Funkin/source/funkin/util/WindowUtil.hx

125 lines
3.3 KiB
Haxe

package funkin.util;
import flixel.util.FlxSignal.FlxTypedSignal;
using StringTools;
/**
* Utilities for operating on the current window, such as changing the title.
*/
#if (cpp && windows)
@:cppFileCode('
#include <iostream>
#include <windows.h>
#include <psapi.h>
')
#end
class WindowUtil
{
/**
* Runs platform-specific code to open a URL in a web browser.
* @param targetUrl The URL to open.
*/
public static function openURL(targetUrl:String):Void
{
#if CAN_OPEN_LINKS
#if linux
Sys.command('/usr/bin/xdg-open $targetUrl &');
#else
// This should work on Windows and HTML5.
FlxG.openURL(targetUrl);
#end
#else
throw 'Cannot open URLs on this platform.';
#end
}
/**
* Runs platform-specific code to open a path in the file explorer.
* @param targetPath The path to open.
*/
public static function openFolder(targetPath:String):Void
{
#if CAN_OPEN_LINKS
#if windows
Sys.command('explorer', [targetPath.replace('/', '\\')]);
#elseif mac
Sys.command('open', [targetPath]);
#elseif linux
Sys.command('open', [targetPath]);
#end
#else
throw 'Cannot open URLs on this platform.';
#end
}
/**
* Runs platform-specific code to open a file explorer and select a specific file.
* @param targetPath The path of the file to select.
*/
public static function openSelectFile(targetPath:String):Void
{
#if CAN_OPEN_LINKS
#if windows
Sys.command('explorer', ['/select,' + targetPath.replace('/', '\\')]);
#elseif mac
Sys.command('open', ['-R', targetPath]);
#elseif linux
// TODO: unsure of the linux equivalent to opening a folder and then "selecting" a file.
Sys.command('open', [targetPath]);
#end
#else
throw 'Cannot open URLs on this platform.';
#end
}
/**
* Dispatched when the game window is closed.
*/
public static final windowExit:FlxTypedSignal<Int->Void> = new FlxTypedSignal<Int->Void>();
/**
* Wires up FlxSignals that happen based on window activity.
* For example, we can run a callback when the window is closed.
*/
public static function initWindowEvents():Void
{
// onUpdate is called every frame just before rendering.
// onExit is called when the game window is closed.
openfl.Lib.current.stage.application.onExit.add(function(exitCode:Int) {
windowExit.dispatch(exitCode);
});
openfl.Lib.current.stage.addEventListener(openfl.events.KeyboardEvent.KEY_DOWN, (e:openfl.events.KeyboardEvent) -> {
for (key in PlayerSettings.player1.controls.getKeysForAction(FULLSCREEN))
{
if (e.keyCode == key)
{
openfl.Lib.application.window.fullscreen = !openfl.Lib.application.window.fullscreen;
}
}
});
}
/**
* Turns off that annoying "Report to Microsoft" dialog that pops up when the game crashes.
*/
public static function disableCrashHandler():Void
{
#if (cpp && windows)
untyped __cpp__('SetErrorMode(SEM_FAILCRITICALERRORS | SEM_NOGPFAULTERRORBOX);');
#else
// Do nothing.
#end
}
/**
* Sets the title of the application window.
* @param value The title to use.
*/
public static function setWindowTitle(value:String):Void
{
lime.app.Application.current.window.title = value;
}
}