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fe_window.cpp
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fe_window.cpp
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/*
*
* Attract-Mode frontend
* Copyright (C) 2013-2018 Andrew Mickelson
*
* This file is part of Attract-Mode.
*
* Attract-Mode 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, either version 3 of the License, or
* (at your option) any later version.
*
* Attract-Mode 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 Attract-Mode. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "fe_util.hpp"
#include "fe_settings.hpp"
#include "fe_window.hpp"
#include "fe_present.hpp"
#ifdef SFML_SYSTEM_WINDOWS
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#ifndef WINDOWS_XP
#include <dwmapi.h>
#endif
#endif // SFML_SYSTEM_WINDOWS
#ifdef SFML_SYSTEM_MACOS
#include "fe_util_osx.hpp"
#endif // SFM_SYSTEM_MACOS
#include <iostream>
#include "nowide/fstream.hpp"
#include <SFML/System/Sleep.hpp>
#ifdef SFML_SYSTEM_WINDOWS
void set_win32_foreground_window( HWND hwnd, HWND order )
{
HWND hCurWnd = GetForegroundWindow();
DWORD dwMyID = GetCurrentThreadId();
DWORD dwCurID = GetWindowThreadProcessId(hCurWnd, NULL);
AttachThreadInput(dwCurID, dwMyID, true);
SetWindowPos(hwnd, order, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
SetForegroundWindow(hwnd);
SetFocus(hwnd);
SetActiveWindow(hwnd);
AttachThreadInput(dwCurID, dwMyID, false);
}
#endif
class FeWindowPosition : public FeBaseConfigurable
{
public:
sf::Vector2i m_pos;
sf::Vector2u m_size;
static const char *FILENAME;
FeWindowPosition( const sf::Vector2i &pos, const sf::Vector2u &size )
: m_pos( pos ),
m_size( size )
{
}
int process_setting( const std::string &setting,
const std::string &value,
const std::string &filename )
{
size_t pos=0;
std::string token;
if ( setting.compare( "position" ) == 0 )
{
token_helper( value, pos, token, "," );
m_pos.x = as_int( token );
token_helper( value, pos, token );
m_pos.y = as_int( token );
}
else if ( setting.compare( "size" ) == 0 )
{
token_helper( value, pos, token, "," );
m_size.x = as_int( token );
token_helper( value, pos, token );
m_size.y = as_int( token );
}
return 1;
};
void save( const std::string &filename )
{
nowide::ofstream outfile( filename.c_str() );
if ( outfile.is_open() )
{
outfile << "position " << m_pos.x << "," << m_pos.y << std::endl;
outfile << "size " << m_size.x << "," << m_size.y << std::endl;
}
outfile.close();
}
};
bool is_multimon_config( FeSettings &fes )
{
return (( fes.get_info_bool( FeSettings::MultiMon ) )
&& ( !is_windowed_mode( fes.get_window_mode() ) ));
}
const char *FeWindowPosition::FILENAME = "window.am";
FeWindow::FeWindow( FeSettings &fes )
: m_fes( fes ),
m_running_pid( 0 ),
m_running_wnd( NULL ),
m_win_mode( 0 )
{
}
FeWindow::~FeWindow()
{
if ( m_running_pid && process_exists( m_running_pid ) )
kill_program( m_running_pid );
}
void FeWindow::onCreate()
{
// On Windows Vista and above all non fullscreen window modes
// go through DWM. We have to disable vsync
// when we rely solely on DwmFlush()
#if defined(SFML_SYSTEM_WINDOWS) && !defined(WINDOWS_XP)
if ( m_win_mode != FeSettings::Fullscreen )
setVerticalSyncEnabled(false);
else
setVerticalSyncEnabled(true);
#else
setVerticalSyncEnabled(true);
#endif
setKeyRepeatEnabled(false);
setMouseCursorVisible(false);
setJoystickThreshold( 1.0 );
sf::RenderWindow::onCreate();
}
void FeWindow::display()
{
sf::RenderWindow::display();
// Starting from Windows Vista all non fullscreen window modes
// go through DWM, so we have to flush here to sync to the DMW's v-sync
// to avoid stuttering.
