gzdoom-gles/src/win32/win32iface.h

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/*
** win32iface.h
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** 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.
**
** 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.
**---------------------------------------------------------------------------
**
*/
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#ifndef DIRECTDRAW_VERSION
#define DIRECTDRAW_VERSION 0x0300
#endif
#ifndef DIRECT3D_VERSION
#define DIRECT3D_VERSION 0x0900
#endif
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <ddraw.h>
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#include <d3d9.h>
#include "hardware.h"
#include "v_video.h"
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EXTERN_CVAR (Bool, vid_vsync)
class Win32Video : public IVideo
{
public:
Win32Video (int parm);
~Win32Video ();
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bool InitD3D9();
void InitDDraw();
EDisplayType GetDisplayType () { return DISPLAY_Both; }
void SetWindowedScale (float scale);
DFrameBuffer *CreateFrameBuffer (int width, int height, bool fs, DFrameBuffer *old);
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
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void StartModeIterator (int bits, bool fs);
bool NextMode (int *width, int *height, bool *letterbox);
bool GoFullscreen (bool yes);
void BlankForGDI ();
private:
struct ModeInfo
{
ModeInfo (int inX, int inY, int inBits, int inRealY)
: next (NULL),
width (inX),
height (inY),
bits (inBits),
realheight (inRealY)
{}
ModeInfo *next;
int width, height, bits;
int realheight;
} *m_Modes;
ModeInfo *m_IteratorMode;
int m_IteratorBits;
bool m_IteratorFS;
bool m_IsFullscreen;
bool m_CalledCoInitialize;
void AddMode (int x, int y, int bits, int baseHeight);
void FreeModes ();
static HRESULT WINAPI EnumDDModesCB (LPDDSURFACEDESC desc, void *modes);
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void AddD3DModes (D3DFORMAT format);
void AddLetterboxModes ();
friend class DDrawFB;
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friend class D3DFB;
};
class BaseWinFB : public DFrameBuffer
{
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DECLARE_ABSTRACT_CLASS(BaseWinFB, DFrameBuffer)
public:
BaseWinFB (int width, int height) : DFrameBuffer (width, height), Windowed (true) {}
bool IsFullscreen () { return !Windowed; }
virtual void Blank () = 0;
virtual bool PaintToWindow () = 0;
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virtual HRESULT GetHR () = 0;
protected:
virtual bool CreateResources () = 0;
virtual void ReleaseResources () = 0;
bool Windowed;
friend int I_PlayMovie (const char *name);
friend class Win32Video;
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BaseWinFB() {}
};
class DDrawFB : public BaseWinFB
{
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DECLARE_CLASS(DDrawFB, BaseWinFB)
public:
DDrawFB (int width, int height, bool fullscreen);
~DDrawFB ();
bool IsValid ();
bool Lock ();
bool Lock (bool buffer);
void Unlock ();
void ForceBuffering (bool force);
void Update ();
PalEntry *GetPalette ();
void GetFlashedPalette (PalEntry pal[256]);
void UpdatePalette ();
bool SetGamma (float gamma);
bool SetFlash (PalEntry rgb, int amount);
void GetFlash (PalEntry &rgb, int &amount);
int GetPageCount ();
int QueryNewPalette ();
void PaletteChanged ();
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void SetVSync (bool vsync);
HRESULT GetHR ();
void Blank ();
bool PaintToWindow ();
private:
enum LockSurfRes { NoGood, Good, GoodWasLost };
bool CreateResources ();
void ReleaseResources ();
bool CreateSurfacesAttached ();
bool CreateSurfacesComplex ();
bool CreateBlitterSource ();
LockSurfRes LockSurf (LPRECT lockrect, LPDIRECTDRAWSURFACE surf);
void RebuildColorTable ();
void MaybeCreatePalette ();
bool AddBackBuf (LPDIRECTDRAWSURFACE *surface, int num);
HRESULT AttemptRestore ();
HRESULT LastHR;
BYTE GammaTable[3][256];
PalEntry SourcePalette[256];
PALETTEENTRY PalEntries[256];
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DWORD FlipFlags;
LPDIRECTDRAWPALETTE Palette;
LPDIRECTDRAWSURFACE PrimarySurf;
