/* * 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.h" #include "../progress.h" #include "../window_gui.h" #include "../window_func.h" #include "../framerate_type.h" #include "win32_v.h" #include #include #include #include #include "../safeguards.h" /* Missing define in MinGW headers. */ #ifndef MAPVK_VK_TO_CHAR #define MAPVK_VK_TO_CHAR (2) #endif #ifndef PM_QS_INPUT #define PM_QS_INPUT 0x20000 #endif static struct { HWND main_wnd; ///< Handle to system window. HBITMAP dib_sect; ///< System bitmap object referencing our rendering buffer. void *buffer_bits; ///< Internal rendering buffer. HPALETTE gdi_palette; ///< Palette object for 8bpp blitter. RECT update_rect; ///< Current dirty rect. int width; ///< Width in pixels of our display surface. int height; ///< Height in pixels of our display surface. int width_org; ///< Original monitor resolution width, before we changed it. int height_org; ///< Original monitor resolution height, before we changed it. bool fullscreen; ///< Whether to use (true) fullscreen mode. bool has_focus; ///< Does our window have system focus? bool running; ///< Is the main loop running? } _wnd; bool _force_full_redraw; bool _window_maximize; uint _display_hz; static Dimension _bck_resolution; DWORD _imm_props; /** Whether the drawing is/may be done in a separate thread. */ static bool _draw_threaded; /** Mutex to keep the access to the shared memory controlled. */ static std::recursive_mutex *_draw_mutex = nullptr; /** Signal to draw the next frame. */ static std::condition_variable_any *_draw_signal = nullptr; /** 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() { _cur_palette.first_dirty = 0; _cur_palette.count_dirty = 256; _local_palette = _cur_palette; 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 = _local_palette.palette[i].r; pal->palPalEntry[i].peGreen = _local_palette.palette[i].g; pal->palPalEntry[i].peBlue = _local_palette.palette[i].b; pal->palPalEntry[i].peFlags = 0; } _wnd.gdi_palette = CreatePalette(pal); if (_wnd.gdi_palette == nullptr) usererror("CreatePalette failed!\n"); } 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 Win32VkMapping { 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 Win32VkMapping _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 Win32VkMapping *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)) { /* mark all palette colours dirty */ _cur_palette.first_dirty = 0; _cur_palette.count_dirty = 256; _local_palette = _cur_palette; BlitterFactory::GetCurrentBlitter()->PostResize(); GameSizeChanged(); } } #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; 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 /** * 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) { /* full_screen is whether the new window should be fullscreen, * _wnd.fullscreen is whether the current window is. */ _fullscreen = full_screen; /* recreate window? */ if ((full_screen || _wnd.fullscreen) && _wnd.main_wnd) { DestroyWindow(_wnd.main_wnd); _wnd.main_wnd = 0; } if (full_screen) { DEVMODE settings; memset(&settings, 0, sizeof(settings)); settings.dmSize = sizeof(settings); settings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT | (_display_hz != 0 ? DM_DISPLAYFREQUENCY : 0); settings.dmBitsPerPel = BlitterFactory::GetCurrentBlitter()->GetScreenDepth(); settings.dmPelsWidth = _wnd.width_org; settings.dmPelsHeight = _wnd.height_org; settings.dmDisplayFrequency = _display_hz; /* Check for 8 bpp support. */ if (settings.dmBitsPerPel == 8 && (_support8bpp != S8BPP_HARDWARE || 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(nullptr, 0); /* restore the resolution */ _wnd.width = _bck_resolution.width; _wnd.height = _bck_resolution.height; } { 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); } AdjustWindowRect(&r, style, FALSE); w = r.right - r.left; h = r.bottom - r.top; if (_wnd.main_wnd != nullptr) { if (!