1
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forked from 0ad/0ad
0ad/source/tools/atlas/AtlasUI/ScenarioEditor/ScenarioEditor.cpp
2007-09-03 23:50:25 +00:00

764 lines
21 KiB
C++

#include "precompiled.h"
#include "ScenarioEditor.h"
#include "wx/busyinfo.h"
#include "wx/config.h"
#include "wx/evtloop.h"
#include "wx/ffile.h"
#include "wx/filename.h"
#include "wx/image.h"
#include "wx/tooltip.h"
#include "General/AtlasEventLoop.h"
#include "General/Datafile.h"
#include "HighResTimer/HighResTimer.h"
#include "Buttons/ToolButton.h"
#include "CustomControls/Canvas/Canvas.h"
#include "GameInterface/MessagePasser.h"
#include "GameInterface/Messages.h"
#include "AtlasScript/ScriptInterface.h"
#include "Tools/Common/Tools.h"
#include "Tools/Common/Brushes.h"
#include "Tools/Common/MiscState.h"
static HighResTimer g_Timer;
using namespace AtlasMessage;
//////////////////////////////////////////////////////////////////////////
// GL functions exported from DLL, and called by game (in a separate
// thread to the standard wx one)
ATLASDLLIMPEXP void Atlas_GLSetCurrent(void* canvas)
{
static_cast<wxGLCanvas*>(canvas)->SetCurrent();
}
ATLASDLLIMPEXP void Atlas_GLSwapBuffers(void* canvas)
{
static_cast<wxGLCanvas*>(canvas)->SwapBuffers();
}
//////////////////////////////////////////////////////////////////////////
class GameCanvas : public Canvas
{
public:
GameCanvas(ScenarioEditor& scenarioEditor, wxWindow* parent, int* attribList)
: Canvas(parent, attribList, wxWANTS_CHARS),
m_ScenarioEditor(scenarioEditor), m_MouseState(NONE), m_LastMouseState(NONE)
{
}
private:
bool KeyScroll(wxKeyEvent& evt, bool enable)
{
int dir;
switch (evt.GetKeyCode())
{
case WXK_LEFT: dir = eScrollConstantDir::LEFT; break;
case WXK_RIGHT: dir = eScrollConstantDir::RIGHT; break;
case WXK_UP: dir = eScrollConstantDir::FORWARDS; break;
case WXK_DOWN: dir = eScrollConstantDir::BACKWARDS; break;
case WXK_SHIFT: case WXK_CONTROL: dir = -1; break;
default: return false;
}
float speed = 120.f * ScenarioEditor::GetSpeedModifier();
if (dir == -1) // changed modifier keys - update all currently-scrolling directions
{
if (wxGetKeyState(WXK_LEFT)) POST_MESSAGE(ScrollConstant, (eRenderView::GAME, eScrollConstantDir::LEFT, speed));
if (wxGetKeyState(WXK_RIGHT)) POST_MESSAGE(ScrollConstant, (eRenderView::GAME, eScrollConstantDir::RIGHT, speed));
if (wxGetKeyState(WXK_UP)) POST_MESSAGE(ScrollConstant, (eRenderView::GAME, eScrollConstantDir::FORWARDS, speed));
if (wxGetKeyState(WXK_DOWN)) POST_MESSAGE(ScrollConstant, (eRenderView::GAME, eScrollConstantDir::BACKWARDS, speed));
}
else
{
POST_MESSAGE(ScrollConstant, (eRenderView::GAME, dir, enable ? speed : 0.0f));
}
return true;
}
void OnKeyDown(wxKeyEvent& evt)
{
if (m_ScenarioEditor.GetToolManager().GetCurrentTool().OnKey(evt, ITool::KEY_DOWN))
{
// Key event has been handled by the tool, so don't try
// to use it for camera motion too
return;
}
if (KeyScroll(evt, true))
return;
evt.Skip();
}
void OnKeyUp(wxKeyEvent& evt)
{
if (m_ScenarioEditor.GetToolManager().GetCurrentTool().OnKey(evt, ITool::KEY_UP))
return;
if (KeyScroll(evt, false))
return;
evt.Skip();
}
void OnChar(wxKeyEvent& evt)
{
if (m_ScenarioEditor.GetToolManager().GetCurrentTool().OnKey(evt, ITool::KEY_CHAR))
return;
// Alt+enter toggles fullscreen
if (evt.GetKeyCode() == WXK_RETURN && wxGetKeyState(WXK_ALT))
{
if (m_ScenarioEditor.IsFullScreen())
m_ScenarioEditor.ShowFullScreen(false);
else
m_ScenarioEditor.ShowFullScreen(true, wxFULLSCREEN_NOBORDER | wxFULLSCREEN_NOCAPTION);
return;
}
int dir = 0;
if (evt.GetKeyCode() == '-' || evt.GetKeyCode() == '_')
dir = -1;
else if (evt.GetKeyCode() == '+' || evt.GetKeyCode() == '=')
dir = +1;
// TODO: internationalisation (-/_ and +/= don't always share a key)
if (dir)
{
float speed = 16.f;
if (wxGetKeyState(WXK_SHIFT))
speed *= 4.f;
POST_MESSAGE(SmoothZoom, (eRenderView::GAME, speed*dir));
}
else
evt.Skip();
}
virtual void HandleMouseEvent(wxMouseEvent& evt)
{
// TODO or at least to think about: When using other controls in the
// editor, it's annoying that keyboard/scrollwheel no longer navigate
// around the world until you click on it.
