raze/source/common/platform/win32/i_system.cpp
Christoph Oelckers 19363ac23e - project contortions to make MSVC print our own deprecations but silence the ones from the compiler.
Since everything uses the same warning number, the old setup resulted in [[deprecated]] being silenced.
So this explicitly adds the needed #defines to silence the very noisy warning from the MSVC headers but leaves warning 4996 active otherwise.

In particlular this does:

* silence all warnings in the subprojects
* do not derive TIterator from std::iterator anymore as C++17 deprecates this.
* silence the above for RapidJSON because altering that code is not desirable.
* explicitly disable warning 4996 in some Windows files that call the deprecated (but still needed) GetVersionEx function.
* define _CRT_SECURE_NO_DEPRECATE, _CRT_SECURE_NO_WARNINGS and _CRT_NONSTDC_NO_WARNINGS through CMake to disable the CRT's deprecation and security warnings.

Currently this will print several (intended) deprecation warnings about 'updatesector' that point to code that needs to be changed but cannot yet without other refactorings being done first.
2021-11-06 16:48:31 +01:00

1093 lines
32 KiB
C++

/*
** i_system.cpp
** Timers, pre-console output, IWAD selection, and misc system routines.
**
**---------------------------------------------------------------------------
** Copyright 1998-2009 Randy Heit
** Copyright (C) 2007-2012 Skulltag Development Team
** Copyright (C) 2007-2016 Zandronum Development Team
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. Redistributions in any form must be accompanied by information on how to
** obtain complete source code for the software and any accompanying software
** that uses the software. The source code must either be included in the
** distribution or be available for no more than the cost of distribution plus
** a nominal fee, and must be freely redistributable under reasonable
** conditions. For an executable file, complete source code means the source
** code for all modules it contains. It does not include source code for
** modules or files that typically accompany the major components of the
** operating system on which the executable file runs.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
// HEADER FILES ------------------------------------------------------------
#pragma warning(disable:4996)
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <process.h>
#include <time.h>
#include <map>
#include <stdarg.h>
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <mmsystem.h>
#include <richedit.h>
#include <wincrypt.h>
#include <shlwapi.h>
#include "hardware.h"
#include "printf.h"
#include "version.h"
#include "i_sound.h"
#include "resource.h"
#include "stats.h"
#include "v_text.h"
#include "utf8.h"
#include "i_input.h"
#include "c_dispatch.h"
#include "gameconfigfile.h"
#include "v_font.h"
#include "i_system.h"
#include "bitmap.h"
#include "cmdlib.h"
#include "i_interface.h"
// MACROS ------------------------------------------------------------------
#ifdef _MSC_VER
// Turn off "conversion from 'LONG_PTR' to 'LONG', possible loss of data"
// generated by SetClassLongPtr().
#pragma warning(disable:4244)
#endif
// TYPES -------------------------------------------------------------------
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
extern void LayoutMainWindow(HWND hWnd, HWND pane);
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
void DestroyCustomCursor();
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static HCURSOR CreateCompatibleCursor(FBitmap &cursorpic, int leftofs, int topofs);
static HCURSOR CreateAlphaCursor(FBitmap &cursorpic, int leftofs, int topofs);
static HCURSOR CreateBitmapCursor(int xhot, int yhot, HBITMAP and_mask, HBITMAP color_mask);
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
EXTERN_CVAR (Bool, queryiwad);
// Used on welcome/IWAD screen.
EXTERN_CVAR (Bool, disableautoload)
EXTERN_CVAR (Bool, autoloadlights)
EXTERN_CVAR (Bool, autoloadbrightmaps)
EXTERN_CVAR (Bool, autoloadwidescreen)
EXTERN_CVAR (Int, vid_preferbackend)
extern HWND Window, ConWindow, GameTitleWindow;
extern HANDLE StdOut;
extern bool FancyStdOut;
extern HINSTANCE g_hInst;
extern FILE *Logfile;
extern bool NativeMouse;
extern bool ConWindowHidden;
// PUBLIC DATA DEFINITIONS -------------------------------------------------
CVAR (String, queryiwad_key, "shift", CVAR_GLOBALCONFIG|CVAR_ARCHIVE);
CVAR (Bool, con_debugoutput, false, 0);
double PerfToSec, PerfToMillisec;
UINT TimerPeriod;
int sys_ostype = 0;
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static WadStuff *WadList;
static int NumWads;
static int DefaultWad;
static HCURSOR CustomCursor;
//==========================================================================
//
// I_DetectOS
//
// Determine which version of Windows the game is running on.
