gzdoom-last-svn/src/win32/i_main.cpp

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/*
** i_main.cpp
** System-specific startup code. Eventually calls D_DoomMain.
**
**---------------------------------------------------------------------------
** Copyright 1998-2007 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 ------------------------------------------------------------
#define WIN32_LEAN_AND_MEAN
#define _WIN32_WINNT 0x0501
#include <windows.h>
#include <mmsystem.h>
#include <objbase.h>
#include <commctrl.h>
#include <richedit.h>
//#include <wtsapi32.h>
#define NOTIFY_FOR_THIS_SESSION 0
#include <malloc.h>
#ifdef _MSC_VER
#include <eh.h>
#include <new.h>
#include <crtdbg.h>
#endif
#include "resource.h"
#include <stdio.h>
#include <stdarg.h>
#include <math.h>
#define USE_WINDOWS_DWORD
#include "doomerrors.h"
#include "hardware.h"
#include "doomtype.h"
#include "m_argv.h"
#include "d_main.h"
#include "i_system.h"
#include "c_console.h"
#include "version.h"
#include "i_video.h"
#include "i_sound.h"
#include "i_input.h"
#include "w_wad.h"
#include "templates.h"
#include "cmdlib.h"
#include "g_level.h"
#include "doomstat.h"
#include "r_main.h"
#include "stats.h"
#include "st_start.h"
#include <assert.h>
// MACROS ------------------------------------------------------------------
// The main window's title.
- Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: When a suspended FraggleScript script was restarted all its variables were destroyed. Update to ZDoom r952: - Fixed: FString::StripRight() stripped the final character of the string if there were no designated characters to strip at the end of it. - Added support for Shoutcast/Icecast playlists. - Added an error message when a playlist could not be opened. - Added support for PLS format playlists, in addition to M3U. - Changed FPlayList to use an array of FStrings. - Fixed: Playlists required every song to be specified by an absolute path. - Fixed a copy-and-paste error in win32/i_main.cpp for 64-bit mode. - Tweaked OPL centering a little. - Added dynamic recentering for the OPL synth. The chip has four basic waveforms, and three of them are non-negative. This can cause a tendency for the resulting output waveform to go into very high ranges depending on the timbres used, and Heretic's exemplify this problem. - Reduced the OPL volume level slightly. - Fixed: The waveform view from snd_drawoutput was upside-down. - Various fixes for compiling working 64-bit binaries with Visual C++. The number of changes was pleasantly small, and a cursory check seems to show everything working alright. - Separated the skin scale values into separate X and Y values so that skins automatically generated for different player classes can use both the scaling values that can be set for the actor. - Fixed: Any MIDI ticks that contain only events that are interpreted by the MIDI parser and not passed on to the MIDI device would mess up timing for future events. - Changed EMIDI controller 110-113 handling to more accurately match the EMIDI specs: Track designations and exclusions should be ignored past the initial beat, and EMIDI program change and volume events should be ignored unless they were used in the initial beat. - Fixed: When FMOD::System::init() returns FMOD_ERR_OUTPUT_CREATEBUFFER, it could also be because the user selected PCM-Float output, but the driver doesn't support it (even if it claims to *cough*Audigy XP drivers*cough*). git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@101 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-01 21:45:22 +00:00
#ifdef _M_X64
#define X64 " 64-bit"
#else
#define X64 ""
#endif
#define WINDOW_TITLE GAMESIG " " DOTVERSIONSTR X64 " (" __DATE__ ")"
// The maximum number of functions that can be registered with atterm.