_window_maximize) SetWindowPos(_wnd.main_wnd, 0, 0, 0, w, h, SWP_NOACTIVATE | SWP_NOOWNERZORDER | SWP_NOZORDER | SWP_NOMOVE); } else { int x = (GetSystemMetrics(SM_CXSCREEN) - w) / 2; int y = (GetSystemMetrics(SM_CYSCREEN) - h) / 2; char window_title[64]; seprintf(window_title, lastof(window_title), "OpenTTD %s", _openttd_revision); _wnd.main_wnd = CreateWindow(_T("OTTD"), MB_TO_WIDE(window_title), style, x, y, w, h, 0, 0, GetModuleHandle(nullptr), 0); if (_wnd.main_wnd == nullptr) usererror("CreateWindow failed"); ShowWindow(_wnd.main_wnd, showstyle); } } BlitterFactory::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) { PerformanceMeasurer framerate(PFE_VIDEO); 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 = BlitterFactory::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() { /* First tell the main thread we're started */ std::unique_lock lock(*_draw_mutex); _draw_signal->notify_one(); /* Now wait for the first thing to draw! */ _draw_signal->wait(*_draw_mutex); 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_signal->wait(*_draw_mutex); } } /** Forward key presses to the window system. */ static LRESULT HandleCharMsg(uint keycode, WChar charcode) { #if !defined(UNICODE) static char prev_char = 0; char input[2] = {(char)charcode, 0}; int input_len = 1; if (prev_char != 0) { /* We stored a lead byte previously, combine it with this byte. */ input[0] = prev_char; input[1] = (char)charcode; input_len = 2; } else if (IsDBCSLeadByte(charcode)) { /* We got a lead byte, store and exit. */ prev_char = charcode; return 0; } prev_char = 0; wchar_t w[2]; // Can get up to two code points as a result. int len = MultiByteToWideChar(CP_ACP, 0, input, input_len, w, 2); switch (len) { case 1: // Normal unicode character. charcode = w[0]; break; case 2: // Got an UTF-16 surrogate pair back. charcode = Utf16DecodeSurrogate(w[0], w[1]); break; default: // Some kind of error. DEBUG(driver, 1, "Invalid DBCS character sequence encountered, dropping input"); charcode = 0; break; } #else static WChar prev_char = 0; /* Did we get a lead surrogate? If yes, store and exit. */ if (Utf16IsLeadSurrogate(charcode)) { if (prev_char != 0) DEBUG(driver, 1, "Got two UTF-16 lead surrogates, dropping the first one"); prev_char = charcode; return 0; } /* Stored lead surrogate and incoming trail surrogate? Combine and forward to input handling. */ if (prev_char != 0) { if (Utf16IsTrailSurrogate(charcode)) { charcode = Utf16DecodeSurrogate(prev_char, charcode); } else { DEBUG(driver, 1, "Got an UTF-16 lead surrogate without a trail surrogate, dropping the lead surrogate"); } } prev_char = 0; #endif /* UNICODE */ HandleKeypress(keycode, charcode); return 0; } /** Should we draw the composition string ourself, i.e is this a normal IME? */ static bool DrawIMECompositionString() { return (_imm_props & IME_PROP_AT_CARET) && !