//
//==========================================================================
void I_DetectOS(void)
{
OSVERSIONINFOEX info;
const char *osname;
info.dwOSVersionInfoSize = sizeof(OSVERSIONINFOEX);
if (!GetVersionEx((OSVERSIONINFO *)&info))
{
// Retry with the older OSVERSIONINFO structure.
info.dwOSVersionInfoSize = sizeof(OSVERSIONINFO);
GetVersionEx((OSVERSIONINFO *)&info);
}
switch (info.dwPlatformId)
{
case VER_PLATFORM_WIN32_NT:
osname = "NT";
if (info.dwMajorVersion == 6)
{
if (info.dwMinorVersion == 0)
{
osname = (info.wProductType == VER_NT_WORKSTATION) ? "Vista" : "Server 2008";
sys_ostype = 2; // legacy OS
}
else if (info.dwMinorVersion == 1)
{
osname = (info.wProductType == VER_NT_WORKSTATION) ? "7" : "Server 2008 R2";
sys_ostype = 2; // supported OS
}
else if (info.dwMinorVersion == 2)
{
// Starting with Windows 8.1, you need to specify in your manifest
// the highest version of Windows you support, which will also be the
// highest version of Windows this function returns.
osname = (info.wProductType == VER_NT_WORKSTATION) ? "8" : "Server 2012";
sys_ostype = 2; // supported OS
}
else if (info.dwMinorVersion == 3)
{
osname = (info.wProductType == VER_NT_WORKSTATION) ? "8.1" : "Server 2012 R2";
sys_ostype = 2; // supported OS
}
else if (info.dwMinorVersion == 4)
{
osname = (info.wProductType == VER_NT_WORKSTATION) ? "10 (beta)" : "Server 2016 (beta)";
}
}
else if (info.dwMajorVersion == 10)
{
osname = (info.wProductType == VER_NT_WORKSTATION) ? (info.dwBuildNumber >= 22000 ? "11 (or higher)" : "10") : "Server 2016 (or higher)";
sys_ostype = 3; // modern OS
}
break;
default:
osname = "Unknown OS";
break;
}
if (!batchrun) Printf ("OS: Windows %s (NT %lu.%lu) Build %lu\n %s\n",
osname,
info.dwMajorVersion, info.dwMinorVersion,
info.dwBuildNumber, info.szCSDVersion);
}
//==========================================================================
//
// CalculateCPUSpeed
//
// Make a decent guess at how much time elapses between TSC steps. This can
// vary over runtime depending on power management settings, so should not
// be used anywhere that truely accurate timing actually matters.
//
//==========================================================================
void CalculateCPUSpeed()
{
LARGE_INTEGER freq;
QueryPerformanceFrequency (&freq);
if (freq.QuadPart != 0)
{
LARGE_INTEGER count1, count2;
cycle_t ClockCalibration;
DWORD min_diff;
ClockCalibration.Reset();
// Count cycles for at least 55 milliseconds.
// The performance counter may be very low resolution compared to CPU
// speeds today, so the longer we count, the more accurate our estimate.
// On the other hand, we don't want to count too long, because we don't
// want the user to notice us spend time here, since most users will
// probably never use the performance statistics.
min_diff = freq.LowPart * 11 / 200;
// Minimize the chance of task switching during the testing by going very
// high priority. This is another reason to avoid timing for too long.
SetPriorityClass(GetCurrentProcess(), REALTIME_PRIORITY_CLASS);
SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_TIME_CRITICAL);
// Make sure we start timing on a counter boundary.
QueryPerformanceCounter(&count1);
do { QueryPerformanceCounter(&count2); } while (count1.QuadPart == count2.QuadPart);
// Do the timing loop.
ClockCalibration.Clock();
do { QueryPerformanceCounter(&count1); } while ((count1.QuadPart - count2.QuadPart) < min_diff);
ClockCalibration.Unclock();
SetPriorityClass(GetCurrentProcess(), NORMAL_PRIORITY_CLASS);
SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_NORMAL);
PerfToSec = double(count1.QuadPart - count2.QuadPart) / (double(ClockCalibration.GetRawCounter()) * freq.QuadPart);
PerfToMillisec = PerfToSec * 1000.0;
}
if (!batchrun) Printf ("CPU speed: %.0f MHz\n", 0.001 / PerfToMillisec);
}
//==========================================================================
//
// I_PrintStr
//
// Send output to the list box shown during startup (and hidden during
// gameplay).
