mirror of
https://github.com/RetroDECK/Supermodel.git
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177 lines
4.2 KiB
C++
Executable file
177 lines
4.2 KiB
C++
Executable file
/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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** Copyright 2011 Bart Trzynadlowski, Nik Henson
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**
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** This file is part of Supermodel.
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**
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** Supermodel is free software: you can redistribute it and/or modify it under
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** the terms of the GNU General Public License as published by the Free
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** Software Foundation, either version 3 of the License, or (at your option)
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** any later version.
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**
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** Supermodel is distributed in the hope that it will be useful, but WITHOUT
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** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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** more details.
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**
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** You should have received a copy of the GNU General Public License along
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** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
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**/
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/*
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* WinOutputs.h
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*
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* Implementation of COutputs that sends MAMEHooker compatible messages via Windows messages.
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*/
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#ifndef INCLUDED_WINOUTPUTS_H
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#define INCLUDED_WINOUTPUTS_H
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#include "OSD/Outputs.h"
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#include <vector>
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using namespace std;
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// Struct that represents a client (eg MAMEHooker) currently registered with the emulator
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struct RegisteredClient
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{
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LPARAM id; // Client-specified id
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HWND hwnd; // Client HWND
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};
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struct CopyDataIdString
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{
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UINT32 id; // Id that was requested
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char string[1]; // String containing data
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};
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class CWinOutputs : public COutputs
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{
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public:
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/*
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* CWinOutputs():
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* ~CWinOutputs():
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*
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* Constructor and destructor.
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*/
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CWinOutputs();
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virtual ~CWinOutputs();
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/*
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* Initialize():
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*
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* Initializes this class.
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*/
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bool Initialize();
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/*
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* Attached():
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*
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* Lets the class know that it has been attached to the emulator.
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*/
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void Attached();
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protected:
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/*
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* SendOutput():
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*
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* Sends the appropriate output message to all registered clients.
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*/
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void SendOutput(EOutputs output, UINT8 prevValue, UINT8 value);
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private:
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static bool s_createdClass;
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/*
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* CreateWindowClass():
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*
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* Registers the window class and sets up OutputWindowProcCallback to process all messages sent to the emulator window.
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*/
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static bool CreateWindowClass();
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static bool DeleteWindowClass();
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/*
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* OutputWindowProcCallback(hwnd, msg, wParam, lParam):
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*
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* Receives all messages sent to the emulator window and passes them on to the CWinOutputs object (whose pointer is passed
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* via GWLP_USERDATA).
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*/
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static LRESULT CALLBACK OutputWindowProcCallback(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam);
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HWND m_hwnd;
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UINT m_onStart;
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UINT m_onStop;
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UINT m_updateState;
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UINT m_regClient;
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UINT m_unregClient;
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UINT m_getIdString;
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vector<RegisteredClient> m_clients;
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/*
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* AllocateMessageId(regId, str):
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*
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* Defines a new window message type with the given name and returns the allocated message id.
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*/
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bool AllocateMessageId(UINT ®Id, LPCSTR str);
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/*
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* OutputWindowProc(hwnd, msg, wParam, lParam):
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*
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* Processes the messages sent to the emulator window.
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*/
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LRESULT OutputWindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam);
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/*
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* RegisterClient(hwnd, id):
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*
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* Registers a client (eg MAMEHooker) with the emulator.
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*/
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LRESULT RegisterClient(HWND hwnd, LPARAM id);
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/*
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* SendAllToClient(client):
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*
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* Sends the current state of all the outputs to the given registered client.
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* Called whenever a client is registered with the emulator.
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*/
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void SendAllToClient(RegisteredClient &client);
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/*
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* UnregisterClient(hwnd, id):
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*
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* Unregisters a client from the emulator.
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*/
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LRESULT UnregisterClient(HWND hwnd, LPARAM id);
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/*
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* SendIdString(hwnd, id):
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*
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* Sends the name of the requested output back to a client, or the name of the current running game if an id of zero is requested.
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*/
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LRESULT SendIdString(HWND hwnd, LPARAM id);
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/*
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* MapIdToName(id):
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*
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* Maps the given id to an output's name.
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*/
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const char *MapIdToName(LPARAM id);
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/*
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* MapNameToId(name):
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*
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* Maps the given name to an output's id.
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*/
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LPARAM MapNameToId(const char *name);
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};
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#endif // INCLUDED_WINOUTPUTS_H
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