Update to ZDoom r1062: - Rewrote myvsnprintf to use the StringFormat routines directly so that no additional memory needs to be allocated from the heap. - Polyobject sounds now play from their lines, similar to the way sector sounds are handled. - Why do polyobjects have a 3D start spot? Flattened it to 2D. - Moved the sector sound origin calculation out of fmodsound.cpp and into s_sound.cpp so that the near sound limiting will use the correct sound location for deciding on neighbors. - Removed the S_Sound() variant that allows for pointing the origin at an arbitrary point. It has been replaced with a variant that takes a polyobject as a source, since that was the only use that couldn't be rewritten with the other variants. This also fixes the bug that polyobject sounds were not successfully saved and caused a crash when reloading the game. Note that this is a significant change to how equality of sound sources is determined, so some things may not behave quite the same as before. (Which would be a bug, but hopefully everything still sounds the same.) - Adjusted the noise debug table so that fractional volume levels do not run into the adjacent columns. - Added a NullSoundRenderer so that most of the checks against a NULL GSnd can be removed. - Fixed: Looping sounds must always successfully allocate a channel, even if it's only a pre-evicted channel. - Added A_ClearReFire code pointer for weapons. Preferably A_WeaponReady should reset this counter but that can't be done due to unwanted side effects with existing weapons. - Changed the 'scale' variable in CVAR(turbo) to double because the calculations depended on the current floating point precision setting and only worked properly when set to 'precise' in VC++. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@130 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-04 16:54:29 +00:00
#define MAX_TERMS 64
// TYPES -------------------------------------------------------------------
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
LRESULT CALLBACK WndProc (HWND, UINT, WPARAM, LPARAM);
void CreateCrashLog (char *custominfo, DWORD customsize);
void DisplayCrashLog ();
extern BYTE *ST_Util_BitsForBitmap (BITMAPINFO *bitmap_info);
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
extern EXCEPTION_POINTERS CrashPointers;
extern BITMAPINFO *StartupBitmap;
extern UINT TimerPeriod;
extern HCURSOR TheArrowCursor, TheInvisibleCursor;
// PUBLIC DATA DEFINITIONS -------------------------------------------------
// The command line arguments.
DArgs *Args;
HINSTANCE g_hInst;
DWORD SessionID;
HANDLE MainThread;
DWORD MainThreadID;
// The main window
HWND Window;
// The subwindows used for startup and error output
HWND ConWindow, GameTitleWindow;
HWND ErrorPane, ProgressBar, NetStartPane, StartupScreen, ErrorIcon;
HFONT GameTitleFont;
LONG GameTitleFontHeight;
LONG DefaultGUIFontHeight;
LONG ErrorIconChar;
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static const char WinClassName[] = "ZDoomMainWindow";
static HMODULE hwtsapi32; // handle to wtsapi32.dll
static void (*TermFuncs[MAX_TERMS])(void);
static int NumTerms;
// CODE --------------------------------------------------------------------
//==========================================================================
//
// atterm
//
// Our own atexit because atexit can be problematic under Linux, though I
// forget the circumstances that cause trouble.
//
//==========================================================================
void atterm (void (*func)(void))
{
// Make sure this function wasn't already registered.
for (int i = 0; i < NumTerms; ++i)
{
if (TermFuncs[i] == func)
{
return;
}
}
if (NumTerms == MAX_TERMS)
{
func ();
I_FatalError ("Too many exit functions registered.\nIncrease MAX_TERMS in i_main.cpp");
}
TermFuncs[NumTerms++] = func;
}
//==========================================================================
//
// popterm
//
// Removes the most recently register atterm function.
//
//==========================================================================
void popterm ()
{
if (NumTerms)
NumTerms--;
}
//==========================================================================
//
// call_terms
//
//==========================================================================
static void STACK_ARGS call_terms (void)
{
while (NumTerms > 0)
{
TermFuncs[--NumTerms]();
}
}
#ifdef _MSC_VER
static int STACK_ARGS NewFailure (size_t size)
{
I_FatalError ("Failed to allocate %d bytes from process heap", size);
return 0;
}
#endif
//==========================================================================
//
// UnCOM
//
// Called by atterm if CoInitialize() succeeded.
//
//==========================================================================
static void UnCOM (void)
{
CoUninitialize ();
}
//==========================================================================
//
// UnWTS
//
// Called by atterm if RegisterSessionNotification() succeeded.
