mirror of
https://github.com/FunkinCrew/Funkin.git
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144 lines
3.9 KiB
Haxe
144 lines
3.9 KiB
Haxe
package funkin.util;
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import flixel.util.FlxSignal.FlxTypedSignal;
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using StringTools;
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/**
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* Utilities for operating on the current window, such as changing the title.
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*/
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#if (cpp && windows)
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@:cppFileCode('
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#include <iostream>
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#include <windows.h>
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#include <psapi.h>
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')
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#end
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class WindowUtil
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{
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/**
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* Runs platform-specific code to open a URL in a web browser.
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* @param targetUrl The URL to open.
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*/
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public static function openURL(targetUrl:String):Void
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{
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#if FEATURE_OPEN_URL
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#if linux
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Sys.command('/usr/bin/xdg-open $targetUrl &');
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#else
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// This should work on Windows and HTML5.
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FlxG.openURL(targetUrl);
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#end
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#else
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throw 'Cannot open URLs on this platform.';
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#end
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}
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/**
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* Runs platform-specific code to open a path in the file explorer.
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* @param targetPath The path to open.
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*/
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public static function openFolder(targetPath:String):Void
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{
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#if FEATURE_OPEN_URL
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#if windows
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Sys.command('explorer', [targetPath.replace('/', '\\')]);
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#elseif mac
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Sys.command('open', [targetPath]);
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#elseif linux
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Sys.command('open', [targetPath]);
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#end
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#else
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throw 'Cannot open URLs on this platform.';
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#end
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}
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/**
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* Runs platform-specific code to open a file explorer and select a specific file.
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* @param targetPath The path of the file to select.
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*/
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public static function openSelectFile(targetPath:String):Void
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{
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#if FEATURE_OPEN_URL
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#if windows
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Sys.command('explorer', ['/select,' + targetPath.replace('/', '\\')]);
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#elseif mac
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Sys.command('open', ['-R', targetPath]);
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#elseif linux
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// TODO: unsure of the linux equivalent to opening a folder and then "selecting" a file.
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Sys.command('open', [targetPath]);
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#end
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#else
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throw 'Cannot open URLs on this platform.';
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#end
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}
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/**
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* Dispatched when the game window is closed.
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*/
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public static final windowExit:FlxTypedSignal<Int->Void> = new FlxTypedSignal<Int->Void>();
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/**
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* Wires up FlxSignals that happen based on window activity.
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* For example, we can run a callback when the window is closed.
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*/
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public static function initWindowEvents():Void
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{
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// onUpdate is called every frame just before rendering.
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// onExit is called when the game window is closed.
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openfl.Lib.current.stage.application.onExit.add(function(exitCode:Int) {
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windowExit.dispatch(exitCode);
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});
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#if FEATURE_DEBUG_TRACY
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// Apply a marker to indicate frame end for the Tracy profiler.
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// Do this only if Tracy is configured to prevent lag.
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openfl.Lib.current.stage.addEventListener(openfl.events.Event.EXIT_FRAME, (e:openfl.events.Event) -> {
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cpp.vm.tracy.TracyProfiler.frameMark();
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});
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#end
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openfl.Lib.current.stage.addEventListener(openfl.events.KeyboardEvent.KEY_DOWN, (e:openfl.events.KeyboardEvent) -> {
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for (key in PlayerSettings.player1.controls.getKeysForAction(WINDOW_FULLSCREEN))
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{
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// FlxG.stage.focus is set to null by the debug console stuff,
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// so when that's in focus, we don't want to toggle fullscreen using F
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// (annoying when tying "FlxG" in console... lol)
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#if FLX_DEBUG
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@:privateAccess
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if (FlxG.game.debugger.visible)
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{
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return;
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}
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#end
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if (e.keyCode == key)
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{
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openfl.Lib.application.window.fullscreen = !openfl.Lib.application.window.fullscreen;
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}
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}
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});
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}
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/**
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* Turns off that annoying "Report to Microsoft" dialog that pops up when the game crashes.
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*/
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public static function disableCrashHandler():Void
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{
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#if (cpp && windows)
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untyped __cpp__('SetErrorMode(SEM_FAILCRITICALERRORS | SEM_NOGPFAULTERRORBOX);');
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#else
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// Do nothing.
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#end
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}
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/**
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* Sets the title of the application window.
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* @param value The title to use.
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*/
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public static function setWindowTitle(value:String):Void
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{
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lime.app.Application.current.window.title = value;
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}
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}
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