Commit 09a91231 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Set the device window size on focus window activation.

parent a835ae86
......@@ -2282,6 +2282,14 @@ static void test_wndproc(void)
* or before. */
{0, 0, FALSE, 0},
};
static const struct message reactivate_messages[] =
{
{WM_WINDOWPOSCHANGING, DEVICE_WINDOW, FALSE, 0},
{WM_WINDOWPOSCHANGED, DEVICE_WINDOW, FALSE, 0},
{WM_MOVE, DEVICE_WINDOW, FALSE, 0},
{WM_ACTIVATEAPP, FOCUS_WINDOW, TRUE, TRUE},
{0, 0, FALSE, 0},
};
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
......@@ -2469,13 +2477,17 @@ static void test_wndproc(void)
/* I have to minimize and restore the focus window, otherwise native d3d9 fails
* device::reset with D3DERR_DEVICELOST. This does not happen when the window
* restore is triggered by the user. */
expect_messages = reactivate_messages;
ShowWindow(focus_window, SW_MINIMIZE);
ShowWindow(focus_window, SW_RESTORE);
/* Set focus twice to make KDE and fvwm in focus-follows-mouse mode happy. */
SetForegroundWindow(focus_window);
flush_events();
SetForegroundWindow(focus_window);
flush_events();
flush_events(); /* WM_WINDOWPOSCHANGING etc arrive after SetForegroundWindow returns. */
ok(!expect_messages->message, "Expected message %#x for window %#x, but didn't receive it, i=%u.\n",
expect_messages->message, expect_messages->window, i);
expect_messages = NULL;
hr = IDirect3DDevice8_TestCooperativeLevel(device);
ok(hr == D3DERR_DEVICENOTRESET, "Got unexpected hr %#x.\n", hr);
......
......@@ -2052,6 +2052,12 @@ static void test_wndproc(void)
* independent of D3DCREATE_NOWINDOWCHANGES. */
ShowWindow(device_window, SW_MINIMIZE);
ShowWindow(device_window, SW_RESTORE);
/* Reactivation messages like in d3d8/9 are random in native d3d9ex.
* Sometimes they are sent, sometimes they are not (tested on Vista
* and Windows 7). The minimizing and restoring of the device window
* may have something to do with this, but if the messages are sent,
* they are generated by the 3 calls below. */
ShowWindow(focus_window, SW_MINIMIZE);
ShowWindow(focus_window, SW_RESTORE);
/* Set focus twice to make KDE and fvwm in focus-follows-mouse mode happy. */
......
......@@ -3244,15 +3244,30 @@ static void test_wndproc(void)
{WM_ACTIVATEAPP, FOCUS_WINDOW, TRUE, FALSE},
{0, 0, FALSE, 0},
};
static const struct message reactivate_messages[] =
{
{WM_WINDOWPOSCHANGING, DEVICE_WINDOW, FALSE, 0},
{WM_WINDOWPOSCHANGED, DEVICE_WINDOW, FALSE, 0},
{WM_MOVE, DEVICE_WINDOW, FALSE, 0},
{WM_ACTIVATEAPP, FOCUS_WINDOW, TRUE, TRUE},
{0, 0, FALSE, 0},
};
static const struct message reactivate_messages_nowc[] =
{
/* We're activating the device window before activating the
* focus window, so no ACTIVATEAPP message is sent. */
{WM_ACTIVATE, FOCUS_WINDOW, TRUE, WA_ACTIVE},
{0, 0, FALSE, 0},
};
static const struct
{
DWORD create_flags;
const struct message *focus_loss_messages;
const struct message *focus_loss_messages, *reactivate_messages;
}
tests[] =
{
{0, focus_loss_messages},
{CREATE_DEVICE_NOWINDOWCHANGES, focus_loss_messages_nowc},
{0, focus_loss_messages, reactivate_messages},
{CREATE_DEVICE_NOWINDOWCHANGES, focus_loss_messages_nowc, reactivate_messages_nowc},
};
d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
......@@ -3441,17 +3456,22 @@ static void test_wndproc(void)
ShowWindow(device_window, SW_MINIMIZE);
ShowWindow(device_window, SW_RESTORE);
}
flush_events();
/* I have to minimize and restore the focus window, otherwise native d3d9 fails
* device::reset with D3DERR_DEVICELOST. This does not happen when the window
* restore is triggered by the user. */
expect_messages = tests[i].reactivate_messages;
ShowWindow(focus_window, SW_MINIMIZE);
ShowWindow(focus_window, SW_RESTORE);
/* Set focus twice to make KDE and fvwm in focus-follows-mouse mode happy. */
SetForegroundWindow(focus_window);
flush_events();
SetForegroundWindow(focus_window);
flush_events();
flush_events(); /* WM_WINDOWPOSCHANGING etc arrive after SetForegroundWindow returns. */
ok(!expect_messages->message, "Expected message %#x for window %#x, but didn't receive it, i=%u.\n",
expect_messages->message, expect_messages->window, i);
expect_messages = NULL;
hr = IDirect3DDevice9_TestCooperativeLevel(device);
ok(hr == D3DERR_DEVICENOTRESET, "Got unexpected hr %#x.\n", hr);
......
......@@ -1178,6 +1178,20 @@ void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activa
{
if (activate)
{
if (!(swapchain->device->create_parms.flags & WINED3DCREATE_NOWINDOWCHANGES))
{
/* The d3d versions do not agree on the exact messages here. D3d8 restores
* the window but leaves the size untouched, d3d9 sets the size on an
* invisible window, generates messages but doesn't change the window
* properties. The implementation follows d3d9.
*
* Guild Wars 1 wants a WINDOWPOSCHANGED message on the device window to
* resume drawing after a focus loss. */
SetWindowPos(swapchain->device_window, NULL, 0, 0,
swapchain->desc.backbuffer_width, swapchain->desc.backbuffer_height,
SWP_NOACTIVATE | SWP_NOZORDER);
}
if (swapchain->device->wined3d->flags & WINED3D_RESTORE_MODE_ON_ACTIVATE)
{
if (FAILED(wined3d_set_adapter_display_mode(swapchain->device->wined3d,
......
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