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mirror of https://github.com/doitsujin/dxvk.git synced 2024-12-02 01:24:11 +01:00

[d3d9] Move HookWindowProc out of swapchain class

This commit is contained in:
Joshua Ashton 2020-04-06 20:15:49 +01:00
parent a340cd4dd3
commit 18b46e5c22
2 changed files with 45 additions and 45 deletions

View File

@ -29,6 +29,48 @@ namespace dxvk {
}
LRESULT CALLBACK D3D9WindowProc(HWND window, UINT message, WPARAM wparam, LPARAM lparam);
void ResetWindowProc(HWND window) {
std::lock_guard lock(g_windowProcMapMutex);
auto it = g_windowProcMap.find(window);
if (it == g_windowProcMap.end())
return;
auto proc = reinterpret_cast<WNDPROC>(
CallCharsetFunction(
GetWindowLongPtrW, GetWindowLongPtrA, it->second.unicode,
window, GWLP_WNDPROC));
if (proc == D3D9WindowProc)
CallCharsetFunction(
SetWindowLongPtrW, SetWindowLongPtrA, it->second.unicode,
window, GWLP_WNDPROC, reinterpret_cast<LONG_PTR>(it->second.proc));
g_windowProcMap.erase(window);
}
void HookWindowProc(HWND window) {
std::lock_guard lock(g_windowProcMapMutex);
ResetWindowProc(window);
D3D9WindowData windowData;
windowData.unicode = IsWindowUnicode(window);
windowData.filter = true;
windowData.proc = reinterpret_cast<WNDPROC>(
CallCharsetFunction(
SetWindowLongPtrW, SetWindowLongPtrA, windowData.unicode,
window, GWLP_WNDPROC, reinterpret_cast<LONG_PTR>(D3D9WindowProc)));
g_windowProcMap[window] = std::move(windowData);
}
static LRESULT CALLBACK D3D9WindowProc(HWND window, UINT message, WPARAM wparam, LPARAM lparam) {
if (message == WM_NCCALCSIZE && wparam == TRUE)
return 0;
@ -104,7 +146,7 @@ namespace dxvk {
D3D9SwapChainEx::~D3D9SwapChainEx() {
ResetWindowProc();
ResetWindowProc(m_window);
RestoreDisplayMode(m_monitor);
m_device->waitForSubmission(&m_presentStatus);
@ -1322,7 +1364,7 @@ namespace dxvk {
// Some games restore window styles after we have changed it, so hooking is
// also required. Doing it will allow us to create fullscreen windows
// regardless of their style and it also appears to work on Windows.
HookWindowProc();
HookWindowProc(m_window);
// Change the window flags to remove the decoration etc.
LONG style = ::GetWindowLongW(m_window, GWL_STYLE);
@ -1359,7 +1401,7 @@ namespace dxvk {
m_monitor = nullptr;
ResetWindowProc();
ResetWindowProc(m_window);
// Only restore the window style if the application hasn't
// changed them. This is in line with what native D3D9 does.
@ -1479,42 +1521,4 @@ namespace dxvk {
return this->GetParent()->IsExtended() ? "D3D9Ex" : "D3D9";
}
void D3D9SwapChainEx::HookWindowProc() {
std::lock_guard lock(g_windowProcMapMutex);
ResetWindowProc();
D3D9WindowData windowData;
windowData.unicode = IsWindowUnicode(m_window);
windowData.filter = true;
windowData.proc = reinterpret_cast<WNDPROC>(
CallCharsetFunction(
SetWindowLongPtrW, SetWindowLongPtrA, windowData.unicode,
m_window, GWLP_WNDPROC, reinterpret_cast<LONG_PTR>(D3D9WindowProc)));
g_windowProcMap[m_window] = std::move(windowData);
}
void D3D9SwapChainEx::ResetWindowProc() {
std::lock_guard lock(g_windowProcMapMutex);
auto it = g_windowProcMap.find(m_window);
if (it == g_windowProcMap.end())
return;
auto proc = reinterpret_cast<WNDPROC>(
CallCharsetFunction(
GetWindowLongPtrW, GetWindowLongPtrA, it->second.unicode,
m_window, GWLP_WNDPROC));
if (proc == D3D9WindowProc)
CallCharsetFunction(
SetWindowLongPtrW, SetWindowLongPtrA, it->second.unicode,
m_window, GWLP_WNDPROC, reinterpret_cast<LONG_PTR>(it->second.proc));
g_windowProcMap.erase(m_window);
}
}

View File

@ -221,10 +221,6 @@ namespace dxvk {
std::string GetApiName();
void HookWindowProc();
void ResetWindowProc();
};
}