LPDIRECTDRAWSURFACE BackSurf;
LPDIRECTDRAWSURFACE BackSurf2;
LPDIRECTDRAWSURFACE BlitSurf;
LPDIRECTDRAWSURFACE LockingSurf;
LPDIRECTDRAWCLIPPER Clipper;
HPALETTE GDIPalette;
BYTE *ClipRegion;
DWORD ClipSize;
PalEntry Flash;
int FlashAmount;
int BufferCount;
int BufferPitch;
int TrueHeight;
float Gamma;
bool NeedGammaUpdate;
bool NeedPalUpdate;
bool NeedResRecreate;
bool MustBuffer; // The screen is not 8-bit, or there is no backbuffer
bool BufferingNow; // Most recent Lock was buffered
bool WasBuffering; // Second most recent Lock was buffered
bool Write8bit;
bool UpdatePending; // On final unlock, call Update()
bool UseBlitter; // Use blitter to copy from sys mem to video mem
bool UsePfx;
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DDrawFB() {}
};
class D3DFB : public BaseWinFB
{
DECLARE_CLASS(D3DFB, BaseWinFB)
public:
D3DFB (int width, int height, bool fullscreen);
~D3DFB ();
bool IsValid ();
bool Lock ();
bool Lock (bool buffered);
void Unlock ();
void Update ();
PalEntry *GetPalette ();
void GetFlashedPalette (PalEntry palette[256]);
void UpdatePalette ();
bool SetGamma (float gamma);
bool SetFlash (PalEntry rgb, int amount);
void GetFlash (PalEntry &rgb, int &amount);
int GetPageCount ();
bool IsFullscreen ();
void PaletteChanged ();
int QueryNewPalette ();
void Blank ();
bool PaintToWindow ();
void SetVSync (bool vsync);
void SetBlendingRect (int x1, int y1, int x2, int y2);
void Begin2D ();
FNativeTexture *CreateTexture (FTexture *gametex);
FNativeTexture *CreatePalette (FTexture *pal);
void STACK_ARGS DrawTextureV (FTexture *img, int x, int y, uint32 tag, va_list tags);
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HRESULT GetHR ();
private:
bool CreateResources();
void ReleaseResources();
bool CreateFBTexture();
bool CreatePaletteTexture();
bool CreateStencilPaletteTexture();
bool CreateShadedPaletteTexture();
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bool CreateVertexes();
void DoOffByOneCheck();
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void UploadPalette();
void FillPresentParameters (D3DPRESENT_PARAMETERS *pp, bool fullscreen, bool vsync);
bool UploadVertices();
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bool Reset();
void Draw3DPart();
bool SetStyle(int style, fixed_t alpha, DWORD color, INTBOOL masked);
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BYTE GammaTable[256];
PalEntry SourcePalette[256];
float FlashConstants[2][4];
PalEntry FlashColor;
int FlashAmount;
int TrueHeight;
float Gamma;
bool UpdatePending;
bool NeedPalUpdate;
bool NeedGammaUpdate;
D3DFORMAT FBFormat;
D3DFORMAT PalFormat;
int FBWidth, FBHeight;
int OffByOneAt;
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bool VSync;
RECT BlendingRect;
bool UseBlendingRect;
int In2D;
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IDirect3DDevice9 *D3DDevice;
IDirect3DVertexBuffer9 *VertexBuffer;
IDirect3DTexture9 *FBTexture;
IDirect3DTexture9 *PaletteTexture;
IDirect3DTexture9 *StencilPaletteTexture;
IDirect3DTexture9 *ShadedPaletteTexture;
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IDirect3DPixelShader9 *PalTexShader;
IDirect3DPixelShader9 *PlainShader;
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D3DFB() {}
};
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#if 0
#define STARTLOG do { if (!dbg) dbg = fopen ("k:/vid.log", "w"); } while(0)
#define STOPLOG do { if (dbg) { fclose (dbg); dbg=NULL; } } while(0)
#define LOG(x) do { if (dbg) { fprintf (dbg, x); fflush (dbg); } } while(0)
#define LOG1(x,y) do { if (dbg) { fprintf (dbg, x, y); fflush (dbg); } } while(0)
#define LOG2(x,y,z) do { if (dbg) { fprintf (dbg, x, y, z); fflush (dbg); } } while(0)
#define LOG3(x,y,z,zz) do { if (dbg) { fprintf (dbg, x, y, z, zz); fflush (dbg); } } while(0)
#define LOG4(x,y,z,a,b) do { if (dbg) { fprintf (dbg, x, y, z, a, b); fflush (dbg); } } while(0)
#define LOG5(x,y,z,a,b,c) do { if (dbg) { fprintf (dbg, x, y, z, a, b, c); fflush (dbg); } } while(0)
FILE *dbg;
#else
#define STARTLOG
#define STOPLOG
#define LOG(x)
#define LOG1(x,y)
#define LOG2(x,y,z)
#define LOG3(x,y,z,zz)
#define LOG4(x,y,z,a,b)
#define LOG5(x,y,z,a,b,c)
#endif