cnq3/code/win32/win_glimp.cpp
myT 3b6a3a5019 added D3D12 rendering and removed D3D11, GL2, GL3
don't track .user files except for cnq3 and cnq3-server

disabled FPS hack

disabled FPS hack, part 2
2023-11-12 01:32:58 +01:00

381 lines
9.9 KiB
C++

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
/*
** WIN_GLIMP.C
**
** This file contains ALL Win32 specific stuff having to do with the
** OpenGL refresh. When a port is being made the following functions
** must be implemented by the port:
**
** Sys_V_EndFrame
** Sys_V_Init
** Sys_V_Shutdown
** Sys_V_IsVSynced
**
** Note that the GLW_xxx functions are Windows specific GL-subsystem
** related functions that are relevant ONLY to win_glimp.c
*/
#if _MSC_VER
#pragma warning (disable: 4996) // deprecated ZOMGOVERRUN! nannywhine
#endif
#include "../renderer/tr_local.h"
#include "../client/client.h"
#include "resource.h"
#include "win_local.h"
#include "glw_win.h"
glwstate_t glw_state;
// responsible for creating the Win32 window and initializing the OpenGL driver.
static qbool GLW_CreateWindow()
{
static qbool s_classRegistered = qfalse;
if ( !s_classRegistered )
{
WNDCLASS wc;
memset( &wc, 0, sizeof( wc ) );
wc.style = CS_OWNDC;
wc.lpfnWndProc = MainWndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = g_wv.hInstance;
wc.hIcon = LoadIcon( g_wv.hInstance, MAKEINTRESOURCE(IDI_ICON1));
wc.hCursor = LoadCursor (NULL,IDC_ARROW);
wc.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
wc.lpszMenuName = 0;
wc.lpszClassName = CLIENT_WINDOW_TITLE;
if ( !RegisterClass( &wc ) )
ri.Error( ERR_FATAL, "GLW_CreateWindow: could not register window class" );
s_classRegistered = qtrue;
ri.Printf( PRINT_DEVELOPER, "...registered window class\n" );
}
//
// create the HWND if one does not already exist
//
const qbool createWindow = !g_wv.hWnd;
if (createWindow)
{
g_wv.inputInitialized = qfalse;
}
RECT desiredRect;
desiredRect.left = 0;
desiredRect.top = 0;
desiredRect.right = glInfo.winWidth;
desiredRect.bottom = glInfo.winHeight;
int style = WS_VISIBLE | WS_CLIPCHILDREN;
int exstyle = 0;
if (glInfo.winFullscreen) {
style |= WS_POPUP;
exstyle |= WS_EX_TOPMOST;
} else {
style |= WS_OVERLAPPED | WS_BORDER | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX;
AdjustWindowRect(&desiredRect, style, FALSE);
}
const int w = desiredRect.right - desiredRect.left;
const int h = desiredRect.bottom - desiredRect.top;
const RECT& monRect = g_wv.monitorRects[g_wv.monitor];
int dx = 0;
int dy = 0;
if (!glInfo.winFullscreen) {
dx = ri.Cvar_Get("vid_xpos", "0", 0)->integer;
dy = ri.Cvar_Get("vid_ypos", "0", 0)->integer;
dx = Com_ClampInt(0, max(0, monRect.right - monRect.left - w), dx);
dy = Com_ClampInt(0, max(0, monRect.bottom - monRect.top - h), dy);
}
const int x = monRect.left + dx;
const int y = monRect.top + dy;
if (createWindow)
{
g_wv.duringCreateWindow = qtrue;
g_wv.hWnd = CreateWindowEx(exstyle, CLIENT_WINDOW_TITLE, " " CLIENT_WINDOW_TITLE, style,
x, y, w, h, NULL, NULL, g_wv.hInstance, NULL);
g_wv.duringCreateWindow = qfalse;
if (!g_wv.hWnd)
ri.Error(ERR_FATAL, "GLW_CreateWindow() - Couldn't create window");
ShowWindow(g_wv.hWnd, SW_SHOW);
UpdateWindow(g_wv.hWnd);
ri.Printf(PRINT_DEVELOPER, "...created window@%d,%d (%dx%d)\n", x, y, w, h);
}
else
{