//
//==========================================================================
static void UnWTS (void)
{
if (hwtsapi32 != 0)
{
typedef BOOL (WINAPI *ursn)(HWND);
ursn unreg = (ursn)GetProcAddress (hwtsapi32, "WTSUnRegisterSessionNotification");
if (unreg != 0)
{
unreg (Window);
}
FreeLibrary (hwtsapi32);
hwtsapi32 = 0;
}
}
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
//==========================================================================
//
// FinalGC
//
// If this doesn't free everything, the debug CRT will let us know.
//
//==========================================================================
static void FinalGC()
{
Args = NULL;
GC::FullGC();
}
//==========================================================================
//
// LayoutErrorPane
//
// Lays out the error pane to the desired width, returning the required
// height.
//
//==========================================================================
static int LayoutErrorPane (HWND pane, int w)
{
HWND ctl;
RECT rectc;
// Right-align the Quit button.
ctl = GetDlgItem (pane, IDOK);
GetClientRect (ctl, &rectc); // Find out how big it is.
MoveWindow (ctl, w - rectc.right - 1, 1, rectc.right, rectc.bottom, TRUE);
InvalidateRect (ctl, NULL, TRUE);
// Return the needed height for this layout
return rectc.bottom + 2;
}
//==========================================================================
//
// LayoutNetStartPane
//
// Lays out the network startup pane to the specified width, returning
// its required height.
//
//==========================================================================
int LayoutNetStartPane (HWND pane, int w)
{
HWND ctl;
RECT margin, rectc;
int staticheight, barheight;
// Determine margin sizes.
SetRect (&margin, 7, 7, 0, 0);
MapDialogRect (pane, &margin);
// Stick the message text in the upper left corner.
ctl = GetDlgItem (pane, IDC_NETSTARTMESSAGE);
GetClientRect (ctl, &rectc);
MoveWindow (ctl, margin.left, margin.top, rectc.right, rectc.bottom, TRUE);
// Stick the count text in the upper right corner.
ctl = GetDlgItem (pane, IDC_NETSTARTCOUNT);
GetClientRect (ctl, &rectc);
MoveWindow (ctl, w - rectc.right - margin.left, margin.top, rectc.right, rectc.bottom, TRUE);
staticheight = rectc.bottom;
// Stretch the progress bar to fill the entire width.
ctl = GetDlgItem (pane, IDC_NETSTARTPROGRESS);
barheight = GetSystemMetrics (SM_CYVSCROLL);
MoveWindow (ctl, margin.left, margin.top*2 + staticheight, w - margin.left*2, barheight, TRUE);
// Center the abort button underneath the progress bar.
ctl = GetDlgItem (pane, IDCANCEL);
GetClientRect (ctl, &rectc);
MoveWindow (ctl, (w - rectc.right) / 2, margin.top*3 + staticheight + barheight, rectc.right, rectc.bottom, TRUE);
return margin.top*4 + staticheight + barheight + rectc.bottom;
}
//==========================================================================
//
// LayoutMainWindow
//
// Lays out the main window with the game title and log controls and
// possibly the error pane and progress bar.
//
//==========================================================================
void LayoutMainWindow (HWND hWnd, HWND pane)
{
RECT rect;
int errorpaneheight = 0;
int bannerheight = 0;
int progressheight = 0;
int netpaneheight = 0;
int leftside = 0;
int w, h;
GetClientRect (hWnd, &rect);
w = rect.right;
h = rect.bottom;
if (DoomStartupInfo != NULL && GameTitleWindow != NULL)
{
bannerheight = GameTitleFontHeight + 5;
MoveWindow (GameTitleWindow, 0, 0, w, bannerheight, TRUE);
InvalidateRect (GameTitleWindow, NULL, FALSE);
}
if (ProgressBar != NULL)
{
// Base the height of the progress bar on the height of a scroll bar
// arrow, just as in the progress bar example.