//
//==========================================================================
static void DoPrintStr(const char *cpt, HWND edit, HANDLE StdOut)
{
if (edit == nullptr && StdOut == nullptr && !con_debugoutput)
return;
wchar_t wbuf[256];
int bpos = 0;
CHARRANGE selection;
CHARRANGE endselection;
LONG lines_before = 0, lines_after;
CHARFORMAT format;
if (edit != NULL)
{
// Store the current selection and set it to the end so we can append text.
SendMessage(edit, EM_EXGETSEL, 0, (LPARAM)&selection);
endselection.cpMax = endselection.cpMin = GetWindowTextLength(edit);
SendMessage(edit, EM_EXSETSEL, 0, (LPARAM)&endselection);
// GetWindowTextLength and EM_EXSETSEL can disagree on where the end of
// the text is. Find out what EM_EXSETSEL thought it was and use that later.
SendMessage(edit, EM_EXGETSEL, 0, (LPARAM)&endselection);
// Remember how many lines there were before we added text.
lines_before = (LONG)SendMessage(edit, EM_GETLINECOUNT, 0, 0);
}
const uint8_t *cptr = (const uint8_t*)cpt;
auto outputIt = [&]()
{
wbuf[bpos] = 0;
if (edit != nullptr)
{
SendMessageW(edit, EM_REPLACESEL, FALSE, (LPARAM)wbuf);
}
if (con_debugoutput)
{
OutputDebugStringW(wbuf);
}
if (StdOut != nullptr)
{
// Convert back to UTF-8.
DWORD bytes_written;
if (!FancyStdOut)
{
FString conout(wbuf);
WriteFile(StdOut, conout.GetChars(), (DWORD)conout.Len(), &bytes_written, NULL);
}
else
{
WriteConsoleW(StdOut, wbuf, bpos, &bytes_written, nullptr);
}
}
bpos = 0;
};
while (int chr = GetCharFromString(cptr))
{
if ((chr == TEXTCOLOR_ESCAPE && bpos != 0) || bpos == 255)
{
outputIt();
}
if (chr != TEXTCOLOR_ESCAPE)
{
if (chr >= 0x1D && chr <= 0x1F)
{ // The bar characters, most commonly used to indicate map changes
chr = 0x2550; // Box Drawings Double Horizontal
}
wbuf[bpos++] = chr;
}
else
{
EColorRange range = V_ParseFontColor(cptr, CR_UNTRANSLATED, CR_YELLOW);
if (range != CR_UNDEFINED)
{
// Change the color of future text added to the control.
PalEntry color = V_LogColorFromColorRange(range);
if (StdOut != NULL && FancyStdOut)
{
// Unfortunately, we are pretty limited here: There are only
// eight basic colors, and each comes in a dark and a bright
// variety.
float h, s, v, r, g, b;
int attrib = 0;
RGBtoHSV(color.r / 255.f, color.g / 255.f, color.b / 255.f, &h, &s, &v);
if (s != 0)
{ // color
HSVtoRGB(&r, &g, &b, h, 1, 1);
if (r == 1) attrib = FOREGROUND_RED;
if (g == 1) attrib |= FOREGROUND_GREEN;
if (b == 1) attrib |= FOREGROUND_BLUE;
if (v > 0.6) attrib |= FOREGROUND_INTENSITY;
}
else
{ // gray
if (v < 0.33) attrib = FOREGROUND_INTENSITY;
else if (v < 0.90) attrib = FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE;
else attrib = FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE | FOREGROUND_INTENSITY;
}
SetConsoleTextAttribute(StdOut, (WORD)attrib);
}
if (edit != NULL)
{
// GDI uses BGR colors, but color is RGB, so swap the R and the B.
std::swap(color.r, color.b);
// Change the color.
format.cbSize = sizeof(format);
format.dwMask = CFM_COLOR;
format.dwEffects = 0;
format.crTextColor = color;
SendMessage(edit, EM_SETCHARFORMAT, SCF_SELECTION, (LPARAM)&format);
}
}
}
}
if (bpos != 0)
{
outputIt();
}
if (edit != NULL)
{
// If the old selection was at the end of the text, keep it at the end and
// scroll. Don't scroll if the selection is anywhere else.
if (selection.cpMin == endselection.cpMin && selection.cpMax == endselection.cpMax)
{
selection.cpMax = selection.cpMin = GetWindowTextLength (edit);
lines_after = (LONG)SendMessage(edit, EM_GETLINECOUNT, 0, 0);
if (lines_after > lines_before)
{
SendMessage(edit, EM_LINESCROLL, 0, lines_after - lines_before);
}
}
// Restore the previous selection.