#if defined(SFML_SYSTEM_WINDOWS) && !defined(WINDOWS_XP)
if ( m_win_mode != FeSettings::Fullscreen )
DwmFlush();
#endif
}
void FeWindow::initial_create()
{
int style_map[4] =
{
sf::Style::None, // FeSettings::Default
// On Windows Vista and above we do not set fullscreen flag explicitly.
// Instead we create a fullscreen borderless window, and let the system handle it.
// When the window resolution matches the display resolution
// we have all the advantages of native fullscreen
// double/triple buffering, fullscreen optimizations and faster window creation/switching
#if defined(SFML_SYSTEM_WINDOWS) && !defined(WINDOWS_XP)
sf::Style::None, // FeSettings::Fullscreen
#else
sf::Style::Fullscreen, // FeSettings::Fullscreen
#endif
sf::Style::Default, // FeSettings::Window
sf::Style::None // FeSettings::WindowNoBorder
};
sf::VideoMode vm = sf::VideoMode::getDesktopMode(); // width/height/bpp of OpenGL surface to create
sf::Vector2i wpos( 0, 0 ); // position to set window to
bool do_multimon = is_multimon_config( m_fes );
m_win_mode = m_fes.get_window_mode();
#if defined(USE_XLIB)
if ( !do_multimon && ( m_win_mode != FeSettings::Fullscreen ))
{
// If we aren't doing multimonitor mode (it isn't configured or we are in a window)
// then use the primary screen size as our OpenGL surface size and 'fillscreen' window
// size.
//
// We don't do this on "Fullscreen Mode", which has to be set to a valid videomode
// returned by SFML.
// Known issue: Linux Mint 18.3 Cinnamon w/ SFML 2.5.1, w/ fullscreen and multimon disabled:
// SFML fullscreen is extended across all monitors but positioned incorrectly
// (it is positioned to accomodate window decoration that isn't there). setPosition()
// doesn't work
//
get_x11_primary_screen_size( vm.width, vm.height );
}
else
{
// In testing on Linux Mint Cinnamon 18.3 w/ SFML 2.5.1, this call to get_x11_multimon_geometry()
// isn't needed and multimon works without any further repositioning of our window. I'm
// keeping it though because it has been needed historically (earlier versions of SFML,
// other window managers etc) and it seems to lead to the same results
//
get_x11_multimon_geometry( wpos.x, wpos.y, vm.width, vm.height );
}
#elif defined(SFML_SYSTEM_WINDOWS)
//
// Windows General Notes:
//
// Out present strategy with Windows is to stick with the WS_POPUP window style for our
// window. SFML seems to always create windows with this style
//
// In previous FE versions, the WS_POPUP style was causing grief switching to MAME.
// It also looked clunky/flickery when transitioning between frontend and emulator.
// More recent tests suggest these WS_POPUP problems have gone away (fingers crossed)
//
// With Windows 10 v1607, it seems that the WS_POPUP style is required in order for a
// window to be drawn over the taskbar.
//
// Windows API call to undo the WS_POPUP Style. Seems to require a ShowWindow() call
// afterwards to take effect:
//
// SetWindowLongPtr( getSystemHandle(), GWL_STYLE,
// WS_BORDER | WS_CLIPCHILDREN | WS_CLIPSIBLINGS );
//
//
//
if ( do_multimon
&& ( m_win_mode == FeSettings::Fullscreen )
&& ( GetSystemMetrics( SM_CMONITORS ) > 1 ) )
{
//
// Tested on Windows 10 w/ SFML 2.5.1 - SFML seems to be forcing the window to being the primary
// monitor size notwithstanding that we tell it to use bigger (i.e. full multimon desktop) dimensions.
//
// As a workaround we force 'Fill Screen' mode here, since the user seems to want multimon to work and we
// have detected that multiple monitors are available
//
FeLog() << " ! NOTE: Switching to 'Fill Screen' window mode (required for multiple monitor support)." << std::endl;
m_win_mode = FeSettings::Default;
}
// Cover all available monitors with our window in multimonitor config
//
if ( do_multimon )
{
wpos.x = GetSystemMetrics( SM_XVIRTUALSCREEN );
wpos.y = GetSystemMetrics( SM_YVIRTUALSCREEN );
vm.width = GetSystemMetrics( SM_CXVIRTUALSCREEN );
vm.height = GetSystemMetrics( SM_CYVIRTUALSCREEN );
}
// Some Windows users are reporting emulators hanging/failing to get focus when launched
// from 'fullscreen' (fullscreen mode, fillscreen where window dimensions = screen dimensions)
// They also report that the same emulator does work when Attract-Mode is in one of its windowed
// modes.
