void shader_dlg_show(HWND parent_hwnd) { const ui_window_t *window = ui_companion_driver_get_window_ptr(); if (!IsWindowVisible(g_shader_dlg.window.hwnd)) { if (parent_hwnd) { RECT parent_rect; GetWindowRect(parent_hwnd, &parent_rect); SetWindowPos(g_shader_dlg.window.hwnd, HWND_TOP, parent_rect.right, parent_rect.top, 0, 0, SWP_NOSIZE | SWP_SHOWWINDOW); } else window->set_visible(&g_shader_dlg.window, true); shader_dlg_update_on_top_state(); shader_dlg_params_reload(); } window->set_focused(&g_shader_dlg.window); }
void shader_dlg_show(HWND parent_hwnd) { const video_driver_t* vid_drv; video_driver_get_ptr(&vid_drv); if(vid_drv != &video_gl) return; if (!IsWindowVisible(g_shader_dlg.hwnd)) { if (parent_hwnd) { RECT parent_rect; GetWindowRect(parent_hwnd, &parent_rect); SetWindowPos(g_shader_dlg.hwnd, HWND_TOP, parent_rect.right, parent_rect.top, 0, 0, SWP_NOSIZE | SWP_SHOWWINDOW); } else ShowWindow(g_shader_dlg.hwnd, SW_SHOW); shader_dlg_update_on_top_state(); shader_dlg_params_reload(); } SetFocus(g_shader_dlg.hwnd); }
void shader_dlg_show(HWND parent_hwnd) { if (!IsWindowVisible(g_shader_dlg.hwnd)) { if (parent_hwnd) { RECT parent_rect; GetWindowRect(parent_hwnd, &parent_rect); SetWindowPos(g_shader_dlg.hwnd, HWND_TOP, parent_rect.right, parent_rect.top, 0, 0, SWP_NOSIZE | SWP_SHOWWINDOW); } else ShowWindow(g_shader_dlg.hwnd, SW_SHOW); shader_dlg_update_on_top_state(); shader_dlg_params_reload(); } SetFocus(g_shader_dlg.hwnd); }