SendMessage(edit, EM_EXSETSEL, 0, (LPARAM)&selection);
// Give the edit control a chance to redraw itself.
I_GetEvent();
}
if (StdOut != NULL && FancyStdOut)
{ // Set text back to gray, in case it was changed.
SetConsoleTextAttribute(StdOut, FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE);
}
}
static TArray<FString> bufferedConsoleStuff;
void I_PrintStr(const char *cp)
{
if (ConWindowHidden)
{
bufferedConsoleStuff.Push(cp);
DoPrintStr(cp, NULL, StdOut);
}
else
{
DoPrintStr(cp, ConWindow, StdOut);
}
}
void I_FlushBufferedConsoleStuff()
{
for (unsigned i = 0; i < bufferedConsoleStuff.Size(); i++)
{
DoPrintStr(bufferedConsoleStuff[i], ConWindow, NULL);
}
bufferedConsoleStuff.Clear();
}
//==========================================================================
//
// SetQueryIWAD
//
// The user had the "Don't ask again" box checked when they closed the
// IWAD selection dialog.
//
//==========================================================================
static void SetQueryIWad(HWND dialog)
{
HWND checkbox = GetDlgItem(dialog, IDC_DONTASKIWAD);
int state = (int)SendMessage(checkbox, BM_GETCHECK, 0, 0);
bool query = (state != BST_CHECKED);
if (!query && queryiwad)
{
MessageBoxA(dialog,
"You have chosen not to show this dialog box in the future.\n"
"If you wish to see it again, hold down SHIFT while starting " GAMENAME ".",
"Don't ask me this again",
MB_OK | MB_ICONINFORMATION);
}
queryiwad = query;
}
//==========================================================================
//
// IWADBoxCallback
//
// Dialog proc for the IWAD selector.
//
//==========================================================================
BOOL CALLBACK IWADBoxCallback(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
{
HWND ctrl;
int i;
switch (message)
{
case WM_INITDIALOG:
// Add our program name to the window title
{
WCHAR label[256];
FString newlabel;
GetWindowTextW(hDlg, label, countof(label));
FString alabel(label);
newlabel.Format(GAMENAME " %s: %s", GetVersionString(), alabel.GetChars());
auto wlabel = newlabel.WideString();
SetWindowTextW(hDlg, wlabel.c_str());
}
// [SP] Upstreamed from Zandronum
char szString[256];
// Check the current video settings.
SendDlgItemMessage( hDlg, IDC_WELCOME_FULLSCREEN, BM_SETCHECK, vid_fullscreen ? BST_CHECKED : BST_UNCHECKED, 0 );
switch (vid_preferbackend)
{
case 1:
SendDlgItemMessage( hDlg, IDC_WELCOME_VULKAN2, BM_SETCHECK, BST_CHECKED, 0 );
break;
case 2:
SendDlgItemMessage( hDlg, IDC_WELCOME_VULKAN3, BM_SETCHECK, BST_CHECKED, 0 );
break;
#ifdef HAVE_GLES2
case 3:
SendDlgItemMessage( hDlg, IDC_WELCOME_VULKAN4, BM_SETCHECK, BST_CHECKED, 0 );
break;
#endif
default:
SendDlgItemMessage( hDlg, IDC_WELCOME_VULKAN1, BM_SETCHECK, BST_CHECKED, 0 );
break;
}
// [SP] This is our's
SendDlgItemMessage( hDlg, IDC_WELCOME_NOAUTOLOAD, BM_SETCHECK, disableautoload ? BST_CHECKED : BST_UNCHECKED, 0 );
SendDlgItemMessage( hDlg, IDC_WELCOME_LIGHTS, BM_SETCHECK, autoloadlights ? BST_CHECKED : BST_UNCHECKED, 0 );
SendDlgItemMessage( hDlg, IDC_WELCOME_BRIGHTMAPS, BM_SETCHECK, autoloadbrightmaps ? BST_CHECKED : BST_UNCHECKED, 0 );
SendDlgItemMessage( hDlg, IDC_WELCOME_WIDESCREEN, BM_SETCHECK, autoloadwidescreen ? BST_CHECKED : BST_UNCHECKED, 0 );
// Set up our version string.
