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fteqw/engine/client/vid_headless.c
Spoike 27a59a0cbc LOTS OF CHANGES. was hoping to get revision 5000 perfect, but really that's never going to happen. this has gone on for too long now.
vulkan, wasapi, quake injector features added.
irc, avplug, cef plugins/drivers reworked/updated/added
openal reverb, doppler effects added.
'dir' console command now attempts to view clicked files.
lots of warning fixes, should now only be deprecation warnings for most targets (depending on compiler version anyway...).
SendEntity finally reworked to use flags properly.
effectinfo improved, other smc-targetted fixes.
mapcluster stuff now has support for linux.
.basebone+.baseframe now exist in ssqc.
qcc: -Fqccx supports qccx syntax, including qccx hacks. don't expect these to work in fteqw nor dp though.
qcc: rewrote function call handling to use refs rather than defs. this makes struct passing more efficient and makes the __out keyword usable with fields etc.
qccgui: can cope a little better with non-unicode files. can now represent most quake chars.
qcc: suppressed warnings from *extensions.qc

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5000 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-07-12 00:40:13 +00:00

284 lines
6.8 KiB
C

#include "quakedef.h"
#ifndef SERVERONLY
#include "gl_draw.h"
#include "shader.h"
#ifdef _WIN32
#include "winquake.h"
#include "resource.h"
#else
#include <unistd.h>
#endif
static void Headless_Draw_Init(void)
{
R2D_Init();
}
static void Headless_Draw_Shutdown(void)
{
Shader_Shutdown();
}
static void Headless_IMG_UpdateFiltering (image_t *imagelist, int filtermip[3], int filterpic[3], int mipcap[2], float anis)
{
}
static qboolean Headless_IMG_LoadTextureMips (texid_t tex, struct pendingtextureinfo *mips)
{
return true;
}
static void Headless_IMG_DestroyTexture (texid_t tex)
{
}
static void Headless_R_Init (void)
{
}
static void Headless_R_DeInit (void)
{
}
static void Headless_R_RenderView (void)
{
}
#ifdef _WIN32
//tray icon crap, so the user can still restore the game.
LRESULT CALLBACK HeadlessWndProc(HWND wnd, UINT msg, WPARAM wparam, LPARAM lparam)
{
extern cvar_t vid_renderer;
switch(msg)
{
case WM_USER:
switch(LOWORD(lparam))
{
case WM_CONTEXTMENU:
case WM_USER+0:
case WM_RBUTTONUP:
if (!Q_strcasecmp(vid_renderer.string, "headless"))
Cbuf_AddText("vid_renderer \"\";vid_restart\n", RESTRICT_LOCAL);
else
Cbuf_AddText("vid_restart\n", RESTRICT_LOCAL);
break;
default:
break;
}
return 0;
default:
if (WinNT)
return DefWindowProcW(wnd, msg, wparam, lparam);
else
return DefWindowProcA(wnd, msg, wparam, lparam);
}
}
#endif
static qboolean Headless_VID_Init (rendererstate_t *info, unsigned char *palette)
{
#ifdef _WIN32
//tray icon crap, so the user can still restore the game.
extern HWND mainwindow;
extern HINSTANCE global_hInstance;
if (WinNT)
{
WNDCLASSW wc;
NOTIFYICONDATAW data;
//Shell_NotifyIcon requires a window to provide events etc.
wc.style = 0;
wc.lpfnWndProc = (WNDPROC)HeadlessWndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = global_hInstance;
wc.hIcon = LoadIcon (global_hInstance, MAKEINTRESOURCE (IDI_ICON1));
wc.hCursor = LoadCursor (NULL,IDC_ARROW);
wc.hbrBackground = NULL;
wc.lpszMenuName = 0;
wc.lpszClassName = L"FTEHeadlessClass";
RegisterClassW(&wc);
mainwindow = CreateWindowExW(0L, wc.lpszClassName, L"FTE QuakeWorld", 0, 0, 0, 0, 0, NULL, NULL, global_hInstance, NULL);
data.cbSize = sizeof(data);
data.hWnd = mainwindow;
data.uID = 0;
data.uFlags = NIF_MESSAGE | NIF_ICON | NIF_TIP;
data.uCallbackMessage = WM_USER;
data.hIcon = wc.hIcon;
wcscpy(data.szTip, L"Right-click to restore");
if (pShell_NotifyIconW)
pShell_NotifyIconW(NIM_ADD, &data);
}
else
{
WNDCLASSA wc;
NOTIFYICONDATAA data;
//Shell_NotifyIcon requires a window to provide events etc.
wc.style = 0;
wc.lpfnWndProc = (WNDPROC)HeadlessWndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = global_hInstance;
wc.hIcon = LoadIcon (global_hInstance, MAKEINTRESOURCE (IDI_ICON1));