// Setting focus back whenever the mouse moves over the GL window
// feels like a fairly natural solution to me, since I can use
// e.g. brush-editing controls normally, and then move the mouse to
// see the brush outline and magically get given back full control
// of the camera.
if (evt.Moving())
SetFocus();
if (m_ScenarioEditor.GetToolManager().GetCurrentTool().OnMouse(evt))
{
// Mouse event has been handled by the tool, so don't try
// to use it for camera motion too
return;
}
// Global mouse event handlers (for camera motion)
if (evt.GetWheelRotation())
{
float speed = 16.f * ScenarioEditor::GetSpeedModifier();
POST_MESSAGE(SmoothZoom, (eRenderView::GAME, evt.GetWheelRotation() * speed / evt.GetWheelDelta()));
}
else
{
if (evt.MiddleIsDown())
{
if (wxGetKeyState(WXK_CONTROL) || evt.RightIsDown())
m_MouseState = ROTATEAROUND;
else
m_MouseState = SCROLL;
}
else
m_MouseState = NONE;
if (m_MouseState != m_LastMouseState)
{
switch (m_MouseState)
{
case NONE: break;
case SCROLL: POST_MESSAGE(Scroll, (eRenderView::GAME, eScrollType::FROM, evt.GetPosition())); break;
case ROTATEAROUND: POST_MESSAGE(RotateAround, (eRenderView::GAME, eRotateAroundType::FROM, evt.GetPosition())); break;
default: wxFAIL;
}
m_LastMouseState = m_MouseState;
}
else if (evt.Dragging())
{
switch (m_MouseState)
{
case NONE: break;
case SCROLL: POST_MESSAGE(Scroll, (eRenderView::GAME, eScrollType::TO, evt.GetPosition())); break;
case ROTATEAROUND: POST_MESSAGE(RotateAround, (eRenderView::GAME, eRotateAroundType::TO, evt.GetPosition())); break;
default: wxFAIL;
}
}
}
}
enum { NONE, SCROLL, ROTATEAROUND };
int m_MouseState, m_LastMouseState;
ScenarioEditor& m_ScenarioEditor;
DECLARE_EVENT_TABLE();
};
BEGIN_EVENT_TABLE(GameCanvas, Canvas)
EVT_KEY_DOWN(GameCanvas::OnKeyDown)
EVT_KEY_UP(GameCanvas::OnKeyUp)
EVT_CHAR(GameCanvas::OnChar)
END_EVENT_TABLE()
//////////////////////////////////////////////////////////////////////////
volatile bool g_FrameHasEnded;
// Called from game thread
ATLASDLLIMPEXP void Atlas_NotifyEndOfFrame()
{
g_FrameHasEnded = true;
}
enum
{
ID_Quit = 1,
// ID_New,
ID_Open,
ID_Save,
ID_SaveAs,
ID_Wireframe,
ID_MessageTrace,
ID_Screenshot,
ID_JavaScript,
ID_Toolbar // must be last in the list
};
BEGIN_EVENT_TABLE(ScenarioEditor, wxFrame)
EVT_CLOSE(ScenarioEditor::OnClose)
EVT_TIMER(wxID_ANY, ScenarioEditor::OnTimer)
// EVT_MENU(ID_New, ScenarioEditor::OnNew)
EVT_MENU(ID_Open, ScenarioEditor::OnOpen)
EVT_MENU(ID_Save, ScenarioEditor::OnSave)
EVT_MENU(ID_SaveAs, ScenarioEditor::OnSaveAs)
EVT_MENU_RANGE(wxID_FILE1, wxID_FILE9, ScenarioEditor::OnMRUFile)
EVT_MENU(ID_Quit, ScenarioEditor::OnQuit)
EVT_MENU(wxID_UNDO, ScenarioEditor::OnUndo)
EVT_MENU(wxID_REDO, ScenarioEditor::OnRedo)
EVT_MENU(ID_Wireframe, ScenarioEditor::OnWireframe)
EVT_MENU(ID_MessageTrace, ScenarioEditor::OnMessageTrace)
EVT_MENU(ID_Screenshot, ScenarioEditor::OnScreenshot)
EVT_MENU(ID_JavaScript, ScenarioEditor::OnJavaScript)
EVT_IDLE(ScenarioEditor::OnIdle)
END_EVENT_TABLE()
static AtlasWindowCommandProc g_CommandProc;
AtlasWindowCommandProc& ScenarioEditor::GetCommandProc() { return g_CommandProc; }
namespace
{
// Wrapper function because SetCurrentTool takes an optional argument, which JS doesn't like
void SetCurrentTool_script(void* cbdata, wxString name)
