/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition 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 3 of the License, or (at your option) any later version. Doom 3 BFG Edition 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 Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __WIN_LOCAL_H__ #define __WIN_LOCAL_H__ #include #include "../../renderer/OpenGL/wglext.h" // windows OpenGL extensions #include "win_input.h" // WGL_ARB_extensions_string extern PFNWGLGETEXTENSIONSSTRINGARBPROC wglGetExtensionsStringARB; // WGL_EXT_swap_interval extern PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT; // WGL_ARB_pixel_format extern PFNWGLGETPIXELFORMATATTRIBIVARBPROC wglGetPixelFormatAttribivARB; extern PFNWGLGETPIXELFORMATATTRIBFVARBPROC wglGetPixelFormatAttribfvARB; extern PFNWGLCHOOSEPIXELFORMATARBPROC wglChoosePixelFormatARB; // WGL_ARB_pbuffer extern PFNWGLCREATEPBUFFERARBPROC wglCreatePbufferARB; extern PFNWGLGETPBUFFERDCARBPROC wglGetPbufferDCARB; extern PFNWGLRELEASEPBUFFERDCARBPROC wglReleasePbufferDCARB; extern PFNWGLDESTROYPBUFFERARBPROC wglDestroyPbufferARB; extern PFNWGLQUERYPBUFFERARBPROC wglQueryPbufferARB; // WGL_ARB_render_texture extern PFNWGLBINDTEXIMAGEARBPROC wglBindTexImageARB; extern PFNWGLRELEASETEXIMAGEARBPROC wglReleaseTexImageARB; extern PFNWGLSETPBUFFERATTRIBARBPROC wglSetPbufferAttribARB; #define WINDOW_STYLE (WS_OVERLAPPED|WS_BORDER|WS_CAPTION|WS_VISIBLE | WS_THICKFRAME) void Sys_QueEvent( sysEventType_t type, int value, int value2, int ptrLength, void *ptr, int inputDeviceNum ); void Sys_CreateConsole(); void Sys_DestroyConsole(); char *Sys_ConsoleInput (); char *Sys_GetCurrentUser(); void Win_SetErrorText( const char *text ); cpuid_t Sys_GetCPUId(); // Input subsystem void IN_Init (); void IN_Shutdown (); // add additional non keyboard / non mouse movement on top of the keyboard move cmd void IN_DeactivateMouseIfWindowed(); void IN_DeactivateMouse(); void IN_ActivateMouse(); void IN_Frame(); void DisableTaskKeys( BOOL bDisable, BOOL bBeep, BOOL bTaskMgr ); uint64 Sys_Microseconds(); // window procedure LONG WINAPI MainWndProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); void Conbuf_AppendText( const char *msg ); typedef struct { HWND hWnd; HINSTANCE hInstance; bool activeApp; // changed with WM_ACTIVATE messages bool mouseReleased; // when the game has the console down or is doing a long operation bool movingWindow; // inhibit mouse grab when dragging the window bool mouseGrabbed; // current state of grab and hide OSVERSIONINFOEX osversion; cpuid_t cpuid; // when we get a windows message, we store the time off so keyboard processing // can know the exact time of an event (not really needed now that we use async direct input) int sysMsgTime; bool windowClassRegistered; WNDPROC wndproc; HDC hDC; // handle to device context HGLRC hGLRC; // handle to GL rendering context PIXELFORMATDESCRIPTOR pfd; int pixelformat; HINSTANCE hinstOpenGL; // HINSTANCE for the OpenGL library int desktopBitsPixel; int desktopWidth, desktopHeight; int cdsFullscreen; // 0 = not fullscreen, otherwise monitor number idFileHandle log_fp; unsigned short oldHardwareGamma[3][256]; // desktop gamma is saved here for restoration at exit static idCVar sys_arch; static idCVar sys_cpustring; static idCVar in_mouse; static idCVar win_allowAltTab; static idCVar win_notaskkeys; static idCVar win_username; static idCVar win_outputEditString; static idCVar win_viewlog; static idCVar win_timerUpdate; static idCVar win_allowMultipleInstances; CRITICAL_SECTION criticalSections[MAX_CRITICAL_SECTIONS]; HINSTANCE hInstDI; // direct input LPDIRECTINPUT8 g_pdi; LPDIRECTINPUTDEVICE8 g_pMouse; LPDIRECTINPUTDEVICE8 g_pKeyboard; idJoystickWin32 g_Joystick; HANDLE renderCommandsEvent; HANDLE renderCompletedEvent; HANDLE renderActiveEvent; HANDLE renderThreadHandle; unsigned long renderThreadId; void (*glimpRenderThread)(); void *smpData; int wglErrors; // SMP acceleration vars } Win32Vars_t; extern Win32Vars_t win32; #endif /* !__WIN_LOCAL_H__ */