(_imm_props & IME_PROP_SPECIAL_UI); } /** Set position of the composition window to the caret position. */ static void SetCompositionPos(HWND hwnd) { HIMC hIMC = ImmGetContext(hwnd); if (hIMC != NULL) { COMPOSITIONFORM cf; cf.dwStyle = CFS_POINT; if (EditBoxInGlobalFocus()) { /* Get caret position. */ Point pt = _focused_window->GetCaretPosition(); cf.ptCurrentPos.x = _focused_window->left + pt.x; cf.ptCurrentPos.y = _focused_window->top + pt.y; } else { cf.ptCurrentPos.x = 0; cf.ptCurrentPos.y = 0; } ImmSetCompositionWindow(hIMC, &cf); } ImmReleaseContext(hwnd, hIMC); } /** Set the position of the candidate window. */ static void SetCandidatePos(HWND hwnd) { HIMC hIMC = ImmGetContext(hwnd); if (hIMC != NULL) { CANDIDATEFORM cf; cf.dwIndex = 0; cf.dwStyle = CFS_EXCLUDE; if (EditBoxInGlobalFocus()) { Point pt = _focused_window->GetCaretPosition(); cf.ptCurrentPos.x = _focused_window->left + pt.x; cf.ptCurrentPos.y = _focused_window->top + pt.y; if (_focused_window->window_class == WC_CONSOLE) { cf.rcArea.left = _focused_window->left; cf.rcArea.top = _focused_window->top; cf.rcArea.right = _focused_window->left + _focused_window->width; cf.rcArea.bottom = _focused_window->top + _focused_window->height; } else { cf.rcArea.left = _focused_window->left + _focused_window->nested_focus->pos_x; cf.rcArea.top = _focused_window->top + _focused_window->nested_focus->pos_y; cf.rcArea.right = cf.rcArea.left + _focused_window->nested_focus->current_x; cf.rcArea.bottom = cf.rcArea.top + _focused_window->nested_focus->current_y; } } else { cf.ptCurrentPos.x = 0; cf.ptCurrentPos.y = 0; SetRectEmpty(&cf.rcArea); } ImmSetCandidateWindow(hIMC, &cf); } ImmReleaseContext(hwnd, hIMC); } /** Handle WM_IME_COMPOSITION messages. */ static LRESULT HandleIMEComposition(HWND hwnd, WPARAM wParam, LPARAM lParam) { HIMC hIMC = ImmGetContext(hwnd); if (hIMC != NULL) { if (lParam & GCS_RESULTSTR) { /* Read result string from the IME. */ LONG len = ImmGetCompositionString(hIMC, GCS_RESULTSTR, nullptr, 0); // Length is always in bytes, even in UNICODE build. TCHAR *str = (TCHAR *)_alloca(len + sizeof(TCHAR)); len = ImmGetCompositionString(hIMC, GCS_RESULTSTR, str, len); str[len / sizeof(TCHAR)] = '\0'; /* Transmit text to windowing system. */ if (len > 0) { HandleTextInput(nullptr, true); // Clear marked string. HandleTextInput(FS2OTTD(str)); } SetCompositionPos(hwnd); /* Don't pass the result string on to the default window proc. */ lParam &= ~(GCS_RESULTSTR | GCS_RESULTCLAUSE | GCS_RESULTREADCLAUSE | GCS_RESULTREADSTR); } if ((lParam & GCS_COMPSTR) && DrawIMECompositionString()) { /* Read composition string from the IME. */ LONG len = ImmGetCompositionString(hIMC, GCS_COMPSTR, nullptr, 0); // Length is always in bytes, even in UNICODE build. TCHAR *str = (TCHAR *)_alloca(len + sizeof(TCHAR)); len = ImmGetCompositionString(hIMC, GCS_COMPSTR, str, len); str[len / sizeof(TCHAR)] = '\0'; if (len > 0) { static char utf8_buf[1024]; convert_from_fs(str, utf8_buf, lengthof(utf8_buf)); /* Convert caret position from bytes in the input string to a position in the UTF-8 encoded string. */ LONG caret_bytes = ImmGetCompositionString(hIMC, GCS_CURSORPOS, nullptr, 0); const char *caret = utf8_buf; for (const TCHAR *c = str; *c != '\0' && *caret != '\0' && caret_bytes > 0; c++, caret_bytes--) { /* Skip DBCS lead bytes or leading surrogates. */ #ifdef UNICODE if (Utf16IsLeadSurrogate(*c)) { #else if (IsDBCSLeadByte(*c)) { #endif c++; caret_bytes--; } Utf8Consume(&caret); } HandleTextInput(utf8_buf, true, caret); } else { HandleTextInput(nullptr, true); } lParam &= ~(GCS_COMPSTR | GCS_COMPATTR | GCS_COMPCLAUSE | GCS_CURSORPOS | GCS_DELTASTART); } } ImmReleaseContext(hwnd, hIMC); return lParam != 0 ? DefWindowProc(hwnd, WM_IME_COMPOSITION, wParam, lParam) : 0; } /** Clear the current composition string. */ static void CancelIMEComposition(HWND hwnd) { HIMC hIMC = ImmGetContext(hwnd); if (hIMC != NULL) ImmNotifyIME(hIMC, NI_COMPOSITIONSTR, CPS_CANCEL, 0); ImmReleaseContext(hwnd, hIMC); /* Clear any marked string from the current edit box. */ HandleTextInput(nullptr, true); } 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: _cursor.in_window = false; // Win32 has mouse tracking. SetCompositionPos(hwnd); _imm_props = ImmGetProperty(GetKeyboardLayout(0), IGP_PROPERTY); break; case WM_ENTERSIZEMOVE: in_sizemove = true; break; case WM_EXITSIZEMOVE: in_sizemove = false; break; case WM_PAINT: if (!in_sizemove && _draw_mutex != nullptr && !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, nullptr); _draw_signal->notify_one(); } else { PAINTSTRUCT ps; BeginPaint(hwnd, &ps); PaintWindow(ps.hdc); EndPaint(hwnd, &ps); } return 0; case WM_PALETTECHANGED: if ((HWND)wParam == hwnd) return 0; FALLTHROUGH; 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, nullptr, 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); /* 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; TRACKMOUSEEVENT tme; tme.cbSize = sizeof(tme); tme.dwFlags = TME_LEAVE; tme.hwndTrack = hwnd; TrackMouseEvent(&tme); } if (_cursor.fix_at) { /* Get all queued mouse events now in case we have to warp the cursor. In the * end, we only care about the current mouse position and not bygone events. */ MSG m; while (PeekMessage(&m, hwnd, WM_MOUSEMOVE, WM_MOUSEMOVE, PM_REMOVE | PM_NOYIELD | PM_QS_INPUT)) { x = (int16)LOWORD(m.lParam); y = (int16)HIWORD(m.lParam); } } if (_cursor.UpdateCursorPosition(x, y, false)) { POINT pt; pt.x = _cursor.pos.x; pt.y = _cursor.pos.y; ClientToScreen(hwnd, &pt); SetCursorPos(pt.x, pt.y); } MyShowCursor(false); HandleMouseEvents(); return 0; } case WM_INPUTLANGCHANGE: _imm_props = ImmGetProperty(GetKeyboardLayout(0), IGP_PROPERTY); break; case WM_IME_SETCONTEXT: /* Don't show the composition window if we draw the string ourself. */ if (DrawIMECompositionString()) lParam &= ~ISC_SHOWUICOMPOSITIONWINDOW; break; case WM_IME_STARTCOMPOSITION: SetCompositionPos(hwnd); if (DrawIMECompositionString()) return 0; break; case WM_IME_COMPOSITION: return HandleIMEComposition(hwnd, wParam, lParam); case WM_IME_ENDCOMPOSITION: /* Clear any pending composition string. */ HandleTextInput(nullptr, true); if (DrawIMECompositionString()) return 0; break; case WM_IME_NOTIFY: if (wParam == IMN_OPENCANDIDATE) SetCandidatePos(hwnd); break; #if !defined(UNICODE) case WM_IME_CHAR: if (GB(wParam, 8, 8) != 0) { /* DBCS character, send lead byte first. */ HandleCharMsg(0, GB(wParam, 8, 8)); } HandleCharMsg(0, GB(wParam, 0, 8)); return 0; #endif 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; } /* IMEs and other input methods sometimes send a WM_CHAR without a WM_KEYDOWN, * clear the keycode so a previous WM_KEYDOWN doesn't become 'stuck'. */ uint cur_keycode = keycode; keycode = 0; return HandleCharMsg(cur_keycode, charcode); } case WM_KEYDOWN: { /* No matter the keyboard layout, we will map the '~' to the console. */ uint scancode = GB(lParam, 16, 8); keycode = scancode == 41 ? (uint)WKC_BACKQUOTE : MapWindowsKey(wParam); /* Silently drop all messages handled by WM_CHAR. */ MSG msg; if (PeekMessage(&msg, nullptr, 0, 0, PM_NOREMOVE)) { if ((msg.message == WM_CHAR || msg.message == WM_DEADCHAR) && GB(lParam, 16, 8) == GB(msg.lParam, 16, 8)) { return 0; } } uint charcode = MapVirtualKey(wParam, MAPVK_VK_TO_CHAR); /* No character translation? */ if (charcode == 0) { HandleKeypress(keycode, 0); return 0; } /* Is the console key a dead key? If yes, ignore the first key down event. */ if (HasBit(charcode, 31) && !console) { if (scancode == 41) { console = true; return 0; } } console = false; /* IMEs and other input methods sometimes send a WM_CHAR without a WM_KEYDOWN, * clear the keycode so a previous WM_KEYDOWN doesn't become 'stuck'. */ uint cur_keycode = keycode; keycode = 0; return HandleCharMsg(cur_keycode, LOWORD(charcode)); } 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), 0); return 0; default: // ALT in combination with something else HandleKeypress(MapWindowsKey(wParam), 0); 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; 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 = std::max(w, 64); h = std::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; } /* 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; SetCompositionPos(hwnd); break; case WM_KILLFOCUS: _wnd.has_focus = false; break; 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(VideoDriver::GetInstance())->MakeWindow(true); } else if (!active && !minimized) { /* Minimise the window and restore desktop */ ShowWindow(hwnd, SW_MINIMIZE); ChangeDisplaySettings(nullptr, 0); } } break; } } return DefWindowProc(hwnd, msg, wParam, lParam); } static void RegisterWndClass() { static bool registered = false; if (registered) return; HINSTANCE hinst = GetModuleHandle(nullptr); WNDCLASS wnd = { CS_OWNDC, WndProcGdi, 0, 0, hinst, LoadIcon(hinst, MAKEINTRESOURCE(100)), LoadCursor(nullptr, 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; uint bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth(); w = std::max(w, 64); h = std::max(h, 64); if (!force && w == _screen.width && h == _screen.height) return false; 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 = bpp; 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, nullptr, 0); if (_wnd.dib_sect == nullptr) usererror("CreateDIBSection failed"); ReleaseDC(0, dc); _screen.width = w; _screen.pitch = (bpp == 8) ? Align(w, 4) : w; _screen.height = h; _screen.dst_ptr = _wnd.buffer_bits; 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 i; DEVMODEA dm; /* Check modes for the relevant fullscreen bpp */ uint bpp = _support8bpp != S8BPP_HARDWARE ? 32 : BlitterFactory::GetCurrentBlitter()->GetScreenDepth(); _resolutions.clear(); /* 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(nullptr, i, &dm) != 0; i++) { if (dm.dmBitsPerPel != bpp || dm.dmPelsWidth < 640 || dm.dmPelsHeight < 480) continue; if (std::find(_resolutions.begin(), _resolutions.end(), Dimension(dm.dmPelsWidth, dm.dmPelsHeight)) != _resolutions.end()) continue; _resolutions.emplace_back(dm.dmPelsWidth, dm.dmPelsHeight); } /* We have found no resolutions, show the default list */ if (_resolutions.empty()) { _resolutions.assign(std::begin(default_resolutions), std::end(default_resolutions)); } SortResolutions(); } static FVideoDriver_Win32 iFVideoDriver_Win32; const char *VideoDriver_Win32::Start(const StringList &parm) { if (BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 0) return "Only real blitters supported"; this->UpdateAutoResolution(); 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 = !GetDriverParamBool(parm, "no_threads") && !GetDriverParamBool(parm, "no_thread") && std::thread::hardware_concurrency() > 