{
static_cast<ScenarioEditor*>(cbdata)->GetToolManager().SetCurrentTool(name);
}
wxString GetDataDirectory(void*)
{
return Datafile::GetDataDirectory();
}
// TODO: see comment in terrain.js, and remove this when/if it's no longer necessary
void SetBrushStrength(void*, float strength)
{
g_Brush_Elevation.SetStrength(strength);
}
void SetSelectedTexture(void*, wxString name)
{
g_SelectedTexture = name;
}
}
ScenarioEditor::ScenarioEditor(wxWindow* parent, ScriptInterface& scriptInterface)
: wxFrame(parent, wxID_ANY, _T(""), wxDefaultPosition, wxSize(1024, 768))
, m_FileHistory(_T("Scenario Editor")), m_ScriptInterface(scriptInterface)
, m_ObjectSettings(g_SelectedObjects, AtlasMessage::eRenderView::GAME)
, m_ToolManager(this)
{
// Global application initialisation:
// wxLog::SetTraceMask(wxTraceMessages);
SetOpenFilename(_T(""));
SetIcon(wxIcon(_T("ICON_ScenarioEditor")));
wxToolTip::Enable(true);
wxImage::AddHandler(new wxPNGHandler);
//////////////////////////////////////////////////////////////////////////
// Script interface functions
GetScriptInterface().SetCallbackData(static_cast<void*>(this));
GetScriptInterface().RegisterFunction<wxString, GetDataDirectory>("GetDataDirectory");
GetScriptInterface().RegisterFunction<void, wxString, SetCurrentTool_script>("SetCurrentTool");
GetScriptInterface().RegisterFunction<void, float, SetBrushStrength>("SetBrushStrength");
GetScriptInterface().RegisterFunction<void, wxString, SetSelectedTexture>("SetSelectedTexture");
{
const wxString relativePath (_T("tools/atlas/scripts/main.js"));
wxFileName filename (relativePath, wxPATH_UNIX);
filename.MakeAbsolute(Datafile::GetDataDirectory());
wxFFile file (filename.GetFullPath());
wxString script;
if (! file.ReadAll(&script))
wxLogError(_("Failed to read script"));
GetScriptInterface().LoadScript(filename.GetFullName(), script);
}
//////////////////////////////////////////////////////////////////////////
// Menu
wxMenuBar* menuBar = new wxMenuBar;
SetMenuBar(menuBar);
wxMenu *menuFile = new wxMenu;
menuBar->Append(menuFile, _("&File"));
{
// menuFile->Append(ID_New, _("&New"));
menuFile->Append(ID_Open, _("&Open..."));
menuFile->Append(ID_Save, _("&Save"));
menuFile->Append(ID_SaveAs, _("Save &As..."));
menuFile->AppendSeparator();//-----------
menuFile->Append(ID_Quit, _("E&xit"));
m_FileHistory.UseMenu(menuFile);//-------
m_FileHistory.AddFilesToMenu();
}
// m_menuItem_Save = menuFile->FindItem(ID_Save); // remember this item, to let it be greyed out
// wxASSERT(m_menuItem_Save);
wxMenu *menuEdit = new wxMenu;
menuBar->Append(menuEdit, _("&Edit"));
{
menuEdit->Append(wxID_UNDO, _("&Undo"));
menuEdit->Append(wxID_REDO, _("&Redo"));
}
GetCommandProc().SetEditMenu(menuEdit);
GetCommandProc().Initialize();
wxMenu *menuMisc = new wxMenu;
menuBar->Append(menuMisc, _("&Misc hacks"));
{
menuMisc->AppendCheckItem(ID_Wireframe, _("&Wireframe"));
menuMisc->AppendCheckItem(ID_MessageTrace, _("Message debug trace"));
menuMisc->Append(ID_Screenshot, _("&Screenshot"));
menuMisc->Append(ID_JavaScript, _("&JS console"));
}
m_FileHistory.Load(*wxConfigBase::Get());
m_SectionLayout.SetWindow(this);
// Toolbar:
ToolButtonBar* toolbar = new ToolButtonBar(m_ToolManager, this, &m_SectionLayout, ID_Toolbar);
