/* * Copyright 2016 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include #include #include "SkTypes.h" #include "Timer.h" #include "Window_win.h" #include "../Application.h" using sk_app::Application; static char* tchar_to_utf8(const TCHAR* str) { #ifdef _UNICODE int size = WideCharToMultiByte(CP_UTF8, 0, str, wcslen(str), NULL, 0, NULL, NULL); char* str8 = (char*)sk_malloc_throw(size + 1); WideCharToMultiByte(CP_UTF8, 0, str, wcslen(str), str8, size, NULL, NULL); str8[size] = '\0'; return str8; #else return _strdup(str); #endif } // This file can work with GUI or CONSOLE subsystem types since we define _tWinMain and main(). static int main_common(HINSTANCE hInstance, int show, int argc, char**argv); int APIENTRY _tWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow) { // convert from lpCmdLine to argc, argv. char* argv[4096]; int argc = 0; TCHAR exename[1024], *next; int exenameLen = GetModuleFileName(NULL, exename, SK_ARRAY_COUNT(exename)); // we're ignoring the possibility that the exe name exceeds the exename buffer (void)exenameLen; argv[argc++] = tchar_to_utf8(exename); TCHAR* arg = _tcstok_s(lpCmdLine, _T(" "), &next); while (arg != NULL) { argv[argc++] = tchar_to_utf8(arg); arg = _tcstok_s(NULL, _T(" "), &next); } int result = main_common(hInstance, nCmdShow, argc, argv); for (int i = 0; i < argc; ++i) { sk_free(argv[i]); } return result; } int main(int argc, char**argv) { return main_common(GetModuleHandle(NULL), SW_SHOW, argc, argv); } static int main_common(HINSTANCE hInstance, int show, int argc, char**argv) { Application* app = Application::Create(argc, argv, (void*)hInstance); MSG msg; memset(&msg, 0, sizeof(msg)); bool idled = false; // Main message loop while (WM_QUIT != msg.message) { if (PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE)) { TranslateMessage(&msg); if (WM_PAINT == msg.message) { // Ensure that call onIdle at least once per WM_PAINT, or mouse events can // overwhelm the message processing loop, and prevent animation from running. if (!idled) { app->onIdle(); } idled = false; } DispatchMessage(&msg); } else { app->onIdle(); idled = true; } } delete app; return (int)msg.wParam; }