progressheight = GetSystemMetrics (SM_CYVSCROLL);
MoveWindow (ProgressBar, 0, h - progressheight, w, progressheight, TRUE);
}
if (NetStartPane != NULL)
{
netpaneheight = LayoutNetStartPane (NetStartPane, w);
SetWindowPos (NetStartPane, HWND_TOP, 0, h - progressheight - netpaneheight, w, netpaneheight, SWP_SHOWWINDOW);
}
if (pane != NULL)
{
errorpaneheight = LayoutErrorPane (pane, w);
SetWindowPos (pane, HWND_TOP, 0, h - progressheight - netpaneheight - errorpaneheight, w, errorpaneheight, 0);
}
if (ErrorIcon != NULL)
{
leftside = GetSystemMetrics (SM_CXICON) + 6;
MoveWindow (ErrorIcon, 0, bannerheight, leftside, h - bannerheight - errorpaneheight - progressheight - netpaneheight, TRUE);
}
// If there is a startup screen, it covers the log window
if (StartupScreen != NULL)
{
SetWindowPos (StartupScreen, HWND_TOP, leftside, bannerheight, w - leftside,
h - bannerheight - errorpaneheight - progressheight - netpaneheight, SWP_SHOWWINDOW);
InvalidateRect (StartupScreen, NULL, FALSE);
MoveWindow (ConWindow, 0, 0, 0, 0, TRUE);
}
else
{
// The log window uses whatever space is left.
MoveWindow (ConWindow, leftside, bannerheight, w - leftside,
h - bannerheight - errorpaneheight - progressheight - netpaneheight, TRUE);
}
}
//==========================================================================
//
// LConProc
//
// The main window's WndProc during startup. During gameplay, the WndProc
// in i_input.cpp is used instead.
//
//==========================================================================
LRESULT CALLBACK LConProc (HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
HWND view;
HDC hdc;
HBRUSH hbr;
HGDIOBJ oldfont;
RECT rect;
int titlelen;
SIZE size;
LOGFONT lf;
TEXTMETRIC tm;
HINSTANCE inst = (HINSTANCE)(LONG_PTR)GetWindowLongPtr(hWnd, GWLP_HINSTANCE);
DRAWITEMSTRUCT *drawitem;
CHARFORMAT2 format;
switch (msg)
{
case WM_CREATE:
// Create game title static control
memset (&lf, 0, sizeof(lf));
hdc = GetDC (hWnd);
lf.lfHeight = -MulDiv(12, GetDeviceCaps(hdc, LOGPIXELSY), 72);
lf.lfCharSet = ANSI_CHARSET;
lf.lfWeight = FW_BOLD;
lf.lfPitchAndFamily = VARIABLE_PITCH | FF_ROMAN;
strcpy (lf.lfFaceName, "Trebuchet MS");
GameTitleFont = CreateFontIndirect (&lf);
oldfont = SelectObject (hdc, GetStockObject (DEFAULT_GUI_FONT));
GetTextMetrics (hdc, &tm);
DefaultGUIFontHeight = tm.tmHeight;
if (GameTitleFont == NULL)
{
GameTitleFontHeight = DefaultGUIFontHeight;
}
else
{
SelectObject (hdc, GameTitleFont);
GetTextMetrics (hdc, &tm);
GameTitleFontHeight = tm.tmHeight;
}
SelectObject (hdc, oldfont);
// Create log read-only edit control
view = CreateWindowEx (WS_EX_NOPARENTNOTIFY, RICHEDIT_CLASS, NULL,
WS_CHILD | WS_VISIBLE | WS_VSCROLL |
ES_LEFT | ES_MULTILINE | WS_CLIPSIBLINGS,
0, 0, 0, 0,
hWnd, NULL, inst, NULL);
HRESULT hr;
hr = GetLastError();
if (view == NULL)
{
ReleaseDC (hWnd, hdc);
return -1;
}
SendMessage (view, EM_SETREADONLY, TRUE, 0);
SendMessage (view, EM_EXLIMITTEXT, 0, 0x7FFFFFFE);
SendMessage (view, EM_SETBKGNDCOLOR, 0, RGB(70,70,70));
// Setup default font for the log.