// TODO: configurable small vs large icon images
// (button label; tooltip text; image; internal tool name; section to switch to)
toolbar->AddToolButton(_("Default"), _("Default"), _T("default.png"), _T(""), _T(""));
toolbar->AddToolButton(_("Move"), _("Move/rotate object"), _T("moveobject.png"), _T("TransformObject"), _T("")/*_T("ObjectSidebar")*/);
toolbar->AddToolButton(_("Elevation"), _("Alter terrain elevation"), _T("alterelevation.png"), _T("AlterElevation"), _T("")/*_T("TerrainSidebar")*/);
toolbar->AddToolButton(_("Flatten"), _("Flatten terrain elevation"), _T("flattenelevation.png"), _T("FlattenElevation"), _T("")/*_T("TerrainSidebar")*/);
toolbar->AddToolButton(_("Paint Terrain"), _("Paint terrain texture"), _T("paintterrain.png"), _T("PaintTerrain"), _T("")/*_T("TerrainSidebar")*/);
toolbar->Realize();
SetToolBar(toolbar);
// Set the default tool to be selected
m_ToolManager.SetCurrentTool(_T(""));
// Set up GL canvas:
int glAttribList[] = {
WX_GL_RGBA,
WX_GL_DOUBLEBUFFER,
WX_GL_DEPTH_SIZE, 24, // TODO: wx documentation doesn't say 24 is valid
WX_GL_BUFFER_SIZE, 24, // colour bits
WX_GL_MIN_ALPHA, 8, // alpha bits
0
};
Canvas* canvas = new GameCanvas(*this, m_SectionLayout.GetCanvasParent(), glAttribList);
m_SectionLayout.SetCanvas(canvas);
// Set up sidebars:
m_SectionLayout.Build(*this);
#if defined(__WXMSW__)
// The canvas' context gets made current on creation; but it can only be
// current for one thread at a time, and it needs to be current for the
// thread that is doing the draw calls, so disable it for this one.
wglMakeCurrent(NULL, NULL);
#elif defined(__WXGTK__)
// Need to make sure the canvas is realized by GTK, so that its context is valid
Show(true);
wxSafeYield();
#endif
// Send setup messages to game engine:
POST_MESSAGE(SetCanvas, (static_cast<wxGLCanvas*>(canvas)));
POST_MESSAGE(Init, (true));
canvas->InitSize();
// Start with a blank map (so that the editor can assume there's always
// a valid map loaded)
POST_MESSAGE(GenerateMap, (9));
POST_MESSAGE(RenderEnable, (eRenderView::GAME));
// Set up a timer to make sure tool-updates happen frequently (in addition
// to the idle handler (which makes them happen more frequently if there's nothing
// else to do))
m_Timer.SetOwner(this);
m_Timer.Start(20);
#ifdef __WXGTK__
// HACK: because of how we fiddle with stuff earlier to make sure the canvas
// is displayed, the layout gets messed up, and it only seems to be fixable
// by changing the window's size
SetSize(GetSize() + wxSize(1, 0));
#endif
}
float ScenarioEditor::GetSpeedModifier()
{
if (wxGetKeyState(WXK_SHIFT) && wxGetKeyState(WXK_CONTROL))
return 1.f/64.f;
else if (wxGetKeyState(WXK_CONTROL))
return 1.f/4.f;
else if (wxGetKeyState(WXK_SHIFT))
return 4.f;
else
return 1.f;
}
void ScenarioEditor::OnClose(wxCloseEvent&)
{
m_ToolManager.SetCurrentTool(_T(""));
m_FileHistory.Save(*wxConfigBase::Get());
POST_MESSAGE(Shutdown, ());
qExit().Post();
// blocks until engine has noticed the message, so we won't be
// destroying the GLCanvas while it's still rendering
Destroy();
}
static void UpdateTool(ToolManager& toolManager)
{
// Don't keep posting events if the game can't keep up
if (g_FrameHasEnded)
{
g_FrameHasEnded = false; // (thread safety doesn't matter here)
// TODO: Smoother timing stuff?
