/* ** i_system.cpp ** Timers, pre-console output, IWAD selection, and misc system routines. ** **--------------------------------------------------------------------------- ** Copyright 1998-2009 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. **--------------------------------------------------------------------------- ** */ // HEADER FILES ------------------------------------------------------------ #include #include #include #include #include #include #include #include #include #include #define WIN32_LEAN_AND_MEAN #include #include #include #include #define USE_WINDOWS_DWORD #include "hardware.h" #include "doomerrors.h" #include #include "doomtype.h" #include "version.h" #include "doomdef.h" #include "cmdlib.h" #include "m_argv.h" #include "m_misc.h" #include "i_video.h" #include "i_sound.h" #include "i_music.h" #include "resource.h" #include "x86.h" #include "stats.h" #include "d_main.h" #include "d_net.h" #include "g_game.h" #include "i_input.h" #include "i_system.h" #include "c_dispatch.h" #include "templates.h" #include "gameconfigfile.h" #include "v_font.h" #include "g_level.h" #include "doomstat.h" #include "v_palette.h" #include "stats.h" #include "textures/bitmap.h" #include "textures/textures.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 CheckCPUID(CPUInfo *cpu); extern void LayoutMainWindow(HWND hWnd, HWND pane); // PUBLIC FUNCTION PROTOTYPES ---------------------------------------------- // PRIVATE FUNCTION PROTOTYPES --------------------------------------------- static void CalculateCPUSpeed(); static void I_SelectTimer(); static int I_GetTimePolled(bool saveMS); static int I_WaitForTicPolled(int prevtic); static void I_FreezeTimePolled(bool frozen); static int I_GetTimeEventDriven(bool saveMS); static int I_WaitForTicEvent(int prevtic); static void I_FreezeTimeEventDriven(bool frozen); static void CALLBACK TimerTicked(UINT id, UINT msg, DWORD_PTR user, DWORD_PTR dw1, DWORD_PTR dw2); static HCURSOR CreateCompatibleCursor(FTexture *cursorpic); static HCURSOR CreateAlphaCursor(FTexture *cursorpic); static HCURSOR CreateBitmapCursor(int xhot, int yhot, HBITMAP and_mask, HBITMAP color_mask); static void DestroyCustomCursor(); // EXTERNAL DATA DECLARATIONS ---------------------------------------------- EXTERN_CVAR(String, language); EXTERN_CVAR (Bool, queryiwad); extern HWND Window, ConWindow, GameTitleWindow; extern HANDLE StdOut; extern bool FancyStdOut; extern HINSTANCE g_hInst; extern FILE *Logfile; extern bool NativeMouse; // PUBLIC DATA DEFINITIONS ------------------------------------------------- CVAR (String, queryiwad_key, "shift", CVAR_GLOBALCONFIG|CVAR_ARCHIVE); double PerfToSec, PerfToMillisec; UINT TimerPeriod; UINT TimerEventID; UINT MillisecondsPerTic; HANDLE NewTicArrived; uint32 LanguageIDs[4]; int (*I_GetTime) (bool saveMS); int (*I_WaitForTic) (int); void (*I_FreezeTime) (bool frozen); os_t OSPlatform; bool gameisdead; // PRIVATE DATA DEFINITIONS ------------------------------------------------ static ticcmd_t emptycmd; static bool HasExited; static DWORD basetime = 0; // These are for the polled timer. static DWORD TicStart; static DWORD TicNext; static int TicFrozen; // These are for the event-driven timer. static int tics; static DWORD ted_start, ted_next; static WadStuff *WadList; static int NumWads; static int DefaultWad; static HCURSOR CustomCursor; // CODE -------------------------------------------------------------------- //========================================================================== // // I_Tactile // // Doom calls it when you take damage, so presumably it could be converted // to something compatible with force feedback. // //========================================================================== void I_Tactile(int on, int off, int total) { // UNUSED. on = off = total = 0; } //========================================================================== // // I_BaseTiccmd // // Returns an empty ticcmd. I have no idea why this should be system- // specific. // //========================================================================== ticcmd_t *I_BaseTiccmd() { return &emptycmd; } // Stubs that select the timer to use and then call into it ---------------- //========================================================================== // // I_GetTimeSelect // //========================================================================== static int I_GetTimeSelect(bool saveMS) { I_SelectTimer(); return