//
// We work around this issue for these users by having the default "fillscreen" mode actually
// extend 1 pixel offscreen in each direction (-1, -1, scr_width+2, scr_height+2). The expectation
// is that this will prevent Windows from giving the frontend window the "fullscreen mode" treatment
// which seems to be the cause of this issue. This is actually the same behaviour that earlier
// versions of Attract-Mode had (first by design, then by accident).
//
if ( m_win_mode == FeSettings::Default )
{
wpos.x -= 1;
wpos.y -= 1;
vm.width += 2;
vm.height += 2;
}
#endif
//
// If in windowed mode load the parameters from the window.am file
//
if ( is_windowed_mode( m_win_mode ) )
{
FeWindowPosition win_pos(
sf::Vector2i( 0, 0 ),
sf::Vector2u( 480, 320 ) );
win_pos.load_from_file( m_fes.get_config_dir() + FeWindowPosition::FILENAME );
wpos = win_pos.m_pos;
vm.width = win_pos.m_size.x;
vm.height = win_pos.m_size.y;
}
sf::Vector2u wsize( vm.width, vm.height );
#if defined(SFML_SYSTEM_WINDOWS)
// To avoid problems with black screen on launching games when window mode is set to Fullscreen
// we hide the main renderwindow and show this m_blackout window instead
// which has the extended size by 1 pixel in each direction to stop Windows
// from treating it as exclusive borderless.
//
if ( m_win_mode == FeSettings::Fullscreen )
{
m_blackout.create(sf::VideoMode(16, 16, 24), "", sf::Style::None);
m_blackout.setSize( sf::Vector2u( vm.width + 2, vm.height + 2 ));
m_blackout.setPosition( sf::Vector2i( -1, -1 ));
m_blackout.setVerticalSyncEnabled(true);
m_blackout.setKeyRepeatEnabled(false);
m_blackout.setMouseCursorVisible(false);
// We hide the black window from the task bar and the alt+tab switcher
int style = GetWindowLongPtr(m_blackout.getSystemHandle(), GWL_EXSTYLE );
SetWindowLongPtr( m_blackout.getSystemHandle(), GWL_EXSTYLE, style | WS_EX_TOOLWINDOW );
m_blackout.clear();
m_blackout.display();
}
#endif
//
// Create window
//
create( vm, "Attract-Mode", style_map[ m_win_mode ] );
// We need to clear and display here before calling setSize and setPosition
// to avoid a white window flash on launching Attract Mode.
clear();
display();
#ifdef SFML_SYSTEM_MACOS
if ( m_win_mode == FeSettings::Default )
{
// note ordering req: pretty sure this needs to be before the setPosition() call below
osx_hide_menu_bar();
}
#endif
// Known issue: Linux Mint 18.3 Cinnamon w/ SFML 2.5.1, position isn't being set
// (Window always winds up at 0,0)
setPosition( wpos );
FeDebug() << "Created Attract-Mode Window: " << wsize.x << "x" << wsize.y << " @ "
<< wpos.x << "," << wpos.y << " [OpenGL surface: "
<< vm.width << "x" << vm.height << " bpp=" << vm.bitsPerPixel << "]" << std::endl;
#if defined(SFML_SYSTEM_WINDOWS)
#if !defined(WINDOWS_XP)
// If the window mode is set to Window (No Border) and the values in window.am
// match the display resolution we treat it as if it was Fullscreen
// to properly handle borderless fulscreen optimizations.
// Required on Vista and above.
//
if (( m_win_mode == FeSettings::WindowNoBorder )
&& ( wpos.x == 0 )
&& ( wpos.y == 0 )
&& ( vm.width == wsize.x )
&& ( vm.height == wsize.y ))
m_win_mode = FeSettings::Fullscreen;
#endif
set_win32_foreground_window( getSystemHandle(), HWND_TOP );
#endif
m_fes.init_mouse_capture( wsize.x, wsize.y );
// Only mess with the mouse position if mouse moves mapped
if ( m_fes.test_mouse_reset( 0, 0 ) )
sf::Mouse::setPosition( sf::Vector2i( wsize.x / 2, wsize.y / 2 ), *this );
}
void launch_callback( void *o )
{
#if defined(SFML_SYSTEM_LINUX)
FeWindow *win = (FeWindow *)o;
if ( win->m_fes.get_window_mode() == FeSettings::Fullscreen )
{
//
// On X11 Linux, fullscreen mode is confirmed to block the emulator
// from running on some systems...
