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 #include #include ') #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 FEATURE_OPEN_URL #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 FEATURE_OPEN_URL #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 FEATURE_OPEN_URL #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:FlxTypedSignalVoid> = new FlxTypedSignalVoid>(); /** * 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); }); #if FEATURE_DEBUG_TRACY // Apply a marker to indicate frame end for the Tracy profiler. // Do this only if Tracy is configured to prevent lag. openfl.Lib.current.stage.addEventListener(openfl.events.Event.EXIT_FRAME, (e:openfl.events.Event) -> { cpp.vm.tracy.TracyProfiler.frameMark(); }); #end openfl.Lib.current.stage.addEventListener(openfl.events.KeyboardEvent.KEY_DOWN, (e:openfl.events.KeyboardEvent) -> { for (key in PlayerSettings.player1.controls.getKeysForAction(WINDOW_FULLSCREEN)) { // FlxG.stage.focus is set to null by the debug console stuff, // so when that's in focus, we don't want to toggle fullscreen using F // (annoying when tying "FlxG" in console... lol) #if FLX_DEBUG @:privateAccess if (FlxG.game.debugger.visible) { return; } #end 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; } }