[loading window] Now the loading window has it's own thread. As such, the paint method is no longer needed.

This commit is contained in:
Henrik Andersson
2011-06-04 02:12:08 +02:00
parent 227863965c
commit 86cc2818e0
5 changed files with 46 additions and 19 deletions
+38 -9
View File
@@ -80,8 +80,18 @@ static HBITMAP LoadWin32Surface( RString sFile, HWND hWnd )
return ret;
}
BOOL CALLBACK LoadingWindow_Win32::WndProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
INT_PTR CALLBACK LoadingWindow_Win32::DlgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
LoadingWindow_Win32 *self;
if(msg==WM_INITDIALOG) {
self=(LoadingWindow_Win32 *)lParam;
SetWindowLong(hWnd,DWL_USER,(LONG)self);
} else {
self=(LoadingWindow_Win32 *)GetWindowLong(hWnd,DWL_USER);
}
switch( msg )
{
case WM_INITDIALOG:
@@ -99,12 +109,21 @@ BOOL CALLBACK LoadingWindow_Win32::WndProc( HWND hWnd, UINT msg, WPARAM wParam,
(WPARAM) IMAGE_BITMAP,
(LPARAM) (HANDLE) g_hBitmap );
SetWindowTextA( hWnd, PRODUCT_ID );
{
HWND progressCtrl=GetDlgItem( hWnd, IDC_PROGRESS );
SetWindowLong(progressCtrl,GWL_STYLE, PBS_MARQUEE | GetWindowLong(progressCtrl,GWL_STYLE));
SendMessage(progressCtrl,PBM_SETMARQUEE,1,0);
}
break;
case WM_DESTROY:
DeleteObject( g_hBitmap );
g_hBitmap = NULL;
break;
case WM_ENTERIDLE:
SetEvent(self->guiReadyEvent);
}
return FALSE;
@@ -128,33 +147,43 @@ LoadingWindow_Win32::LoadingWindow_Win32()
InitCommonControlsEx(&cceData);
m_hIcon = NULL;
hwnd = CreateDialog( handle.Get(), MAKEINTRESOURCE(IDD_LOADING_DIALOG), NULL, WndProc );
guiReadyEvent=CreateEvent(NULL,FALSE,FALSE,NULL);
CreateThread(NULL, NULL, MessagePump, (void *)this, 0, NULL);
WaitForSingleObject(guiReadyEvent,0);
for( unsigned i = 0; i < 3; ++i )
text[i] = "ABC"; /* always set on first call */
SetText( "" );
Paint();
}
LoadingWindow_Win32::~LoadingWindow_Win32()
{
if(guiReadyEvent)
CloseHandle(guiReadyEvent);
if( hwnd )
DestroyWindow( hwnd );
if( m_hIcon != NULL )
DestroyIcon( m_hIcon );
}
void LoadingWindow_Win32::Paint()
DWORD WINAPI LoadingWindow_Win32::MessagePump(LPVOID thisAsVoidPtr)
{
SendMessage( hwnd, WM_PAINT, 0, 0 );
LoadingWindow_Win32 *self=(LoadingWindow_Win32 *)thisAsVoidPtr;
/* Process all queued messages since the last paint. This allows the window to
* come back if it loses focus during load. */
self->hwnd = CreateDialogParam( self->handle.Get(), MAKEINTRESOURCE(IDD_LOADING_DIALOG), NULL, DlgProc, (LPARAM)thisAsVoidPtr);
// Run the message loop in a separate thread to keep the gui responsive during the loading
MSG msg;
while( PeekMessage( &msg, hwnd, 0, 0, PM_NOREMOVE ) )
while( GetMessage(&msg, self->hwnd, 0, 0 ) )
{
GetMessage(&msg, hwnd, 0, 0 );
if(IsDialogMessage(self->hwnd,&msg)) continue;
DispatchMessage( &msg );
}
return msg.wParam;
}
void LoadingWindow_Win32::SetText( RString sText )