1; return nullptr; } void VideoDriver_Win32::Stop() { DeleteObject(_wnd.gdi_palette); DeleteObject(_wnd.dib_sect); DestroyWindow(_wnd.main_wnd); if (_wnd.fullscreen) ChangeDisplaySettings(nullptr, 0); 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, nullptr, FALSE); } void VideoDriver_Win32::MainLoop() { MSG mesg; auto cur_ticks = std::chrono::steady_clock::now(); auto last_realtime_tick = cur_ticks; auto next_game_tick = cur_ticks; auto next_draw_tick = cur_ticks; std::thread draw_thread; std::unique_lock draw_lock; if (_draw_threaded) { /* Initialise the mutex first, because that's the thing we *need* * directly in the newly created thread. */ try { _draw_signal = new std::condition_variable_any(); _draw_mutex = new std::recursive_mutex(); } catch (...) { _draw_threaded = false; } if (_draw_threaded) { draw_lock = std::unique_lock(*_draw_mutex); _draw_continue = true; _draw_threaded = StartNewThread(&draw_thread, "ottd:draw-win32", &PaintWindowThread); /* Free the mutex if we won't be able to use it. */ if (!_draw_threaded) { draw_lock.unlock(); draw_lock.release(); delete _draw_mutex; delete _draw_signal; _draw_mutex = nullptr; _draw_signal = nullptr; } else { DEBUG(driver, 1, "Threaded drawing enabled"); /* Wait till the draw thread has started itself. */ _draw_signal->wait(*_draw_mutex); } } } _wnd.running = true; CheckPaletteAnim(); for (;;) { while (PeekMessage(&mesg, nullptr, 0, 0, PM_REMOVE)) { InteractiveRandom(); // randomness /* Convert key messages to char messages if we want text input. */ if (EditBoxInGlobalFocus()) TranslateMessage(&mesg); DispatchMessage(&mesg); } if (_exit_game) break; #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 = std::chrono::steady_clock::now(); /* If more than a millisecond has passed, increase the _realtime_tick. */ if (cur_ticks - last_realtime_tick > std::chrono::milliseconds(1)) { auto delta = std::chrono::duration_cast(cur_ticks - last_realtime_tick); _realtime_tick += delta.count(); last_realtime_tick += delta; } if (cur_ticks >= next_game_tick || (_fast_forward && !_pause_mode)) { if (_fast_forward && !_pause_mode) { next_game_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK); } else { next_game_tick += std::chrono::milliseconds(MILLISECONDS_PER_TICK); /* Avoid next_game_tick getting behind more and more if it cannot keep up. */ if (next_game_tick < cur_ticks - std::chrono::milliseconds(ALLOWED_DRIFT * MILLISECONDS_PER_TICK)) next_game_tick = cur_ticks; } /* Flush GDI buffer to ensure we don't conflict with the drawing thread. */ GdiFlush(); /* The game loop is the part that can run asynchronously. * The rest except sleeping can't. */ if (_draw_threaded) draw_lock.unlock(); GameLoop(); if (_draw_threaded) draw_lock.lock(); } if (cur_ticks >= next_draw_tick) { next_draw_tick += std::chrono::milliseconds(MILLISECONDS_PER_TICK); /* Avoid next_draw_tick getting behind more and more if it cannot keep up. */ if (next_draw_tick < cur_ticks - std::chrono::microseconds(ALLOWED_DRIFT * MILLISECONDS_PER_TICK)) next_draw_tick = cur_ticks; 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 (_force_full_redraw) MarkWholeScreenDirty(); /* Flush GDI buffer to ensure we don't conflict with the drawing thread. */ GdiFlush(); InputLoop(); UpdateWindows(); CheckPaletteAnim(); } /* If we are not in fast-forward, create some time between calls to ease up CPU usage. */ if (!