I_GetTime(saveMS); } //========================================================================== // // I_WaitForTicSelect // //========================================================================== static int I_WaitForTicSelect(int prevtic) { I_SelectTimer(); return I_WaitForTic(prevtic); } //========================================================================== // // I_SelectTimer // // Tries to create a timer event for efficent CPU use when the FPS is // capped. Failing that, it sets things up for a polling timer instead. // //========================================================================== static void I_SelectTimer() { assert(basetime == 0); // Use a timer event if possible. NewTicArrived = CreateEvent(NULL, FALSE, FALSE, NULL); if (NewTicArrived) { UINT delay; const char *cmdDelay; cmdDelay = Args->CheckValue("-timerdelay"); delay = 0; if (cmdDelay != 0) { delay = atoi(cmdDelay); } if (delay == 0) { delay = 1000/TICRATE; } MillisecondsPerTic = delay; TimerEventID = timeSetEvent(delay, 0, TimerTicked, 0, TIME_PERIODIC); } // Get the current time as the basetime. basetime = timeGetTime(); // Set timer functions. if (TimerEventID != 0) { I_GetTime = I_GetTimeEventDriven; I_WaitForTic = I_WaitForTicEvent; I_FreezeTime = I_FreezeTimeEventDriven; } else { I_GetTime = I_GetTimePolled; I_WaitForTic = I_WaitForTicPolled; I_FreezeTime = I_FreezeTimePolled; } } //========================================================================== // // I_MSTime // // Returns the current time in milliseconds, where 0 is the first call // to I_GetTime or I_WaitForTic. // //========================================================================== unsigned int I_MSTime() { assert(basetime != 0); return timeGetTime() - basetime; } //========================================================================== // // I_FPSTime // // Returns the current system time in milliseconds. This is used by the FPS // meter of DFrameBuffer::DrawRateStuff(). Since the screen can display // before the play simulation is ready to begin, this needs to be // separate from I_MSTime(). // //========================================================================== unsigned int I_FPSTime() { return timeGetTime(); } //========================================================================== // // I_GetTimePolled // // Returns the current time in tics. If saveMS is true, then calls to // I_GetTimeFrac() will use this tic as 0 and the next tic as 1. // //========================================================================== static int I_GetTimePolled(bool saveMS) { DWORD tm; if (TicFrozen != 0) { return TicFrozen; } tm = timeGetTime(); if (basetime == 0) { basetime = tm; } if (saveMS) { TicStart = tm; TicNext = (tm * TICRATE / 1000 + 1) * 1000 / TICRATE; } return ((tm-basetime)*TICRATE)/1000; } //========================================================================== // // I_WaitForTicPolled // // Busy waits until the current tic is greater than prevtic. Time must not // be frozen. // //========================================================================== static int I_WaitForTicPolled(int prevtic) { int time; assert(TicFrozen == 0); while ((time = I_GetTimePolled(false)) <= prevtic) { } return time; } //========================================================================== // // I_FreezeTimePolled // // Freeze/unfreeze the timer. // //========================================================================== static void I_FreezeTimePolled(bool frozen) { if (frozen) { assert(TicFrozen == 0); TicFrozen = I_GetTimePolled(false); } else { assert(TicFrozen != 0); int froze = TicFrozen; TicFrozen = 0; int now = I_GetTimePolled(false); basetime += (now - froze) * 1000 / TICRATE; } } //========================================================================== // // I_GetTimeEventDriven // // Returns the current tick counter. This is incremented asynchronously as // the timer event fires. // //========================================================================== static int I_GetTimeEventDriven(bool saveMS) { if (saveMS) { TicStart = ted_start; TicNext = ted_next; } return tics; } //========================================================================== // // I_WaitForTicEvent // // Waits on the timer event as long as the current tic is not later than // prevtic. // //========================================================================== static int I_WaitForTicEvent(int prevtic) { assert(!TicFrozen); while (prevtic >= tics) { WaitForSingleObject(NewTicArrived, 1000/TICRATE); } return tics; } //========================================================================== // // I_FreezeTimeEventDriven // // Freeze/unfreeze the ticker. // //========================================================================== static void I_FreezeTimeEventDriven(bool frozen) { TicFrozen = frozen; } //========================================================================== // // TimerTicked // // Advance the tick count and signal the NewTicArrived event. // //========================================================================== static void CALLBACK TimerTicked(UINT id, UINT msg, DWORD_PTR user, DWORD_PTR dw1, DWORD_PTR dw2) { if (!TicFrozen) { tics++; } ted_start = timeGetTime (); ted_next = ted_start + MillisecondsPerTic; SetEvent(NewTicArrived); } //========================================================================== // // I_GetTimeFrac // // Returns the fractional amount of a tic passed since the most recently // saved tic. // //========================================================================== fixed_t I_GetTimeFrac(uint32 *ms) { DWORD now = timeGetTime(); if (ms != NULL) { *ms = TicNext; } DWORD step = TicNext - TicStart; if (step == 0) { return FRACUNIT; } else { fixed_t frac = clamp ((now - TicStart)*FRACUNIT/step, 0, FRACUNIT); return frac; } } //========================================================================== // // I_WaitVBL // // I_WaitVBL is never used to actually synchronize to the vertical blank. // Instead, it's used for delay purposes. Doom used a 70 Hz display mode, // so that's what we use to determine how long to wait for. // //========================================================================== void I_WaitVBL(int count) { Sleep(1000 * count / 70); } //========================================================================== // // 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_WINDOWS: OSPlatform = os_Win95; if (info.dwMinorVersion < 10) { osname = "95"; } else if (info.dwMinorVersion < 90) { osname = "98"; } else { osname = "Me"; } break; case VER_PLATFORM_WIN32_NT: OSPlatform = info.dwMajorVersion < 5 ? os_WinNT4 : os_Win2k; osname = "NT"; if (info.dwMajorVersion == 5) { if (info.dwMinorVersion == 0) { osname = "2000"; } if (info.dwMinorVersion == 1) { osname = "XP"; } else if (info.dwMinorVersion == 2) { osname = "Server 2003"; } } else if (info.dwMajorVersion == 6) { if (info.dwMinorVersion == 0) { osname = (info.wProductType == VER_NT_WORKSTATION) ? "Vista" : "Server 2008"; } else if (info.dwMinorVersion == 1) { osname = (info.wProductType == VER_NT_WORKSTATION) ? "7" : "Server 2008 R2"; } 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"; } else if (info.dwMinorVersion == 3) { osname = (info.wProductType == VER_NT_WORKSTATION) ? "8.1" : "Server 2012 R2"; } else if (info.dwMinorVersion == 4) { osname = (info.wProductType == VER_NT_WORKSTATION) ? "10 (or higher)" : "Server 10 (or higher)"; } } break; default: OSPlatform = os_unknown; osname = "Unknown OS"; break; } if (OSPlatform == os_Win95) { Printf ("OS: Windows %s %lu.%lu.%lu %s\n", osname, info.dwMajorVersion, info.dwMinorVersion, info.dwBuildNumber & 0xffff, info.szCSDVersion); } else { Printf ("OS: Windows %s (NT %lu.%lu) Build %lu\n %s\n", osname, info.dwMajorVersion, info.dwMinorVersion, info.dwBuildNumber, info.szCSDVersion); } if (OSPlatform == os_unknown) { Printf ("(Assuming Windows 2000)\n"); OSPlatform = os_Win2k; } } //========================================================================== // // SubsetLanguageIDs // // Helper function for SetLanguageIDs. // //========================================================================== static void SubsetLanguageIDs(LCID id, LCTYPE type, int idx) { char buf[8]; LCID langid; char *idp; if (!GetLocaleInfo(id, type, buf, 8)) return; langid = MAKELCID(strtoul(buf, NULL, 16), SORT_DEFAULT); if (!GetLocaleInfo(langid, LOCALE_SABBREVLANGNAME, buf, 8)) return; idp = (char *)(&LanguageIDs[idx]); memset (idp, 0, 4); idp[0] = tolower(buf[0]); idp[1] = tolower(buf[1]); idp[2] = tolower(buf[2]); idp[3] = 0; } //========================================================================== // // SetLanguageIDs // //========================================================================== void SetLanguageIDs() { size_t langlen = strlen(language); if (langlen < 2 || langlen > 3) { memset(LanguageIDs, 0, sizeof(LanguageIDs)); SubsetLanguageIDs(LOCALE_USER_DEFAULT, LOCALE_ILANGUAGE, 