//SendMessage (view, WM_SETFONT, (WPARAM)GetStockObject (DEFAULT_GUI_FONT), FALSE);
format.cbSize = sizeof(format);
format.dwMask = CFM_BOLD | CFM_COLOR | CFM_FACE | CFM_SIZE;
format.dwEffects = 0;
format.yHeight = 200;
format.crTextColor = RGB(223,223,223);
format.bPitchAndFamily = FF_SWISS | VARIABLE_PITCH;
strcpy (format.szFaceName, "Bitstream Vera Sans"); // At least I have it. :p
SendMessage (view, EM_SETCHARFORMAT, SCF_ALL, (LPARAM)&format);
ConWindow = view;
ReleaseDC (hWnd, hdc);
view = CreateWindowEx (WS_EX_NOPARENTNOTIFY, "STATIC", NULL, WS_CHILD | WS_VISIBLE | WS_CLIPSIBLINGS | SS_OWNERDRAW, 0, 0, 0, 0, hWnd, NULL, inst, NULL);
if (view == NULL)
{
return -1;
}
SetWindowLong (view, GWL_ID, IDC_STATIC_TITLE);
GameTitleWindow = view;
return 0;
case WM_SIZE:
if (wParam != SIZE_MAXHIDE && wParam != SIZE_MAXSHOW)
{
LayoutMainWindow (hWnd, ErrorPane);
}
return 0;
case WM_DRAWITEM:
// Draw title banner.
if (wParam == IDC_STATIC_TITLE && DoomStartupInfo != NULL)
{
const PalEntry *c;
// Draw the game title strip at the top of the window.
drawitem = (LPDRAWITEMSTRUCT)lParam;
// Draw the background.
rect = drawitem->rcItem;
rect.bottom -= 1;
c = (const PalEntry *)&DoomStartupInfo->BkColor;
hbr = CreateSolidBrush (RGB(c->r,c->g,c->b));
FillRect (drawitem->hDC, &drawitem->rcItem, hbr);
DeleteObject (hbr);
// Calculate width of the title string.
SetTextAlign (drawitem->hDC, TA_TOP);
oldfont = SelectObject (drawitem->hDC, GameTitleFont != NULL ? GameTitleFont : (HFONT)GetStockObject (DEFAULT_GUI_FONT));
titlelen = (int)strlen (DoomStartupInfo->Name);
GetTextExtentPoint32 (drawitem->hDC, DoomStartupInfo->Name, titlelen, &size);
// Draw the title.
c = (const PalEntry *)&DoomStartupInfo->FgColor;
SetTextColor (drawitem->hDC, RGB(c->r,c->g,c->b));
SetBkMode (drawitem->hDC, TRANSPARENT);
TextOut (drawitem->hDC, rect.left + (rect.right - rect.left - size.cx) / 2, 2, DoomStartupInfo->Name, titlelen);
SelectObject (drawitem->hDC, oldfont);
return TRUE;
}
// Draw startup screen
else if (wParam == IDC_STATIC_STARTUP)
{
if (StartupScreen != NULL)
{
drawitem = (LPDRAWITEMSTRUCT)lParam;
rect = drawitem->rcItem;
// Windows expects DIBs to be bottom-up but ours is top-down,
// so flip it vertically while drawing it.
