i, &dm) != 0; i++) {
if (dm.dmBitsPerPel == BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() &&
dm.dmPelsWidth >= 640 && dm.dmPelsHeight >= 480) {
uint j;
for (j = 0; j < n; j++) {
if (_resolutions[j].width == dm.dmPelsWidth && _resolutions[j].height == dm.dmPelsHeight) break;
}
/* In the previous loop we have checked already existing/added resolutions if
* they are the same as the new ones. If this is not the case (j == n); we have
* looped all and found none, add the new one to the list. If we have reached the
* maximum amount of resolutions, then quit querying the display */
if (j == n) {
_resolutions[j].width = dm.dmPelsWidth;
_resolutions[j].height = dm.dmPelsHeight;
if (++n == lengthof(_resolutions)) break;
}
}
}
#endif
/* We have found no resolutions, show the default list */
if (n == 0) {
memcpy(_resolutions, default_resolutions, sizeof(default_resolutions));
n = lengthof(default_resolutions);
}
_num_resolutions = n;
SortResolutions(_num_resolutions);
}
static FVideoDriver_Win32 iFVideoDriver_Win32;
const char *VideoDriver_Win32::Start(const char * const *parm)
{
memset(&_wnd, 0, sizeof(_wnd));
RegisterWndClass();
MakePalette();
FindResolutions();
DEBUG(driver, 2, "Resolution for display: %ux%u", _cur_resolution.width, _cur_resolution.height);
/* fullscreen uses those */
_wnd.width_org = _cur_resolution.width;
_wnd.height_org = _cur_resolution.height;
AllocateDibSection(_cur_resolution.width, _cur_resolution.height);
this->MakeWindow(_fullscreen);
MarkWholeScreenDirty();
_draw_threaded = GetDriverParam(parm, "no_threads") == NULL && GetDriverParam(parm, "no_thread") == NULL && GetCPUCoreCount() > 1;
return NULL;
}
void VideoDriver_Win32::Stop()
{
DeleteObject(_wnd.gdi_palette);
DeleteObject(_wnd.dib_sect);
DestroyWindow(_wnd.main_wnd);
#if !defined(WINCE)
if (_wnd.fullscreen) ChangeDisplaySettings(NULL, 0);
#endif
MyShowCursor(true);
}
void VideoDriver_Win32::MakeDirty(int left, int top, int width, int height)
{
RECT r = { left, top, left + width, top + height };
InvalidateRect(_wnd.main_wnd, &r, FALSE);
}
static void CheckPaletteAnim()
{
if (_cur_palette.count_dirty == 0) return;
_local_palette = _cur_palette;
InvalidateRect(_wnd.main_wnd, NULL, FALSE);
}
void VideoDriver_Win32::MainLoop()
{
MSG mesg;
uint32 cur_ticks = GetTickCount();
uint32 last_cur_ticks = cur_ticks;
uint32 next_tick = cur_ticks + MILLISECONDS_PER_TICK;
if (_draw_threaded) {
/* Initialise the mutex first, because that's the thing we *need*
* directly in the newly created thread. */
_draw_mutex = ThreadMutex::New();
if (_draw_mutex == NULL) {
_draw_threaded = false;
} else {
_draw_mutex->BeginCritical();
_draw_continue = true;
_draw_threaded = ThreadObject::New(&PaintWindowThread, NULL, &_draw_thread);
/* Free the mutex if we won't be able to use it. */
if (!_draw_threaded) {
_draw_mutex->EndCritical();
delete _draw_mutex;
_draw_mutex = NULL;
} else {
DEBUG(driver, 1, "Threaded drawing enabled");
/* Wait till the draw mutex has started itself. */
_draw_mutex->WaitForSignal();
}
}
}
_wnd.running = true;
CheckPaletteAnim();
for (;;) {
uint32 prev_cur_ticks = cur_ticks; // to check for wrapping
while (PeekMessage(&mesg, NULL, 0, 0, PM_REMOVE)) {
InteractiveRandom(); // randomness
TranslateMessage(&mesg);
DispatchMessage(&mesg);
}
if (_exit_game) return;
#if defined(_DEBUG)
if (_wnd.has_focus && GetAsyncKeyState(VK_SHIFT) < 0 &&
#else
/* Speed up using TAB, but disable for ALT+TAB of course */
if (_wnd.has_focus && GetAsyncKeyState(VK_TAB) < 0 && GetAsyncKeyState(VK_MENU) >= 0 &&
#endif
!_networking && _game_mode != GM_MENU) {
_fast_forward |= 2;
} else if (_fast_forward & 2) {
_fast_forward = 0;
}
cur_ticks = GetTickCount();
if (cur_ticks >= next_tick || (_fast_forward && !_pause_mode) || cur_ticks < prev_cur_ticks) {
_realtime_tick += cur_ticks - last_cur_ticks;
last_cur_ticks = cur_ticks;
next_tick = cur_ticks + MILLISECONDS_PER_TICK;
bool old_ctrl_pressed = _ctrl_pressed;
_ctrl_pressed = _wnd.has_focus && GetAsyncKeyState(VK_CONTROL)<0;
_shift_pressed = _wnd.has_focus && GetAsyncKeyState(VK_SHIFT)<0;
/* determine which directional keys are down */
if (_wnd.has_focus) {
_dirkeys =
(GetAsyncKeyState(VK_LEFT) < 0 ? 1 : 0) +
(GetAsyncKeyState(VK_UP) < 0 ? 2 : 0) +
(GetAsyncKeyState(VK_RIGHT) < 0 ? 4 : 0) +
(GetAsyncKeyState(VK_DOWN) < 0 ? 8 : 0);
} else {
_dirkeys = 0;
}
if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
#if !defined(WINCE)
/* Flush GDI buffer to ensure we don't conflict with the drawing thread. */
GdiFlush();
#endif
/* The game loop is the part that can run asynchronously.
* The rest except sleeping can't. */
if (_draw_threaded) _draw_mutex->EndCritical();
GameLoop();
if (_draw_threaded) _draw_mutex->BeginCritical();
if (_force_full_redraw) MarkWholeScreenDirty();
_screen.dst_ptr = _wnd.buffer_bits;
UpdateWindows();
CheckPaletteAnim();
} else {
#if !defined(WINCE)
/* Flush GDI buffer to ensure we don't conflict with the drawing thread. */
GdiFlush();
#endif
/* Release the thread while sleeping */
if (_draw_threaded) _draw_mutex->EndCritical();
Sleep(1);
if (_draw_threaded) _draw_mutex->BeginCritical();
_screen.dst_ptr = _wnd.buffer_bits;
NetworkDrawChatMessage();
DrawMouseCursor();
}
}
if (_draw_threaded) {
_draw_continue = false;
/* Sending signal if there is no thread blocked
* is very valid and results in noop */
_draw_mutex->SendSignal();
_draw_mutex->EndCritical();
_draw_thread->Join();
delete _draw_mutex;
delete _draw_thread;
}
}
bool VideoDriver_Win32::ChangeResolution(int w, int h)
{
if (_window_maximize) ShowWindow(_wnd.main_wnd, SW_SHOWNORMAL);
_wnd.width = _wnd.width_org = w;
_wnd.height = _wnd.height_org = h;
return this->MakeWindow(_fullscreen); // _wnd.fullscreen screws up ingame resolution switching
}
bool VideoDriver_Win32::ToggleFullscreen(bool full_screen)
{
return this->MakeWindow(full_screen);
}
bool VideoDriver_Win32::AfterBlitterChange()
{
return AllocateDibSection(_screen.width, _screen.height, true) && this->MakeWindow(_fullscreen);
}