sprintf(szString, "Version %s.", GetVersionString());
SetDlgItemTextA (hDlg, IDC_WELCOME_VERSION, szString);
// Populate the list with all the IWADs found
ctrl = GetDlgItem(hDlg, IDC_IWADLIST);
for (i = 0; i < NumWads; i++)
{
const char *filepart = strrchr(WadList[i].Path, '/');
if (filepart == NULL)
filepart = WadList[i].Path;
else
filepart++;
FString work;
if (*filepart) work.Format("%s (%s)", WadList[i].Name.GetChars(), filepart);
else work = WadList[i].Name.GetChars();
std::wstring wide = work.WideString();
SendMessage(ctrl, LB_ADDSTRING, 0, (LPARAM)wide.c_str());
SendMessage(ctrl, LB_SETITEMDATA, i, (LPARAM)i);
}
SendMessage(ctrl, LB_SETCURSEL, DefaultWad, 0);
SetFocus(ctrl);
// Set the state of the "Don't ask me again" checkbox
ctrl = GetDlgItem(hDlg, IDC_DONTASKIWAD);
SendMessage(ctrl, BM_SETCHECK, queryiwad ? BST_UNCHECKED : BST_CHECKED, 0);
// Make sure the dialog is in front. If SHIFT was pressed to force it visible,
// then the other window will normally be on top.
SetForegroundWindow(hDlg);
break;
case WM_COMMAND:
if (LOWORD(wParam) == IDCANCEL)
{
EndDialog (hDlg, -1);
}
else if (LOWORD(wParam) == IDOK ||
(LOWORD(wParam) == IDC_IWADLIST && HIWORD(wParam) == LBN_DBLCLK))
{
SetQueryIWad(hDlg);
// [SP] Upstreamed from Zandronum
vid_fullscreen = SendDlgItemMessage( hDlg, IDC_WELCOME_FULLSCREEN, BM_GETCHECK, 0, 0 ) == BST_CHECKED;
#ifdef HAVE_GLES2
if (SendDlgItemMessage(hDlg, IDC_WELCOME_VULKAN4, BM_GETCHECK, 0, 0) == BST_CHECKED)
vid_preferbackend = 3;
else
#endif
if (SendDlgItemMessage(hDlg, IDC_WELCOME_VULKAN3, BM_GETCHECK, 0, 0) == BST_CHECKED)
vid_preferbackend = 2;
else if (SendDlgItemMessage(hDlg, IDC_WELCOME_VULKAN2, BM_GETCHECK, 0, 0) == BST_CHECKED)
vid_preferbackend = 1;
else if (SendDlgItemMessage(hDlg, IDC_WELCOME_VULKAN1, BM_GETCHECK, 0, 0) == BST_CHECKED)
vid_preferbackend = 0;
// [SP] This is our's.
disableautoload = SendDlgItemMessage( hDlg, IDC_WELCOME_NOAUTOLOAD, BM_GETCHECK, 0, 0 ) == BST_CHECKED;
autoloadlights = SendDlgItemMessage( hDlg, IDC_WELCOME_LIGHTS, BM_GETCHECK, 0, 0 ) == BST_CHECKED;
autoloadbrightmaps = SendDlgItemMessage( hDlg, IDC_WELCOME_BRIGHTMAPS, BM_GETCHECK, 0, 0 ) == BST_CHECKED;
autoloadwidescreen = SendDlgItemMessage( hDlg, IDC_WELCOME_WIDESCREEN, BM_GETCHECK, 0, 0 ) == BST_CHECKED;
ctrl = GetDlgItem (hDlg, IDC_IWADLIST);
EndDialog(hDlg, SendMessage (ctrl, LB_GETCURSEL, 0, 0));
}
break;
}
return FALSE;
}
//==========================================================================
//
// I_PickIWad
//
// Open a dialog to pick the IWAD, if there is more than one found.
//
//==========================================================================
int I_PickIWad(WadStuff *wads, int numwads, bool showwin, int defaultiwad)
{
int vkey;
if (stricmp(queryiwad_key, "shift") == 0)
{
vkey = VK_SHIFT;
}
else if (stricmp(queryiwad_key, "control") == 0 || stricmp (queryiwad_key, "ctrl") == 0)
{
vkey = VK_CONTROL;
}
else
{
vkey = 0;
}
if (showwin || (vkey != 0 && GetAsyncKeyState(vkey)))
{
WadList = wads;
NumWads = numwads;
DefaultWad = defaultiwad;
return (int)DialogBox(g_hInst, MAKEINTRESOURCE(IDD_IWADDIALOG),
(HWND)Window, (DLGPROC)IWADBoxCallback);
}
return defaultiwad;
}
//==========================================================================
//
// I_SetCursor
//
// Returns true if the cursor was successfully changed.