static double last = g_Timer.GetTime();
double time = g_Timer.GetTime();
toolManager.GetCurrentTool().OnTick(time-last);
last = time;
}
}
void ScenarioEditor::OnTimer(wxTimerEvent&)
{
UpdateTool(m_ToolManager);
}
void ScenarioEditor::OnIdle(wxIdleEvent&)
{
UpdateTool(m_ToolManager);
}
void ScenarioEditor::OnQuit(wxCommandEvent&)
{
Close();
}
void ScenarioEditor::OnUndo(wxCommandEvent&)
{
GetCommandProc().Undo();
}
void ScenarioEditor::OnRedo(wxCommandEvent&)
{
GetCommandProc().Redo();
}
//////////////////////////////////////////////////////////////////////////
void ScenarioEditor::OpenFile(const wxString& name)
{
wxBusyInfo busy(_("Loading map"));
wxBusyCursor busyc;
// TODO: Work when the map is not in .../maps/scenarios/
std::wstring map = name.c_str();
// Deactivate tools, so they don't carry forwards into the new CWorld
// and crash.
m_ToolManager.SetCurrentTool(_T(""));
// TODO: clear the undo buffer, etc
POST_MESSAGE(LoadMap, (map));
SetOpenFilename(name);
// Wait for it to load, while the wxBusyInfo is telling the user that we're doing that
qPing qry;
qry.Post();
// TODO: Make this a non-undoable command
}
// TODO (eventually): replace all this file-handling stuff with the Workspace Editor
void ScenarioEditor::OnOpen(wxCommandEvent& WXUNUSED(event))
{
wxFileDialog dlg (NULL, wxFileSelectorPromptStr,
Datafile::GetDataDirectory() + _T("/mods/official/maps/scenarios"), m_OpenFilename,
_T("PMP files (*.pmp)|*.pmp|All files (*.*)|*.*"),
wxOPEN);
wxString cwd = wxFileName::GetCwd();
if (dlg.ShowModal() == wxID_OK)
OpenFile(dlg.GetFilename());
wxCHECK_RET(cwd == wxFileName::GetCwd(), _T("cwd changed"));
// paranoia - MSDN says OFN_NOCHANGEDIR (used when we don't give wxCHANGE_DIR)
// "is ineffective for GetOpenFileName", but it seems to work anyway
// TODO: Make this a non-undoable command
}
void ScenarioEditor::OnMRUFile(wxCommandEvent& event)
{
wxString file (m_FileHistory.GetHistoryFile(event.GetId() - wxID_FILE1));
if (file.Len())
OpenFile(file);
}
void ScenarioEditor::OnSave(wxCommandEvent& event)
{
if (m_OpenFilename.IsEmpty())
OnSaveAs(event);
else
{
wxBusyInfo busy(_("Saving map"));
// Deactivate tools, so things like unit previews don't get saved.
// (TODO: Would be nicer to leave the tools active, and just not save
// the preview units.)