StretchDIBits (drawitem->hDC, rect.left, rect.bottom - 1, rect.right - rect.left, rect.top - rect.bottom,
0, 0, StartupBitmap->bmiHeader.biWidth, StartupBitmap->bmiHeader.biHeight,
ST_Util_BitsForBitmap(StartupBitmap), StartupBitmap, DIB_RGB_COLORS, SRCCOPY);
// If the title banner is gone, then this is an ENDOOM screen, so draw a short prompt
// where the command prompt would have been in DOS.
if (GameTitleWindow == NULL)
{
static const char QuitText[] = "Press any key or click anywhere in the window to quit.";
SetTextColor (drawitem->hDC, RGB(240,240,240));
SetBkMode (drawitem->hDC, TRANSPARENT);
oldfont = SelectObject (drawitem->hDC, (HFONT)GetStockObject (DEFAULT_GUI_FONT));
TextOut (drawitem->hDC, 3, drawitem->rcItem.bottom - DefaultGUIFontHeight - 3, QuitText, countof(QuitText)-1);
SelectObject (drawitem->hDC, oldfont);
}
return TRUE;
}
}
// Draw stop icon.
else if (wParam == IDC_ICONPIC)
{
HICON icon;
POINTL char_pos;
drawitem = (LPDRAWITEMSTRUCT)lParam;
// This background color should match the edit control's.
hbr = CreateSolidBrush (RGB(70,70,70));
FillRect (drawitem->hDC, &drawitem->rcItem, hbr);
DeleteObject (hbr);
// Draw the icon aligned with the first line of error text.
SendMessage (ConWindow, EM_POSFROMCHAR, (WPARAM)&char_pos, ErrorIconChar);
icon = (HICON)LoadImage (0, IDI_ERROR, IMAGE_ICON, 0, 0, LR_DEFAULTSIZE | LR_SHARED);
DrawIcon (drawitem->hDC, 6, char_pos.y, icon);
return TRUE;
}
return FALSE;
case WM_COMMAND:
if (ErrorIcon != NULL && (HWND)lParam == ConWindow && HIWORD(wParam) == EN_UPDATE)
{
// Be sure to redraw the error icon if the edit control changes.
InvalidateRect (ErrorIcon, NULL, TRUE);
return 0;
}
break;
case WM_CLOSE:
PostQuitMessage (0);
break;
case WM_DESTROY:
if (GameTitleFont != NULL)
{
DeleteObject (GameTitleFont);
}
break;
}
return DefWindowProc (hWnd, msg, wParam, lParam);
}
//==========================================================================
//
// ErrorPaneProc
//
// DialogProc for the error pane.
//
//==========================================================================
INT_PTR CALLBACK ErrorPaneProc (HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_INITDIALOG:
// Appear in the main window.
LayoutMainWindow (GetParent (hDlg), hDlg);
return TRUE;
case WM_COMMAND:
// There is only one button, and it's "Ok" and makes us quit.
if (HIWORD(wParam) == BN_CLICKED)
{
PostQuitMessage (0);
return TRUE;
}
break;
}
return FALSE;
}
//==========================================================================
//
// I_SetWndProc
//
// Sets the main WndProc, hides all the child windows, and starts up
// in-game input.
//
//==========================================================================
void I_SetWndProc()
{
if (GetWindowLongPtr (Window, GWLP_USERDATA) == 0)
{
SetWindowLongPtr (Window, GWLP_USERDATA, 1);
SetWindowLongPtr (Window, GWLP_WNDPROC, (WLONG_PTR)WndProc);
ShowWindow (ConWindow, SW_HIDE);
ShowWindow (GameTitleWindow, SW_HIDE);
I_InitInput (Window);
}
}
//==========================================================================
//
// RestoreConView
//
// Returns the main window to its startup state.
//
//==========================================================================
void RestoreConView()
{
// Make sure the window has a frame in case it was fullscreened.