//
//==========================================================================
bool I_SetCursor(FGameTexture *cursorpic)
{
HCURSOR cursor;
if (cursorpic != NULL && cursorpic->isValid())
{
auto image = cursorpic->GetTexture()->GetBgraBitmap(nullptr);
// Must be no larger than 32x32. (is this still necessary?
if (image.GetWidth() > 32 || image.GetHeight() > 32)
{
return false;
}
// Fixme: This should get a raw image, not a texture. (Once raw images get implemented.)
int lo = cursorpic->GetTexelLeftOffset();
int to = cursorpic->GetTexelTopOffset();
cursor = CreateAlphaCursor(image, lo, to);
if (cursor == NULL)
{
cursor = CreateCompatibleCursor(image, lo, to);
}
if (cursor == NULL)
{
return false;
}
// Replace the existing cursor with the new one.
DestroyCustomCursor();
CustomCursor = cursor;
}
else
{
DestroyCustomCursor();
cursor = LoadCursor(NULL, IDC_ARROW);
}
SetClassLongPtr(Window, GCLP_HCURSOR, (LONG_PTR)cursor);
if (NativeMouse)
{
POINT pt;
RECT client;
// If the mouse pointer is within the window's client rect, set it now.
if (GetCursorPos(&pt) && GetClientRect(Window, &client) &&
ClientToScreen(Window, (LPPOINT)&client.left) &&
ClientToScreen(Window, (LPPOINT)&client.right))
{
if (pt.x >= client.left && pt.x < client.right &&
pt.y >= client.top && pt.y < client.bottom)
{
SetCursor(cursor);
}
}
}
return true;
}
//==========================================================================
//
// CreateCompatibleCursor
//
// Creates a cursor with a 1-bit alpha channel.
//
//==========================================================================
static HCURSOR CreateCompatibleCursor(FBitmap &bmp, int leftofs, int topofs)
{
int picwidth = bmp.GetWidth();
int picheight = bmp.GetHeight();
// Create bitmap masks for the cursor from the texture.
HDC dc = GetDC(NULL);
if (dc == NULL)
{
return nullptr;
}
HDC and_mask_dc = CreateCompatibleDC(dc);
HDC xor_mask_dc = CreateCompatibleDC(dc);
HBITMAP and_mask = CreateCompatibleBitmap(dc, 32, 32);
HBITMAP xor_mask = CreateCompatibleBitmap(dc, 32, 32);
ReleaseDC(NULL, dc);
SelectObject(and_mask_dc, and_mask);
SelectObject(xor_mask_dc, xor_mask);
// Initialize with an invisible cursor.
SelectObject(and_mask_dc, GetStockObject(WHITE_PEN));
SelectObject(and_mask_dc, GetStockObject(WHITE_BRUSH));
Rectangle(and_mask_dc, 0, 0, 32, 32);
SelectObject(xor_mask_dc, GetStockObject(BLACK_PEN));
SelectObject(xor_mask_dc, GetStockObject(BLACK_BRUSH));
Rectangle(xor_mask_dc, 0, 0, 32, 32);
const uint8_t *pixels = bmp.GetPixels();
// Copy color data from the source texture to the cursor bitmaps.
for (int y = 0; y < picheight; ++y)
{
for (int x = 0; x < picwidth; ++x)
{
const uint8_t *bgra = &pixels[x*4 + y*bmp.GetPitch()];
if (bgra[3] != 0)
{
SetPixelV(and_mask_dc, x, y, RGB(0,0,0));
SetPixelV(xor_mask_dc, x, y, RGB(bgra[2], bgra[1], bgra[0]));
}
}
}
DeleteDC(and_mask_dc);
DeleteDC(xor_mask_dc);
// Create the cursor from the bitmaps.
return CreateBitmapCursor(leftofs, topofs, and_mask, xor_mask);
}
//==========================================================================
//
// CreateAlphaCursor
//
// Creates a cursor with a full alpha channel.
//
//==========================================================================
static HCURSOR CreateAlphaCursor(FBitmap &source, int leftofs, int topofs)
{
HDC dc;
BITMAPV5HEADER bi;
HBITMAP color, mono;
void *bits;
// Find closest integer scale factor for the monitor DPI
HDC screenDC = GetDC(0);
int dpi = GetDeviceCaps(screenDC, LOGPIXELSX);
int scale = max((dpi + 96 / 2 - 1) / 96, 1);
ReleaseDC(0, screenDC);
memset(&bi, 0, sizeof(bi));
bi.bV5Size = sizeof(bi);
bi.bV5Width = 32 * scale;
bi.bV5Height = 32 * scale;
bi.bV5Planes = 1;
bi.bV5BitCount = 32;
bi.bV5Compression = BI_BITFIELDS;
bi.bV5RedMask = 0x00FF0000;
bi.bV5GreenMask = 0x0000FF00;
bi.bV5BlueMask = 0x000000FF;
bi.bV5AlphaMask = 0xFF000000;
dc = GetDC(NULL);
if (dc == NULL)
{
return NULL;
}
// Create the DIB section with an alpha channel.