//
#if defined(USE_XLIB)
sf::sleep( sf::milliseconds( 1000 ) );
#endif
FeDebug() << "Closing Attract-Mode window" << std::endl;
win->close(); // this fixes raspi version (w/sfml-pi) obscuring daphne (and others?)
}
#endif
}
void wait_callback( void *o )
{
FeWindow *win = (FeWindow *)o;
if ( win->isOpen() )
{
sf::Event ev;
while ( win->pollEvent( ev ) )
{
if ( ev.type == sf::Event::Closed )
return;
}
}
}
bool FeWindow::run()
{
sf::Vector2i reset_pos;
if ( m_fes.get_info_bool( FeSettings::MoveMouseOnLaunch ) )
{
// Move the mouse to the bottom right corner so it isn't visible
// when the emulator launches.
//
reset_pos = sf::Mouse::getPosition();
sf::Vector2i hide_pos = getPosition();
hide_pos.x += getSize().x - 1;
hide_pos.y += getSize().y - 1;
sf::Mouse::setPosition( hide_pos );
}
sf::Clock timer;
// We need to get this variable before calling m_fes.prep_for_launch(),
// which goes and resets the last launch tracking to the current selection
bool is_relaunch = m_fes.is_last_launch( 0, 0 );
std::string command, args, work_dir;
FeEmulatorInfo *emu = NULL;
m_fes.prep_for_launch( command, args, work_dir, emu );
FePresent::script_process_magic_strings( args, 0, 0 );
if ( !emu )
{
FeLog() << "Error getting emulator info for launch" << std::endl;
return true;
}
// non-blocking mode wait time (in seconds)
int nbm_wait = as_int( emu->get_info( FeEmulatorInfo::NBM_wait ) );
run_program_options_class opt;
opt.exit_hotkey = emu->get_info( FeEmulatorInfo::Exit_hotkey );
opt.pause_hotkey = emu->get_info( FeEmulatorInfo::Pause_hotkey );
opt.joy_thresh = m_fes.get_joy_thresh();
opt.launch_cb = (( nbm_wait <= 0 ) ? launch_callback : NULL );
opt.wait_cb = wait_callback;
opt.launch_opaque = this;
bool have_paused_prog = m_running_pid && process_exists( m_running_pid );
#if defined(SFML_SYSTEM_WINDOWS)
if ( m_win_mode == FeSettings::Fullscreen )
{
set_win32_foreground_window( getSystemHandle(), HWND_BOTTOM );
m_blackout.display();
setVisible( false );
set_win32_foreground_window( m_blackout.getSystemHandle(), HWND_TOP );
}
else
{
set_win32_foreground_window( getSystemHandle(), HWND_TOP );
if ( !is_multimon_config( m_fes ))
clear();
display();
}
#endif
// check if we need to resume a previously paused game
if ( have_paused_prog && is_relaunch )
{
FeLog() << "*** Resuming previously paused program, pid: " << m_running_pid << std::endl;
resume_program( m_running_pid, m_running_wnd, &opt );
}
else
{
if ( have_paused_prog )
{
FeLog() << "*** Killing previously paused program, pid: " << m_running_pid << std::endl;
kill_program( m_running_pid );
m_running_pid = 0;
m_running_wnd = NULL;
}
if ( !work_dir.empty() )
FeLog() << " - Working directory: " << work_dir << std::endl;
FeLog() << "*** Running: " << command << " " << args << std::endl;
run_program(
command,
args,
work_dir,
NULL,
NULL,
( nbm_wait <= 0 ), // don't block if nbm_wait > 0
&opt );
}
if ( opt.running_pid != 0 )
{
// User has paused the progam and it is still running in the background
// (Note that this only can happen when run_program is blocking (i.e. nbm_wait <= 0)
m_running_pid = opt.running_pid;
m_running_wnd = opt.running_wnd;
}
else
{
m_running_pid = 0;
m_running_wnd = NULL;
}
//
// If nbm_wait > 0, then m_fes.run() above is non-blocking and we need
// to wait at most nbm_wait seconds for Attract-Mode to lose focus to