SetWindowLongPtr (Window, GWL_STYLE, WS_VISIBLE|WS_OVERLAPPEDWINDOW);
if (GetWindowLong (Window, GWL_EXSTYLE) & WS_EX_TOPMOST)
{
SetWindowPos (Window, HWND_BOTTOM, 0, 0, 512, 384,
SWP_DRAWFRAME | SWP_NOCOPYBITS | SWP_NOMOVE);
SetWindowPos (Window, HWND_TOP, 0, 0, 0, 0, SWP_NOCOPYBITS | SWP_NOMOVE | SWP_NOSIZE);
}
else
{
SetWindowPos (Window, NULL, 0, 0, 512, 384,
SWP_DRAWFRAME | SWP_NOCOPYBITS | SWP_NOMOVE | SWP_NOZORDER);
}
SetWindowLongPtr (Window, GWLP_WNDPROC, (WLONG_PTR)LConProc);
ShowWindow (ConWindow, SW_SHOW);
ShowWindow (GameTitleWindow, SW_SHOW);
I_ShutdownInput (); // Make sure the mouse pointer is available.
// Make sure the progress bar isn't visible.
if (StartScreen != NULL)
{
delete StartScreen;
StartScreen = NULL;
}
}
//==========================================================================
//
// ShowErrorPane
//
// Shows an error message, preferably in the main window, but it can
// use a normal message box too.
//
//==========================================================================
void ShowErrorPane(const char *text)
{
if (Window == NULL || ConWindow == NULL)
{
MessageBox (Window, text,
GAMESIG " Fatal Error", MB_OK|MB_ICONSTOP|MB_TASKMODAL);
return;
}
SetWindowText (Window, "Fatal Error - " WINDOW_TITLE);
if (StartScreen != NULL) // Ensure that the network pane is hidden.
{
StartScreen->NetDone();
}
ErrorIcon = CreateWindowEx (WS_EX_NOPARENTNOTIFY, "STATIC", NULL, WS_CHILD | WS_VISIBLE | WS_CLIPSIBLINGS | SS_OWNERDRAW, 0, 0, 0, 0, Window, NULL, g_hInst, NULL);
if (ErrorIcon != NULL)
{
SetWindowLong (ErrorIcon, GWL_ID, IDC_ICONPIC);
}
ErrorPane = CreateDialogParam (g_hInst, MAKEINTRESOURCE(IDD_ERRORPANE), Window, ErrorPaneProc, (LONG_PTR)NULL);
CHARRANGE end;
CHARFORMAT2 oldformat, newformat;
PARAFORMAT2 paraformat;
// Append the error message to the log.
end.cpMax = end.cpMin = GetWindowTextLength (ConWindow);
SendMessage (ConWindow, EM_EXSETSEL, 0, (LPARAM)&end);
// Remember current charformat.
oldformat.cbSize = sizeof(oldformat);
SendMessage (ConWindow, EM_GETCHARFORMAT, SCF_SELECTION, (LPARAM)&oldformat);
// Use bigger font and standout colors.
newformat.cbSize = sizeof(newformat);
newformat.dwMask = CFM_BOLD | CFM_COLOR | CFM_SIZE;
newformat.dwEffects = CFE_BOLD;
newformat.yHeight = oldformat.yHeight * 5 / 4;
newformat.crTextColor = RGB(255,170,170);
SendMessage (ConWindow, EM_SETCHARFORMAT, SCF_SELECTION, (LPARAM)&newformat);
// Indent the rest of the text to make the error message stand out a little more.
paraformat.cbSize = sizeof(paraformat);
paraformat.dwMask = PFM_STARTINDENT | PFM_OFFSETINDENT | PFM_RIGHTINDENT;
paraformat.dxStartIndent = paraformat.dxOffset = paraformat.dxRightIndent = 120;
SendMessage (ConWindow, EM_SETPARAFORMAT, 0, (LPARAM)&paraformat);
SendMessage (ConWindow, EM_REPLACESEL, FALSE, (LPARAM)"\n");
// Find out where the error lines start for the error icon display control.