0); SubsetLanguageIDs(LOCALE_USER_DEFAULT, LOCALE_IDEFAULTLANGUAGE, 1); SubsetLanguageIDs(LOCALE_SYSTEM_DEFAULT, LOCALE_ILANGUAGE, 2); SubsetLanguageIDs(LOCALE_SYSTEM_DEFAULT, LOCALE_IDEFAULTLANGUAGE, 3); } else { DWORD lang = 0; ((BYTE *)&lang)[0] = (language)[0]; ((BYTE *)&lang)[1] = (language)[1]; ((BYTE *)&lang)[2] = (language)[2]; LanguageIDs[0] = lang; LanguageIDs[1] = lang; LanguageIDs[2] = lang; LanguageIDs[3] = lang; } } //========================================================================== // // 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 && CPU.bRDTSC) { 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; } Printf ("CPU Speed: %.0f MHz\n", 0.001 / PerfToMillisec); } //========================================================================== // // I_Init // //========================================================================== void I_Init() { CheckCPUID(&CPU); CalculateCPUSpeed(); DumpCPUInfo(&CPU); I_GetTime = I_GetTimeSelect; I_WaitForTic = I_WaitForTicSelect; atterm (I_ShutdownSound); I_InitSound (); } //========================================================================== // // I_Quit // //========================================================================== void I_Quit() { HasExited = true; /* Prevent infinitely recursive exits -- killough */ if (TimerEventID != 0) { timeKillEvent(TimerEventID); } if (NewTicArrived != NULL) { CloseHandle(NewTicArrived); } timeEndPeriod(TimerPeriod); if (demorecording) { G_CheckDemoStatus(); } C_DeinitConsole(); } //========================================================================== // // I_FatalError // // Throw an error that will end the game. // //========================================================================== void STACK_ARGS I_FatalError(const char *error, ...) { static BOOL alreadyThrown = false; gameisdead = true; if (!alreadyThrown) // ignore all but the first message -- killough { alreadyThrown = true; char errortext[MAX_ERRORTEXT]; va_list argptr; va_start(argptr, error); myvsnprintf(errortext, MAX_ERRORTEXT, error, argptr); va_end(argptr); // Record error to log (if logging) if (Logfile) { fprintf(Logfile, "\n**** DIED WITH FATAL ERROR:\n%s\n", errortext); fflush(Logfile); } throw CFatalError(errortext); } if (!HasExited) // If it hasn't exited yet, exit now -- killough { HasExited = 1; // Prevent infinitely recursive exits -- killough exit(-1); } } //========================================================================== // // I_Error // // Throw an error that will send us to the console if we are far enough // along in the startup process. // //========================================================================== void STACK_ARGS I_Error(const char *error, ...) { va_list argptr; char errortext[MAX_ERRORTEXT]; va_start(argptr, error); myvsnprintf(errortext, MAX_ERRORTEXT, error, argptr); va_end(argptr); throw CRecoverableError(errortext); } //========================================================================== // // ToEditControl // // Converts string to Unicode and inserts it into the control. // //========================================================================== void ToEditControl(HWND edit, const char *buf, wchar_t *wbuf, int bpos) { // Let's just do this ourself. It's not hard, and we can compensate for // special console characters at the same time. #if 0 MultiByteToWideChar(1252 /* Western */, 0, buf, bpos, wbuf, countof(wbuf)); wbuf[bpos] = 0; #else static wchar_t notlatin1[32] = // code points 0x80-0x9F { 0x20AC, // Euro sign 0x0081, // Undefined 0x201A, // Single low-9 quotation mark 0x0192, // Latin small letter f with hook 0x201E, // Double low-9 quotation mark 0x2026, // Horizontal ellipsis 0x2020, // Dagger 0x2021, // Double dagger 0x02C6, // Modifier letter circumflex accent 0x2030, // Per mille sign 0x0160, // Latin capital letter S with caron 0x2039, // Single left-pointing angle quotation mark 0x0152, // Latin capital ligature OE 0x008D, // Undefined 0x017D, // Latin capital letter Z with caron 0x008F, // Undefined 0x0090, // Undefined 0x2018, // Left single quotation mark 0x2019, // Right single quotation mark 0x201C, // Left double quotation mark 0x201D, // Right double quotation mark 0x2022, // Bullet 0x2013, // En dash 0x2014, // Em dash 0x02DC, // Small tilde 0x2122, // Trade mark sign 0x0161, // Latin small letter s with caron 0x203A, // Single right-pointing angle quotation mark 0x0153, // Latin small ligature oe 