mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-12-04 09:31:23 +00:00
2e1a70e319
maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
371 lines
8 KiB
C
371 lines
8 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "quakedef.h"
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#include "winquake.h"
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#ifndef WINRT
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// 64K is > 1 second at 16-bit, 22050 Hz
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#define WAV_BUFFERS 64
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#define WAV_MASK 0x3F
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#define WAV_BUFFER_SIZE 0x0400
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#define SECONDARY_BUFFER_SIZE 0x10000
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static void WAV_Submit(soundcardinfo_t *sc, int start, int end);
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typedef struct {
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HWAVEOUT hWaveOut;
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HANDLE hData;
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HGLOBAL hWaveHdr;
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HPSTR lpData;
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LPWAVEHDR lpWaveHdr;
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// DWORD mmstarttime;
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DWORD gSndBufSize;
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} wavhandle_t;
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/*
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==================
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S_BlockSound
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==================
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*/
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//all devices
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void S_BlockSound (void)
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{
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soundcardinfo_t *sc;
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wavhandle_t *wh;
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snd_blocked++;
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for (sc = sndcardinfo; sc; sc=sc->next)
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{
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if (sc->Submit == WAV_Submit && !sc->inactive_sound)
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{
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wh = sc->handle;
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if (snd_blocked == 1)
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waveOutReset (wh->hWaveOut);
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}
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}
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}
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/*
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==================
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S_UnblockSound
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==================
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*/
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//all devices
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void S_UnblockSound (void)
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{
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snd_blocked--;
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}
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static void *WAV_Lock (soundcardinfo_t *sc, unsigned int *sampidx)
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{
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return sc->sn.buffer;
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}
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static void WAV_Unlock (soundcardinfo_t *sc, void *buffer)
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{
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}
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/*
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==================
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FreeSound
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==================
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*/
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//per device
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static void WAV_Shutdown (soundcardinfo_t *sc)
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{
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int i;
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wavhandle_t *wh = sc->handle;
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if (!wh)
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return;
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sc->handle = NULL;
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waveOutReset (wh->hWaveOut);
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if (wh->lpWaveHdr)
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{
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for (i=0 ; i< WAV_BUFFERS ; i++)
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waveOutUnprepareHeader (wh->hWaveOut, wh->lpWaveHdr+i, sizeof(WAVEHDR));
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}
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waveOutClose (wh->hWaveOut);
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if (wh->hWaveHdr)
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{
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GlobalUnlock(wh->hWaveHdr);
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GlobalFree(wh->hWaveHdr);
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}
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if (wh->hData)
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{
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GlobalUnlock(wh->hData);
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GlobalFree(wh->hData);
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}
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wh->hWaveOut = 0;
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wh->hData = 0;
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wh->hWaveHdr = 0;
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wh->lpData = NULL;
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wh->lpWaveHdr = NULL;
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Z_Free(wh);
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}
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static void WAV_SetUnderWater(soundcardinfo_t *sc, qboolean underwater)
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{
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}
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/*
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==============
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SNDDMA_GetDMAPos
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return the current sample position (in mono samples read)
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inside the recirculating dma buffer, so the mixing code will know
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how many sample are required to fill it up.
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===============
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*/
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static unsigned int WAV_GetDMAPos(soundcardinfo_t *sc)
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{
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int s;
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s = sc->snd_sent * WAV_BUFFER_SIZE;
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s >>= (sc->sn.samplebits/8) - 1;
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// s = (s/shm->numchannels % (shm->samples-1))*shm->numchannels;
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return s;
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}
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/*
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==============
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WAV_Submit
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Send sound to device if buffer isn't really the dma buffer
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===============
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*/
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static void WAV_Submit(soundcardinfo_t *sc, int start, int end)
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{
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LPWAVEHDR h;
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int wResult;
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wavhandle_t *wh = sc->handle;
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int chunkstosubmit;
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//
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// find which sound blocks have completed
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//
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while (1)
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{
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if ( sc->snd_completed == sc->snd_sent )
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{
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Con_DPrintf ("Sound overrun\n");
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break;
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}
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if ( ! (wh->lpWaveHdr[ sc->snd_completed & WAV_MASK].dwFlags & WHDR_DONE) )
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{
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break;
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}
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sc->snd_completed++; // this buffer has been played
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}
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//
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// submit two new sound blocks
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//
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if (sc->sn.speed <= 22050)
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chunkstosubmit = 4;
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else
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chunkstosubmit = 4 + (sc->sn.speed/6000);
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while (((sc->snd_sent - sc->snd_completed) >> ((sc->sn.samplebits/8) - 1)) < chunkstosubmit)
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{
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h = wh->lpWaveHdr + ( sc->snd_sent&WAV_MASK );
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sc->snd_sent++;
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/*
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* Now the data block can be sent to the output device. The
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* waveOutWrite function returns immediately and waveform
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* data is sent to the output device in the background.
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*/
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wResult = waveOutWrite(wh->hWaveOut, h, sizeof(WAVEHDR));
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if (wResult != MMSYSERR_NOERROR)
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{
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Con_SafePrintf ("Failed to write block to device\n");
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WAV_Shutdown (sc);
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return;
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}
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}
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}
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/*
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==================
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SNDDM_InitWav
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Crappy windows multimedia base
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==================
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*/
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int WAV_InitCard (soundcardinfo_t *sc, int cardnum)
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{
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WAVEFORMATEX format;
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int i;
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HRESULT hr;
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wavhandle_t *wh;
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if (cardnum != 0)
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return 2; //we only support one card, at the moment.