m_ToolManager.SetCurrentTool(_T(""));
std::wstring map = m_OpenFilename.c_str();
POST_MESSAGE(SaveMap, (map));
// Wait for it to finish saving
qPing qry;
qry.Post();
}
}
void ScenarioEditor::OnSaveAs(wxCommandEvent& WXUNUSED(event))
{
wxFileDialog dlg (NULL, wxFileSelectorPromptStr,
Datafile::GetDataDirectory() + _T("/mods/official/maps/scenarios"), m_OpenFilename,
_T("PMP files (*.pmp)|*.pmp|All files (*.*)|*.*"),
wxSAVE | wxOVERWRITE_PROMPT);
if (dlg.ShowModal() == wxID_OK)
{
wxBusyInfo busy(_("Saving map"));
m_ToolManager.SetCurrentTool(_T(""));
// TODO: Work when the map is not in .../maps/scenarios/
std::wstring map = dlg.GetFilename().c_str();
POST_MESSAGE(SaveMap, (map));
SetOpenFilename(dlg.GetFilename());
// Wait for it to finish saving
qPing qry;
qry.Post();
}
}
void ScenarioEditor::SetOpenFilename(const wxString& filename)
{
SetTitle(wxString::Format(_("Atlas - Scenario Editor - %s"),
(filename.IsEmpty() ? wxString(_("(untitled)")) : filename).c_str()));
m_OpenFilename = filename;
if (! filename.IsEmpty())
m_FileHistory.AddFileToHistory(filename);
}
//////////////////////////////////////////////////////////////////////////
void ScenarioEditor::OnWireframe(wxCommandEvent& event)
{
POST_MESSAGE(RenderStyle, (event.IsChecked()));
}
void ScenarioEditor::OnMessageTrace(wxCommandEvent& event)
{
POST_MESSAGE(MessageTrace, (event.IsChecked()));
}
void ScenarioEditor::OnScreenshot(wxCommandEvent& WXUNUSED(event))
{
POST_MESSAGE(Screenshot, (10));
}
void ScenarioEditor::OnJavaScript(wxCommandEvent& WXUNUSED(event))
{
wxString cmd = ::wxGetTextFromUser(_T(""), _("JS command"), _T(""), this);
if (cmd.IsEmpty())
return;
POST_MESSAGE(JavaScript, (cmd.c_str()));
}
//////////////////////////////////////////////////////////////////////////
Position::Position(const wxPoint& pt)
: type(1)
{
type1.x = pt.x;
type1.y = pt.y;
}
//////////////////////////////////////////////////////////////////////////
/* Disabled (and should be removed if it turns out to be unnecessary)
- see MessagePasserImpl.cpp for information
static void QueryCallback()
{
// If this thread completely blocked on the semaphore inside Query, it would
// never respond to window messages, and the system deadlocks if the
// game tries to display an assertion failure dialog. (See
// WaitForSingleObject on MSDN.)
// So, this callback is called occasionally, and gives wx a change to
// handle messages.
// This is kind of like wxYield, but without the ProcessPendingEvents -
// it's enough to make Windows happy and stop deadlocking, without actually
// calling the event handlers (which could lead to nasty recursion)
// while (wxEventLoop::GetActive()->Pending())
// wxEventLoop::GetActive()->Dispatch();
// Oh dear, we can't use that either - it (at least in wx 2.6.3) still
// processes messages, which causes reentry into various things that we
// don't want to be reentrant. So do it all manually, accepting Windows
// messages and sticking them on a list for later processing (in a custom
// event loop class):
// (TODO: Rethink this entire process on Linux)
// (Alt TODO: Could we make the game never pop up windows (or use the Win32
// GUI in any other way) when it's running under Atlas, so we wouldn't need
// to do any message processing here at all?)
#ifdef _WIN32
AtlasEventLoop* evtLoop = (AtlasEventLoop*)wxEventLoop::GetActive();
// evtLoop might be NULL, particularly if we're still initialising windows
// and haven't got into the normal event loop yet. But we'd have to process
// messages anyway, to avoid the deadlocks that this is for. So, don't bother
// with that and just crash instead.
// (Maybe it could be solved better by constructing/finding an event loop
// object here and setting it as the global one, assuming it's not overwritten
// later by wx.)
while (evtLoop->Pending())
{
// Based on src/msw/evtloop.cpp's wxEventLoop::Dispatch()
MSG msg;
BOOL rc = ::GetMessage(&msg, (HWND) NULL, 0, 0);
if (rc == 0)
{
// got WM_QUIT
return;
}
if (rc == -1)
{
wxLogLastError(wxT("GetMessage"));
return;
}
// Our special bits:
if (msg.message == WM_PAINT)
{
// "GetMessage does not remove WM_PAINT messages from the queue.
// The messages remain in the queue until processed."
// So let's process them, to avoid infinite loops...
PAINTSTRUCT paint;
::BeginPaint(msg.hwnd, &paint);
::EndPaint(msg.hwnd, &paint);
// Remember that some painting was needed - we'll just repaint
// the whole screen when this is finished.
evtLoop->NeedsPaint();
}
else
{
// Add this message to a queue for later processing. (That's
// probably kind of valid, at least in most cases.)
MSG* pMsg = new MSG(msg);
evtLoop->AddMessage(pMsg);
}
}
#endif
}
*/
void QueryMessage::Post()
{
// g_MessagePasser->Query(this, &QueryCallback);
g_MessagePasser->Query(this, NULL);
}