0x009D, // Undefined 0x017E, // Latin small letter z with caron 0x0178 // Latin capital letter Y with diaeresis }; for (int i = 0; i <= bpos; ++i) { wchar_t code = (BYTE)buf[i]; if (code >= 0x1D && code <= 0x1F) { // The bar characters, most commonly used to indicate map changes code = 0x2550; // Box Drawings Double Horizontal } else if (code >= 0x80 && code <= 0x9F) { code = notlatin1[code - 0x80]; } wbuf[i] = code; } #endif SendMessageW(edit, EM_REPLACESEL, FALSE, (LPARAM)wbuf); } //========================================================================== // // I_PrintStr // // Send output to the list box shown during startup (and hidden during // gameplay). // //========================================================================== void I_PrintStr(const char *cp) { if (ConWindow == NULL && StdOut == NULL) return; HWND edit = ConWindow; char buf[256]; wchar_t wbuf[countof(buf)]; 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); } while (*cp != 0) { // 28 is the escape code for a color change. if ((*cp == 28 && bpos != 0) || bpos == 255) { buf[bpos] = 0; if (edit != NULL) { ToEditControl(edit, buf, wbuf, bpos); } if (StdOut != NULL) { DWORD bytes_written; WriteFile(StdOut, buf, bpos, &bytes_written, NULL); } bpos = 0; } if (*cp != 28) { buf[bpos++] = *cp++; } else { const BYTE *color_id = (const BYTE *)cp + 1; EColorRange range = V_ParseFontColor(color_id, CR_UNTRANSLATED, CR_YELLOW); cp = (const char *)color_id; 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; WORD 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, attrib); } if (edit != NULL) { // GDI uses BGR colors, but color is RGB, so swap the R and the B. swapvalues(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) { buf[bpos] = 0; if (edit != NULL) { ToEditControl(edit, buf, wbuf, bpos); } if (StdOut != NULL) { DWORD bytes_written; WriteFile(StdOut, buf, bpos, &bytes_written, NULL); } } 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); } } //========================================================================== // // 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) { MessageBox(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 { TCHAR label[256]; FString newlabel; GetWindowText(hDlg, label, countof(label)); newlabel.Format(GAMESIG " %s: %s", GetVersionString(), label); SetWindowText(hDlg, newlabel.GetChars()); } // Populate the list with all the IWADs found ctrl = GetDlgItem(hDlg, IDC_IWADLIST); for (i = 0; i < NumWads; i++) { FString work; const char *filepart = strrchr(WadList[i].Path, '/'); if (filepart == NULL) filepart = WadList[i].Path; else filepart++; work.Format("%s (%s)", WadList[i].Name.GetChars(), filepart); SendMessage(ctrl, LB_ADDSTRING, 0, (LPARAM)work.GetChars()); 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); 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(FTexture *cursorpic) { HCURSOR cursor; if (cursorpic != NULL && cursorpic->UseType != FTexture::TEX_Null && (screen == NULL || !screen->Is8BitMode())) { // Must be no larger than 32x32. if (cursorpic->GetWidth() > 32 || cursorpic->GetHeight() > 32) { return false; } cursor = CreateAlphaCursor(cursorpic); if (cursor == NULL) { cursor = CreateCompatibleCursor(cursorpic); } if (cursor == NULL) { return false; } // Replace the existing cursor with the new one. DestroyCustomCursor(); CustomCursor = cursor; atterm(DestroyCustomCursor); } 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(FTexture *cursorpic) { int picwidth = cursorpic->GetWidth(); int picheight = cursorpic->GetHeight(); // Create bitmap masks for the cursor from the texture. HDC dc = GetDC(NULL); if (dc == NULL) { return false; } 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); FBitmap bmp; const BYTE *pixels; bmp.Create(picwidth, picheight); cursorpic->CopyTrueColorPixels(&bmp, 0, 0); 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 BYTE *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(cursorpic->LeftOffset, cursorpic->TopOffset, and_mask, xor_mask); } //========================================================================== // // CreateAlphaCursor // // Creates a cursor with a full alpha channel. // //========================================================================== static HCURSOR CreateAlphaCursor(FTexture *cursorpic) { HDC dc; BITMAPV5HEADER bi; HBITMAP color, mono; void *bits; memset(&bi, 0, sizeof(bi)); bi.bV5Size = sizeof(bi); bi.bV5Width = 32; bi.bV5Height = 32; 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, 