fteqw/engine/client/vid_headless.c

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#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 texid_tf dummytex;
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 (char *msg)
{
}
static char *Headless_VID_GetRGBInfo (int *truevidwidth, int *truevidheight, enum uploadfmt *fmt)
{
*fmt = TF_INVALID;
*truevidwidth = *truevidheight = 0;
return NULL;
}
static void Headless_SCR_UpdateScreen (void)
{
if (!cls.timedemo)
{
#ifdef _WIN32
Sleep(100);
#else
usleep(100*1000);
#endif
}
}
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)
{
}
static void Headless_BE_VBO_Destroy (vboarray_t *vearray)
{
}
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