// the launched program. If it loses focus, we continue waiting until
// focus returns to Attract-Mode
//
if ( nbm_wait > 0 )
{
FeDebug() << "Non-Blocking Wait Mode: nb_mode_wait=" << nbm_wait << " seconds, waiting..." << std::endl;
bool done_wait=false, has_focus=false;
while ( !done_wait && isOpen() )
{
sf::Event ev;
#if ( SFML_VERSION_INT >= FE_VERSION_INT( 2, 2, 0 ))
while (pollEvent(ev))
{
if ( ev.type == sf::Event::Closed )
return false;
}
#if defined(SFML_SYSTEM_WINDOWS)
has_focus = hasFocus() | m_blackout.hasFocus();
#else
has_focus = hasFocus();
#endif
#else
//
// flakey pre-SFML 2.2 implementation
// to be removed if SFML 2.0/2.1 support is ever dropped
//
while (pollEvent(ev))
{
if ( ev.type == sf::Event::GainedFocus )
{
if ( !has_focus )
FeDebug() << "Gained focus at "
<< timer.getElapsedTime().asMilliseconds() << "ms" << std::endl;
has_focus = true;
}
else if ( ev.type == sf::Event::LostFocus )
{
if ( has_focus )
FeDebug() << "Lost focus at "
<< timer.getElapsedTime().asMilliseconds() << "ms" << std::endl;
has_focus = false;
}
else if ( ev.type == sf::Event::Closed )
return false;
}
#endif
if (( timer.getElapsedTime() >= sf::seconds( nbm_wait ) )
&& ( has_focus ))
{
FeDebug() << "Attract-Mode has focus, stopped non-blocking wait after "
<< timer.getElapsedTime().asSeconds() << "s" << std::endl;
done_wait = true;
}
else
sf::sleep( sf::milliseconds( 25 ) );
}
}
if ( m_fes.get_info_bool( FeSettings::TrackUsage ) )
m_fes.update_stats( 1, timer.getElapsedTime().asSeconds() );
#if defined(SFML_SYSTEM_LINUX)
if ( m_fes.get_window_mode() == FeSettings::Fullscreen )
{
#if defined(USE_XLIB)
//
// On X11 Linux fullscreen mode we might have forcibly closed our window after launching the
// emulator. Recreate it now if we did.
//
// Note that simply hiding and then showing the window again doesn't work right... focus
// doesn't come back
//
if ( !isOpen() )
initial_create();
#else
initial_create(); // On raspberry pi, we have forcibly closed the window, so recreate it now
#endif
}
#if defined(USE_XLIB)
set_x11_foreground_window( getSystemHandle() );
#endif
#elif defined(SFML_SYSTEM_MACOS)
osx_take_focus();
#elif defined(SFML_SYSTEM_WINDOWS)
if ( m_win_mode == FeSettings::Fullscreen )
{
m_blackout.display();
setVisible( true );
// Since we are double/triple buffering in fullscreen
// we need to clear the frames rendered ahead
// to avoid back buffer flashing on game launch/exit
for ( int i = 0; i < 3; i++ )
{
clear();
display();
}
set_win32_foreground_window( getSystemHandle(), HWND_TOP );
}
else
set_win32_foreground_window( getSystemHandle(), HWND_TOP );
#endif
if ( m_fes.get_info_bool( FeSettings::MoveMouseOnLaunch ) )
sf::Mouse::setPosition( reset_pos );
// Empty the window event queue, so we don't go triggering other
// right away after running an emulator
sf::Event ev;
while (isOpen() && pollEvent(ev))
{
if ( ev.type == sf::Event::Closed )
return false;
}
FeDebug() << "Resuming frontend after game launch" << std::endl;
return true;
}
void FeWindow::on_exit()
{
#if defined(SFML_SYSTEM_WINDOWS)
m_blackout.close();
#endif
if ( is_windowed_mode( m_win_mode ) )
{
FeWindowPosition win_pos( getPosition(), getSize() );
win_pos.save( m_fes.get_config_dir() + FeWindowPosition::FILENAME );
}
}
bool FeWindow::has_running_process()
{
return ( m_running_pid != 0 );
}