32, 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 CopyTrueColorPixels will use GDI's orientation. FBitmap bmp((BYTE *)bits + 31*32*4, -32*4, 32, 32); cursorpic->CopyTrueColorPixels(&bmp, 0, 0); return CreateBitmapCursor(cursorpic->LeftOffset, cursorpic->TopOffset, 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 xhot, // xHotspot yhot, // yHotspot and_mask, // hbmMask color_mask // hbmColor }; HCURSOR cursor = CreateIconIndirect(&iconinfo); // Delete the bitmaps. DeleteObject(and_mask); DeleteObject(color_mask); return cursor; } //========================================================================== // // DestroyCustomCursor // //========================================================================== static 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 MessageBox(Window, errortext.GetChars(), GAMENAME " configuration not saved", MB_ICONEXCLAMATION | MB_RETRYCANCEL) == IDRETRY; } //========================================================================== // // I_FindFirst // // Start a pattern matching sequence. // //========================================================================== void *I_FindFirst(const char *filespec, findstate_t *fileinfo) { return FindFirstFileA(filespec, (LPWIN32_FIND_DATAA)fileinfo); } //========================================================================== // // I_FindNext // // Return the next file in a pattern matching sequence. // //========================================================================== int I_FindNext(void *handle, findstate_t *fileinfo) { return !FindNextFileA((HANDLE)handle, (LPWIN32_FIND_DATAA)fileinfo); } //========================================================================== // // I_FindClose // // Finish a pattern matching sequence. // //========================================================================== int I_FindClose(void *handle) { return FindClose((HANDLE)handle); } //========================================================================== // // QueryPathKey // // Returns the value of a registry key into the output variable value. // //========================================================================== static bool QueryPathKey(HKEY key, const char *keypath, const char *valname, FString &value) { HKEY steamkey; DWORD pathtype; DWORD pathlen; LONG res; if(ERROR_SUCCESS == RegOpenKeyEx(key, keypath, 0, KEY_QUERY_VALUE, &steamkey)) { if (ERROR_SUCCESS == RegQueryValueEx(steamkey, valname, 0, &pathtype, NULL, &pathlen) && pathtype == REG_SZ && pathlen != 0) { // Don't include terminating null in count char *chars = value.LockNewBuffer(pathlen - 1); res = RegQueryValueEx(steamkey, valname, 0, NULL, (LPBYTE)chars, &pathlen); value.UnlockBuffer(); if (res != ERROR_SUCCESS) { value = ""; } } RegCloseKey(steamkey); } return value.IsNotEmpty(); } //========================================================================== // // I_GetSteamPath // // Check the registry for the path to Steam, so that we can search for // IWADs that were bought with Steam. // //========================================================================== TArray I_GetSteamPath() { TArray result; static const char *const steam_dirs[] = { "doom 2/base", "final doom/base", "heretic shadow of the serpent riders/base", "hexen/base", "hexen deathkings of the dark citadel/base", "ultimate doom/base", "DOOM 3 BFG Edition/base/wads", "Strife" }; FString path; if (!QueryPathKey(HKEY_CURRENT_USER, "Software\\Valve\\Steam", "SteamPath", path)) { if (!QueryPathKey(HKEY_LOCAL_MACHINE, "Software\\Valve\\Steam", "InstallPath", path)) return result; } path += "/SteamApps/common/"; for(unsigned int i = 0; i < countof(steam_dirs); ++i) { result.Push(path + steam_dirs[i]); } return result; } //========================================================================== // // 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 = GetModuleHandle("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), (BYTE *)&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(FString shortpath) { DWORD buffsize = GetLongPathName(shortpath.GetChars(), NULL, 0); if (buffsize == 0) { // nothing to change (it doesn't exist, maybe?) return shortpath; } TCHAR *buff = new TCHAR[buffsize]; DWORD buffsize2 = GetLongPathName(shortpath.GetChars(), buff, buffsize); if (buffsize2 >= buffsize) { // Failure! Just return the short path delete[] buff; return shortpath; } FString longpath(buff, buffsize2); delete[] buff; return longpath; }