color = CreateDIBSection(dc, (BITMAPINFO *)&bi, DIB_RGB_COLORS, &bits, NULL, 0);
ReleaseDC(NULL, dc);
if (color == NULL)
{
return NULL;
}
// Create an empty mask bitmap, since CreateIconIndirect requires this.
mono = CreateBitmap(32 * scale, 32 * scale, 1, 1, NULL);
if (mono == NULL)
{
DeleteObject(color);
return NULL;
}
// Copy cursor to the color bitmap. Note that GDI bitmaps are upside down compared
// to normal conventions, so we create the FBitmap pointing at the last row and use
// a negative pitch so that Blit will use GDI's orientation.
if (scale == 1)
{
FBitmap bmp((uint8_t *)bits + 31 * 32 * 4, -32 * 4, 32, 32);
bmp.Blit(0, 0, source);
}
else
{
TArray<uint32_t> unscaled;
unscaled.Resize(32 * 32);
for (int i = 0; i < 32 * 32; i++) unscaled[i] = 0;
FBitmap bmp((uint8_t *)&unscaled[0] + 31 * 32 * 4, -32 * 4, 32, 32);
bmp.Blit(0, 0, source);
uint32_t *scaled = (uint32_t*)bits;
for (int y = 0; y < 32 * scale; y++)
{
for (int x = 0; x < 32 * scale; x++)
{
scaled[x + y * 32 * scale] = unscaled[x / scale + y / scale * 32];
}
}
}
return CreateBitmapCursor(leftofs * scale, topofs * scale, mono, color);
}
//==========================================================================
//
// CreateBitmapCursor
//
// Create the cursor from the bitmaps. Deletes the bitmaps before returning.
//
//==========================================================================
static HCURSOR CreateBitmapCursor(int xhot, int yhot, HBITMAP and_mask, HBITMAP color_mask)
{
ICONINFO iconinfo =
{
FALSE, // fIcon
(DWORD)xhot, // xHotspot
(DWORD)yhot, // yHotspot
and_mask, // hbmMask
color_mask // hbmColor
};
HCURSOR cursor = CreateIconIndirect(&iconinfo);
// Delete the bitmaps.
DeleteObject(and_mask);
DeleteObject(color_mask);
return cursor;
}
//==========================================================================
//
// DestroyCustomCursor
//
//==========================================================================
void DestroyCustomCursor()
{
if (CustomCursor != NULL)
{
DestroyCursor(CustomCursor);
CustomCursor = NULL;
}
}
//==========================================================================
//
// I_WriteIniFailed
//
// Display a message when the config failed to save.
//
//==========================================================================
bool I_WriteIniFailed()
{
char *lpMsgBuf;
FString errortext;
FormatMessageA (FORMAT_MESSAGE_ALLOCATE_BUFFER |
FORMAT_MESSAGE_FROM_SYSTEM |
FORMAT_MESSAGE_IGNORE_INSERTS,
NULL,
GetLastError(),
MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), // Default language
(LPSTR)&lpMsgBuf,
0,
NULL
);
errortext.Format ("The config file %s could not be written:\n%s", GameConfig->GetPathName(), lpMsgBuf);
LocalFree (lpMsgBuf);
return MessageBoxA(Window, errortext.GetChars(), GAMENAME " configuration not saved", MB_ICONEXCLAMATION | MB_RETRYCANCEL) == IDRETRY;
}
//==========================================================================
//
// I_MakeRNGSeed
//
// Returns a 32-bit random seed, preferably one with lots of entropy.
//
//==========================================================================
unsigned int I_MakeRNGSeed()
{
unsigned int seed;
// If RtlGenRandom is available, use that to avoid increasing the
// working set by pulling in all of the crytographic API.
HMODULE advapi = GetModuleHandleA("advapi32.dll");
if (advapi != NULL)
{
BOOLEAN (APIENTRY *RtlGenRandom)(void *, ULONG) =
(BOOLEAN (APIENTRY *)(void *, ULONG))GetProcAddress(advapi, "SystemFunction036");
if (RtlGenRandom != NULL)
{
if (RtlGenRandom(&seed, sizeof(seed)))
{
return seed;
}
}
}
// Use the full crytographic API to produce a seed. If that fails,
// time() is used as a fallback.