_fast_forward || _pause_mode) { /* See how much time there is till we have to process the next event, and try to hit that as close as possible. */ auto next_tick = std::min(next_draw_tick, next_game_tick); auto now = std::chrono::steady_clock::now(); if (next_tick > now) { /* Flush GDI buffer to ensure we don't conflict with the drawing thread. */ GdiFlush(); if (_draw_mutex != nullptr) draw_lock.unlock(); std::this_thread::sleep_for(next_tick - now); if (_draw_mutex != nullptr) draw_lock.lock(); } } } if (_draw_threaded) { _draw_continue = false; /* Sending signal if there is no thread blocked * is very valid and results in noop */ _draw_signal->notify_all(); if (draw_lock.owns_lock()) draw_lock.unlock(); draw_lock.release(); draw_thread.join(); delete _draw_mutex; delete _draw_signal; _draw_mutex = nullptr; } } bool VideoDriver_Win32::ChangeResolution(int w, int h) { std::unique_lock lock; if (_draw_mutex != nullptr) lock = std::unique_lock(*_draw_mutex); 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) { std::unique_lock lock; if (_draw_mutex != nullptr) lock = std::unique_lock(*_draw_mutex); return this->MakeWindow(full_screen); } bool VideoDriver_Win32::AfterBlitterChange() { assert(BlitterFactory::GetCurrentBlitter()->GetScreenDepth() != 0); return AllocateDibSection(_screen.width, _screen.height, true) && this->MakeWindow(_fullscreen); } void VideoDriver_Win32::AcquireBlitterLock() { if (_draw_mutex != nullptr) _draw_mutex->lock(); } void VideoDriver_Win32::ReleaseBlitterLock() { if (_draw_mutex != nullptr) _draw_mutex->unlock(); } void VideoDriver_Win32::EditBoxLostFocus() { std::unique_lock lock; if (_draw_mutex != nullptr) lock = std::unique_lock(*_draw_mutex); CancelIMEComposition(_wnd.main_wnd); SetCompositionPos(_wnd.main_wnd); SetCandidatePos(_wnd.main_wnd); } Dimension VideoDriver_Win32::GetScreenSize() const { return { static_cast(GetSystemMetrics(SM_CXSCREEN)), static_cast(GetSystemMetrics(SM_CYSCREEN)) }; } float VideoDriver_Win32::GetDPIScale() { typedef UINT (WINAPI *PFNGETDPIFORWINDOW)(HWND hwnd); typedef UINT (WINAPI *PFNGETDPIFORSYSTEM)(VOID); typedef HRESULT (WINAPI *PFNGETDPIFORMONITOR)(HMONITOR hMonitor, int dpiType, UINT *dpiX, UINT *dpiY); static PFNGETDPIFORWINDOW _GetDpiForWindow = nullptr; static PFNGETDPIFORSYSTEM _GetDpiForSystem = nullptr; static PFNGETDPIFORMONITOR _GetDpiForMonitor = nullptr; static bool init_done = false; if (!init_done) { init_done = true; _GetDpiForWindow = (PFNGETDPIFORWINDOW)GetProcAddress(GetModuleHandle(_T("User32")), "GetDpiForWindow"); _GetDpiForSystem = (PFNGETDPIFORSYSTEM)GetProcAddress(GetModuleHandle(_T("User32")), "GetDpiForSystem"); _GetDpiForMonitor = (PFNGETDPIFORMONITOR)GetProcAddress(LoadLibrary(_T("Shcore.dll")), "GetDpiForMonitor"); } UINT cur_dpi = 0; if (cur_dpi == 0 && _GetDpiForWindow != nullptr && _wnd.main_wnd != nullptr) { /* Per window DPI is supported since Windows 10 Ver 1607. */ cur_dpi = _GetDpiForWindow(_wnd.main_wnd); } if (cur_dpi == 0 && _GetDpiForMonitor != nullptr && _wnd.main_wnd != nullptr) { /* Per monitor is supported since Windows 8.1. */ UINT dpiX, dpiY; if (SUCCEEDED(_GetDpiForMonitor(MonitorFromWindow(_wnd.main_wnd, MONITOR_DEFAULTTOPRIMARY), 0 /* MDT_EFFECTIVE_DPI */, &dpiX, &dpiY))) { cur_dpi = dpiX; // X and Y are always identical. } } if (cur_dpi == 0 && _GetDpiForSystem != nullptr) { /* Fall back to system DPI. */ cur_dpi = _GetDpiForSystem(); } return cur_dpi > 0 ? cur_dpi / 96.0f : 1.0f; // Default Windows DPI value is 96. }