wc.hCursor = LoadCursor (NULL,IDC_ARROW);
wc.hbrBackground = NULL;
wc.lpszMenuName = 0;
wc.lpszClassName = "FTEHeadlessClass";
RegisterClassA(&wc);
mainwindow = CreateWindowExA(0L, wc.lpszClassName, "FTE QuakeWorld", 0, 0, 0, 0, 0, NULL, NULL, global_hInstance, NULL);
data.cbSize = sizeof(data);
data.hWnd = mainwindow;
data.uID = 0;
data.uFlags = NIF_MESSAGE | NIF_ICON | NIF_TIP;
data.uCallbackMessage = WM_USER;
data.hIcon = wc.hIcon;
//fixme: proper multibyte
Q_strncpyz(data.szTip, "Right-click to restore", sizeof(data.szTip));
Shell_NotifyIconA(NIM_ADD, &data);
}
#endif
memset(&sh_config, 0, sizeof(sh_config));
return true;
}
static void Headless_VID_DeInit (void)
{
#ifdef _WIN32
//tray icon crap, so the user can still restore the game.
//FIXME: remove tray icon. win95 won't do this automagically.
extern HWND mainwindow;
DestroyWindow(mainwindow);
mainwindow = NULL;
#endif
}
static void Headless_VID_SwapBuffers (void)
{
}
static qboolean Headless_VID_ApplyGammaRamps (unsigned short *ramps)
{
return false;
}
static void Headless_VID_SetWindowCaption (const char *msg)
{
}
static char *Headless_VID_GetRGBInfo (int *truevidwidth, int *truevidheight, enum uploadfmt *fmt)
{
*fmt = TF_INVALID;
*truevidwidth = *truevidheight = 0;
return NULL;
}
static qboolean Headless_SCR_UpdateScreen (void)
{
if (!cls.timedemo)
{
#ifdef _WIN32
Sleep(100);
#else
usleep(100*1000);
#endif
}
return true;
}
static void Headless_BE_SelectMode (backendmode_t mode)
{
}
static void Headless_BE_DrawMesh_List (shader_t *shader, int nummeshes, struct mesh_s **mesh, struct vbo_s *vbo, struct texnums_s *texnums, unsigned int be_flags)
{
}
static void Headless_BE_DrawMesh_Single (shader_t *shader, struct mesh_s *meshchain, struct vbo_s *vbo, unsigned int be_flags)
{
}
static void Headless_BE_SubmitBatch (struct batch_s *batch)
{
}
static struct batch_s *Headless_BE_GetTempBatch (void)
{
return NULL;
}
static void Headless_BE_DrawWorld (struct batch_s **worldbatches, qbyte *vis)
{
}
static void Headless_BE_Init (void)
{
}
static void Headless_BE_GenBrushModelVBO (struct model_s *mod)
{
}
static void Headless_BE_ClearVBO (struct vbo_s *vbo)
{
}
static void Headless_BE_UploadAllLightmaps (void)
{
}
static void Headless_BE_SelectEntity (struct entity_s *ent)
{
}
static qboolean Headless_BE_SelectDLight (struct dlight_s *dl, vec3_t colour, vec3_t axis[3], unsigned int lmode)
{
return false;
}
static void Headless_BE_Scissor (srect_t *rect)
{
}
static qboolean Headless_BE_LightCullModel (vec3_t org, struct model_s *model)
{
return false;
}
static void Headless_BE_VBO_Begin (vbobctx_t *ctx, size_t maxsize)
{
}
static void Headless_BE_VBO_Data (vbobctx_t *ctx, void *data, size_t size, vboarray_t *varray)
{
}
static void Headless_BE_VBO_Finish (vbobctx_t *ctx, void *edata, size_t esize, vboarray_t *earray, void **vbomem, void **ebomem)
{
}
static void Headless_BE_VBO_Destroy (vboarray_t *vearray, void *mem)
{
}
static void Headless_BE_RenderToTextureUpdate2d (qboolean destchanged)
{
}
rendererinfo_t headlessrenderer =
{
"Headless",
{"headless"},
QR_HEADLESS,
Headless_Draw_Init,
Headless_Draw_Shutdown,
Headless_IMG_UpdateFiltering,
Headless_IMG_LoadTextureMips,
Headless_IMG_DestroyTexture,
Headless_R_Init,
Headless_R_DeInit,
Headless_R_RenderView,
Headless_VID_Init,
Headless_VID_DeInit,
Headless_VID_SwapBuffers,
Headless_VID_ApplyGammaRamps,
NULL,
NULL,
NULL,
Headless_VID_SetWindowCaption,
Headless_VID_GetRGBInfo,
Headless_SCR_UpdateScreen,
Headless_BE_SelectMode,
Headless_BE_DrawMesh_List,
Headless_BE_DrawMesh_Single,
Headless_BE_SubmitBatch,
Headless_BE_GetTempBatch,
Headless_BE_DrawWorld,
Headless_BE_Init,
Headless_BE_GenBrushModelVBO,
Headless_BE_ClearVBO,
Headless_BE_UploadAllLightmaps,
Headless_BE_SelectEntity,
Headless_BE_SelectDLight,
Headless_BE_Scissor,
Headless_BE_LightCullModel,
Headless_BE_VBO_Begin,
Headless_BE_VBO_Data,
Headless_BE_VBO_Finish,
Headless_BE_VBO_Destroy,
Headless_BE_RenderToTextureUpdate2d,
""
};
#endif