const LONG_PTR oldStyle = GetWindowLongPtrA(g_wv.hWnd, GWL_STYLE);
const qbool fullScreen = (oldStyle & WS_POPUP) != 0;
RECT currentRect;
GetClientRect(g_wv.hWnd, &currentRect);
if(currentRect.right - currentRect.left != glInfo.winWidth ||
currentRect.bottom - currentRect.top != glInfo.winHeight ||
fullScreen != glInfo.winFullscreen)
{
SetWindowLongPtrA(g_wv.hWnd, GWL_STYLE, style);
SetWindowLongPtrA(g_wv.hWnd, GWL_EXSTYLE, exstyle);
MoveWindow(g_wv.hWnd, x, y, w, h, TRUE);
ri.Printf(PRINT_DEVELOPER, "...window already present, window was adjusted\n");
}
else
{
ri.Printf(PRINT_DEVELOPER, "...window already present, no change was needed\n");
}
}
SetForegroundWindow( g_wv.hWnd );
SetFocus( g_wv.hWnd );
return qtrue;
}
static const char* GLW_GetCurrentDisplayDeviceName()
{
static char deviceName[CCHDEVICENAME + 1];
const HMONITOR hMonitor = g_wv.hMonitors[g_wv.monitor];
if ( hMonitor == NULL )
return NULL;
MONITORINFOEXA info;
ZeroMemory( &info, sizeof(info) );
info.cbSize = sizeof(info);
if ( GetMonitorInfoA(hMonitor, &info) == 0 )
return NULL;
Q_strncpyz( deviceName, info.szDevice, sizeof(deviceName) );
return deviceName;
}
static void GLW_UpdateMonitorRect( const char* deviceName )
{
if ( deviceName == NULL )
return;
DEVMODEA dm;
ZeroMemory( &dm, sizeof(dm) );
dm.dmSize = sizeof(dm);
if ( EnumDisplaySettingsExA(deviceName, ENUM_CURRENT_SETTINGS, &dm, 0) == 0 )
return;
if ( dm.dmPelsWidth == 0 || dm.dmPelsHeight == 0 )
return;
// Normally, we should check dm.dmFields for the following flags:
// DM_POSITION DM_PELSWIDTH DM_PELSHEIGHT
// EnumDisplaySettingsExA doesn't always set up the flags properly.
RECT& rect = g_wv.monitorRects[g_wv.monitor];
rect.left = dm.dmPosition.x;
rect.top = dm.dmPosition.y;
rect.right = dm.dmPosition.x + dm.dmPelsWidth;
rect.bottom = dm.dmPosition.y + dm.dmPelsHeight;
}
static qbool GLW_SetDisplaySettings( DEVMODE& dm )
{
const char* deviceName = GLW_GetCurrentDisplayDeviceName();
const int ec = ChangeDisplaySettingsExA( deviceName, &dm, NULL, CDS_FULLSCREEN, NULL );
if ( ec == DISP_CHANGE_SUCCESSFUL )
{
glw_state.cdsDevMode = dm;
glw_state.cdsDevModeValid = qtrue;
GLW_UpdateMonitorRect( deviceName );
return qtrue;
}
glw_state.cdsDevModeValid = qfalse;
ri.Printf( PRINT_ALL, "...CDS: %ix%i (C%i) failed: ", (int)dm.dmPelsWidth, (int)dm.dmPelsHeight, (int)dm.dmBitsPerPel );
#define CDS_ERROR(x) case x: ri.Printf( PRINT_ALL, #x##"\n" ); break;
switch (ec) {
default:
ri.Printf( PRINT_ALL, "unknown error %d\n", ec );
break;
CDS_ERROR( DISP_CHANGE_RESTART );
CDS_ERROR( DISP_CHANGE_BADPARAM );
CDS_ERROR( DISP_CHANGE_BADFLAGS );
CDS_ERROR( DISP_CHANGE_FAILED );
CDS_ERROR( DISP_CHANGE_BADMODE );
CDS_ERROR( DISP_CHANGE_NOTUPDATED );
}
#undef CDS_ERROR
return qfalse;
}
static void GLW_ResetDisplaySettings( qbool invalidate )
{
const char* deviceName = GLW_GetCurrentDisplayDeviceName();
ChangeDisplaySettingsEx( deviceName, NULL, NULL, 0, NULL );
GLW_UpdateMonitorRect( deviceName );
if ( invalidate )
glw_state.cdsDevModeValid = qfalse;
}
void WIN_SetGameDisplaySettings()
{
if ( glw_state.cdsDevModeValid )
GLW_SetDisplaySettings( glw_state.cdsDevMode );
}
void WIN_SetDesktopDisplaySettings()
{
// We don't invalidate glw_state.cdsDevModeValid so we can
// return to the previous mode later.