HCRYPTPROV prov;
if (!CryptAcquireContext(&prov, NULL, MS_DEF_PROV, PROV_RSA_FULL, CRYPT_VERIFYCONTEXT))
{
return (unsigned int)time(NULL);
}
if (!CryptGenRandom(prov, sizeof(seed), (uint8_t *)&seed))
{
seed = (unsigned int)time(NULL);
}
CryptReleaseContext(prov, 0);
return seed;
}
//==========================================================================
//
// I_GetLongPathName
//
// Returns the long version of the path, or the original if there isn't
// anything worth changing.
//
//==========================================================================
FString I_GetLongPathName(const FString &shortpath)
{
std::wstring wshortpath = shortpath.WideString();
DWORD buffsize = GetLongPathNameW(wshortpath.c_str(), nullptr, 0);
if (buffsize == 0)
{ // nothing to change (it doesn't exist, maybe?)
return shortpath;
}
TArray<WCHAR> buff(buffsize, true);
DWORD buffsize2 = GetLongPathNameW(wshortpath.c_str(), buff.Data(), buffsize);
if (buffsize2 >= buffsize)
{ // Failure! Just return the short path
return shortpath;
}
FString longpath(buff.Data());
return longpath;
}
#ifdef _USING_V110_SDK71_
//==========================================================================
//
// _stat64i32
//
// Work around an issue where stat() function doesn't work
// with Windows XP compatible toolset.
// It uses GetFileInformationByHandleEx() which requires Windows Vista.
//
//==========================================================================
int _wstat64i32(const wchar_t *path, struct _stat64i32 *buffer)
{
WIN32_FILE_ATTRIBUTE_DATA data;
if(!GetFileAttributesExW(path, GetFileExInfoStandard, &data))
return -1;
buffer->st_ino = 0;
buffer->st_mode = ((data.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) ? S_IFDIR : S_IFREG)|
((data.dwFileAttributes & FILE_ATTRIBUTE_READONLY) ? S_IREAD : S_IREAD|S_IWRITE);
buffer->st_dev = buffer->st_rdev = 0;
buffer->st_nlink = 1;
buffer->st_uid = 0;
buffer->st_gid = 0;
buffer->st_size = data.nFileSizeLow;
buffer->st_atime = (*(uint64_t*)&data.ftLastAccessTime) / 10000000 - 11644473600LL;
buffer->st_mtime = (*(uint64_t*)&data.ftLastWriteTime) / 10000000 - 11644473600LL;
buffer->st_ctime = (*(uint64_t*)&data.ftCreationTime) / 10000000 - 11644473600LL;
return 0;
}
#endif
struct NumaNode
{
uint64_t affinityMask = 0;
int threadCount = 0;
};
static TArray<NumaNode> numaNodes;
static void SetupNumaNodes()
{
if (numaNodes.Size() == 0)
{
// Query processors in the system
DWORD_PTR processMask = 0, systemMask = 0;
BOOL result = GetProcessAffinityMask(GetCurrentProcess(), &processMask, &systemMask);
if (result)
{
// Find the numa node each processor belongs to
std::map<int, NumaNode> nodes;
for (int i = 0; i < sizeof(DWORD_PTR) * 8; i++)
{
DWORD_PTR processorMask = (((DWORD_PTR)1) << i);
if (processMask & processorMask)
{
UCHAR nodeNumber = 0;
result = GetNumaProcessorNode(i, &nodeNumber);
if (nodeNumber != 0xff)
{
nodes[nodeNumber].affinityMask |= (uint64_t)processorMask;
nodes[nodeNumber].threadCount++;
}
}
}
// Convert map to a list
for (const auto &it : nodes)
{
numaNodes.Push(it.second);
}
}
// Fall back to a single node if something went wrong
if (numaNodes.Size() == 0)
{
NumaNode node;
node.threadCount = std::thread::hardware_concurrency();
if (node.threadCount == 0)
node.threadCount = 1;
numaNodes.Push(node);
}
}
}
int I_GetNumaNodeCount()
{
SetupNumaNodes();
return numaNodes.Size();
}
int I_GetNumaNodeThreadCount(int numaNode)
{
SetupNumaNodes();
return numaNodes[numaNode].threadCount;
}
void I_SetThreadNumaNode(std::thread &thread, int numaNode)
{
if (numaNodes.Size() > 1)
{
HANDLE handle = (HANDLE)thread.native_handle();
SetThreadAffinityMask(handle, (DWORD_PTR)numaNodes[numaNode].affinityMask);
}
}