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wh = sc->handle = Z_Malloc(sizeof(wavhandle_t));
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sc->snd_sent = 0;
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sc->snd_completed = 0;
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if (sc->sn.speed > 48000) // limit waveout to 48000 until that buffer issue gets solved
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sc->sn.speed = 48000;
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memset (&format, 0, sizeof(format));
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format.wFormatTag = WAVE_FORMAT_PCM;
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format.nChannels = sc->sn.numchannels;
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format.wBitsPerSample = sc->sn.samplebits;
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format.nSamplesPerSec = sc->sn.speed;
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format.nBlockAlign = format.nChannels
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*format.wBitsPerSample / 8;
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format.cbSize = 0;
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format.nAvgBytesPerSec = format.nSamplesPerSec
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*format.nBlockAlign;
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/* Open a waveform device for output using window callback. */
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while ((hr = waveOutOpen((LPHWAVEOUT)&wh->hWaveOut, WAVE_MAPPER,
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&format,
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0, 0L, CALLBACK_NULL)) != MMSYSERR_NOERROR)
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{
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if (hr != MMSYSERR_ALLOCATED)
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{
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if (hr == WAVERR_BADFORMAT)
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Con_SafePrintf (CON_ERROR "waveOutOpen failed, format not supported\n");
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else
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Con_SafePrintf (CON_ERROR "waveOutOpen failed, return code %i\n", (int)hr);
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WAV_Shutdown (sc);
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return false;
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}
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// if (MessageBox (NULL,
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// "The sound hardware is in use by another app.\n\n"
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// "Select Retry to try to start sound again or Cancel to run Quake with no sound.",
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// "Sound not available",
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// MB_RETRYCANCEL | MB_SETFOREGROUND | MB_ICONEXCLAMATION) != IDRETRY)
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// {
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Con_SafePrintf (CON_ERROR "waveOutOpen failure;\n"
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" hardware already in use\nclose the app, then try using snd_restart\n");
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WAV_Shutdown (sc);
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return false;
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// }
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}
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/*
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* Allocate and lock memory for the waveform data. The memory
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* for waveform data must be globally allocated with
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* GMEM_MOVEABLE and GMEM_SHARE flags.
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*/
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wh->gSndBufSize = WAV_BUFFERS*WAV_BUFFER_SIZE;
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wh->hData = GlobalAlloc(GMEM_MOVEABLE | GMEM_SHARE, wh->gSndBufSize);
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if (!wh->hData)
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{
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Con_SafePrintf (CON_ERROR "Sound: Out of memory.\n");
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WAV_Shutdown (sc);
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return false;
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}
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wh->lpData = GlobalLock(wh->hData);
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if (!wh->lpData)
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{
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Con_SafePrintf (CON_ERROR "Sound: Failed to lock.\n");
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WAV_Shutdown (sc);
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return false;
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}
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memset (wh->lpData, 0, wh->gSndBufSize);
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/*
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* Allocate and lock memory for the header. This memory must
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* also be globally allocated with GMEM_MOVEABLE and
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* GMEM_SHARE flags.
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*/
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wh->hWaveHdr = GlobalAlloc(GMEM_MOVEABLE | GMEM_SHARE,
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(DWORD) sizeof(WAVEHDR) * WAV_BUFFERS);
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if (wh->hWaveHdr == NULL)
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{
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Con_SafePrintf (CON_ERROR "Sound: Failed to Alloc header.\n");
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WAV_Shutdown (sc);
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return false;
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}
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wh->lpWaveHdr = (LPWAVEHDR) GlobalLock(wh->hWaveHdr);
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if (wh->lpWaveHdr == NULL)
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{
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Con_SafePrintf (CON_ERROR "Sound: Failed to lock header.\n");
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WAV_Shutdown (sc);
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return false;
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}
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memset (wh->lpWaveHdr, 0, sizeof(WAVEHDR) * WAV_BUFFERS);
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/* After allocation, set up and prepare headers. */
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for (i=0 ; i<WAV_BUFFERS ; i++)
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{
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wh->lpWaveHdr[i].dwBufferLength = WAV_BUFFER_SIZE;
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wh->lpWaveHdr[i].lpData = wh->lpData + i*WAV_BUFFER_SIZE;
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if (waveOutPrepareHeader(wh->hWaveOut, wh->lpWaveHdr+i, sizeof(WAVEHDR)) !=
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MMSYSERR_NOERROR)
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{
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Con_SafePrintf (CON_ERROR "Sound: failed to prepare wave headers\n");
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WAV_Shutdown (sc);
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return false;
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}
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}
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sc->sn.samples = wh->gSndBufSize/(sc->sn.samplebits/8);
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sc->sn.samplepos = 0;
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sc->sn.buffer = (unsigned char *) wh->lpData;
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Q_strncpyz(sc->name, "wav out", sizeof(sc->name));
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sc->Lock = WAV_Lock;
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sc->Unlock = WAV_Unlock;
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sc->SetWaterDistortion = WAV_SetUnderWater;
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sc->Submit = WAV_Submit;
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sc->Shutdown = WAV_Shutdown;
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sc->GetDMAPos = WAV_GetDMAPos;
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return true;
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}
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int (*pWAV_InitCard) (soundcardinfo_t *sc, int cardnum) = &WAV_InitCard;
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#endif
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