GLW_ResetDisplaySettings( qfalse );
}
static qbool GLW_SetMode()
{
WIN_InitMonitorList();
WIN_UpdateMonitorIndexFromCvar();
const RECT& monRect = g_wv.monitorRects[g_wv.monitor];
const int desktopWidth = (int)(monRect.right - monRect.left);
const int desktopHeight = (int)(monRect.bottom - monRect.top);
R_ConfigureVideoMode( desktopWidth, desktopHeight );
DEVMODE dm;
ZeroMemory( &dm, sizeof( dm ) );
dm.dmSize = sizeof( dm );
if (glInfo.vidFullscreen != glw_state.cdsDevModeValid) {
if (glInfo.vidFullscreen) {
dm.dmPelsWidth = glConfig.vidWidth;
dm.dmPelsHeight = glConfig.vidHeight;
dm.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT;
if ( r_displayRefresh->integer ) {
dm.dmDisplayFrequency = r_displayRefresh->integer;
dm.dmFields |= DM_DISPLAYFREQUENCY;
}
dm.dmBitsPerPel = 32;
dm.dmFields |= DM_BITSPERPEL;
dm.dmPosition.x = monRect.left;
dm.dmPosition.y = monRect.top;
dm.dmFields |= DM_POSITION;
glInfo.vidFullscreen = GLW_SetDisplaySettings( dm );
}
else
{
GLW_ResetDisplaySettings( qtrue );
}
}
if (!GLW_CreateWindow())
return qfalse;
if (EnumDisplaySettingsA( GLW_GetCurrentDisplayDeviceName(), ENUM_CURRENT_SETTINGS, &dm ))
glInfo.displayFrequency = dm.dmDisplayFrequency;
return qtrue;
}
void Sys_V_EndFrame()
{
}
void Sys_V_Init()
{
if ( !GLW_SetMode() )
ri.Error( ERR_FATAL, "Sys_V_Init - could not load video subsystem\n" );
}
void Sys_V_Shutdown()
{
Sys_ShutdownInput();
// destroy window
if ( g_wv.hWnd )
{
ri.Printf( PRINT_DEVELOPER, "...destroying window\n" );
ShowWindow( g_wv.hWnd, SW_HIDE );
DestroyWindow( g_wv.hWnd );
g_wv.hWnd = NULL;
}
// reset display settings
if ( glw_state.cdsDevModeValid )
{
ri.Printf( PRINT_DEVELOPER, "...resetting display\n" );
GLW_ResetDisplaySettings( qtrue );
}
}
qbool Sys_V_IsVSynced()
{
// with Direct3D 12, our swap interval is (normally) respected
return r_swapInterval->integer != 0;
}
qbool Sys_IsMinimized()
{
return ( g_wv.hWnd != NULL ) && !!IsIconic( g_wv.hWnd );
}
void WIN_UpdateResolution( int width, int height )
{
glInfo.winWidth = width;
glInfo.winHeight = height;
if ( r_fullscreen->integer == 0 )
{
glConfig.vidWidth = width;
glConfig.vidHeight = height;
}
}