wined3d: Acquire / release the focus window during reset.
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@ -6354,15 +6354,30 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice *iface,
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if (!pPresentationParameters->Windowed != !swapchain->presentParms.Windowed
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|| DisplayModeChanged)
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{
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BOOL filter = This->filter_messages;
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This->filter_messages = TRUE;
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IWineD3DDevice_SetDisplayMode(iface, 0, &mode);
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if (!pPresentationParameters->Windowed)
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{
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if(swapchain->presentParms.Windowed) {
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if (swapchain->presentParms.Windowed)
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{
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HWND focus_window = This->createParms.hFocusWindow;
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if (!focus_window) focus_window = pPresentationParameters->hDeviceWindow;
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if (FAILED(hr = IWineD3DDevice_AcquireFocusWindow(iface, focus_window)))
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{
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ERR("Failed to acquire focus window, hr %#x.\n", hr);
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IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
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return hr;
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}
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/* switch from windowed to fs */
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swapchain_setup_fullscreen_window(swapchain, pPresentationParameters->BackBufferWidth,
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pPresentationParameters->BackBufferHeight);
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} else {
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}
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else
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{
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/* Fullscreen -> fullscreen mode change */
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MoveWindow(swapchain->device_window, 0, 0,
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pPresentationParameters->BackBufferWidth, pPresentationParameters->BackBufferHeight,
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@ -6373,9 +6388,14 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice *iface,
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{
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/* Fullscreen -> windowed switch */
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swapchain_restore_fullscreen_window(swapchain);
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IWineD3DDevice_ReleaseFocusWindow(iface);
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}
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swapchain->presentParms.Windowed = pPresentationParameters->Windowed;
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} else if(!pPresentationParameters->Windowed) {
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This->filter_messages = filter;
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}
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else if (!pPresentationParameters->Windowed)
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{
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DWORD style = This->style, exStyle = This->exStyle;
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/* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
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* the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
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