SendMessage (ConWindow, EM_EXGETSEL, 0, (LPARAM)&end);
ErrorIconChar = end.cpMax;
Update to ZDoom r1425: - Added MF5_CANTSEEK flag to prevent seeker missiles from homing in on certain actors and added an option to APowerInvisibility to set this flag when active. - Added map specific automap backgrounds. - Fixed: Voodoo dolls did not play a sound when dying. - Added colorized error messages to DECORATE and made a few more error conditions that do not block further parsing not immediately abort. - Made all errors in CreateNewActor not immediately fatal so that the rest of the DECORATE lump can be parsed normally to look for more errors. - Fixed: Defining classes with the same name as their immediate base class was legal. It should not be allowed that a class has another one with the same name in its ancestry. - Fixed: Formatting of the intermission screen on Heretic, Hexen and Strife was broken. Changed it to use WI_Drawpercent which does it properly and also allows showing percentage in these games now. - Fixed: The MAPINFO parser ignored missing terminating braces of the last block in the file. - Moved the V_InitFontColors() call earlier in the startup sequence so that colored error messages appear colored in the startup window. Also lightened up the "Flat" red to contrast better on the startup background. - Changed I_InitInput() to acquire the IDirectInput8A interface by using DirectInput8Create() instead of CoCreateInstance(). This allows the Steam GameOverlayRenderer.dll to properly hook it. - Stopped sending double the number of wheel events as appropriate to the console under Linux. - Added middle mouse button selection pasting for X systems. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@301 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-20 09:24:51 +00:00
// Now start adding the actual error message.
SendMessage (ConWindow, EM_REPLACESEL, FALSE, (LPARAM)"Execution could not continue.\n\n");
// Restore old charformat but with light yellow text.
oldformat.crTextColor = RGB(255,255,170);
SendMessage (ConWindow, EM_SETCHARFORMAT, SCF_SELECTION, (LPARAM)&oldformat);
// Add the error text.
SendMessage (ConWindow, EM_REPLACESEL, FALSE, (LPARAM)text);
// Make sure the error text is not scrolled below the window.
SendMessage (ConWindow, EM_LINESCROLL, 0, SendMessage (ConWindow, EM_GETLINECOUNT, 0, 0));
// The above line scrolled everything off the screen, so pretend to move the scroll
// bar thumb, which clamps to not show any extra lines if it doesn't need to.
SendMessage (ConWindow, EM_SCROLL, SB_PAGEDOWN, 0);
BOOL bRet;
MSG msg;
while ((bRet = GetMessage(&msg, NULL, 0, 0)) != 0)
{
if (bRet == -1)
{
MessageBox (Window, text,
GAMESIG " Fatal Error", MB_OK|MB_ICONSTOP|MB_TASKMODAL);
return;
}
else if (!IsDialogMessage (ErrorPane, &msg))
{
TranslateMessage (&msg);
DispatchMessage (&msg);
}
}
}
//==========================================================================
//
// DoMain
//
//==========================================================================
void DoMain (HINSTANCE hInstance)
{
LONG WinWidth, WinHeight;
int height, width, x, y;
RECT cRect;
TIMECAPS tc;
DEVMODE displaysettings;
try
{
#ifdef _MSC_VER
_set_new_handler (NewFailure);
#endif
Args = new DArgs(__argc, __argv);
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
atterm(FinalGC);
// Under XP, get our session ID so we can know when the user changes/locks sessions.
// Since we need to remain binary compatible with older versions of Windows, we
// need to extract the ProcessIdToSessionId function from kernel32.dll manually.
HMODULE kernel = GetModuleHandle ("kernel32.dll");
// Set the timer to be as accurate as possible
if (timeGetDevCaps (&tc, sizeof(tc)) != TIMERR_NOERROR)
TimerPeriod = 1; // Assume minimum resolution of 1 ms
else
TimerPeriod = tc.wPeriodMin;
timeBeginPeriod (TimerPeriod);
/*
killough 1/98:
This fixes some problems with exit handling
during abnormal situations.
The old code called I_Quit() to end program,
while now I_Quit() is installed as an exit
handler and exit() is called to exit, either
normally or abnormally.
*/
atexit (call_terms);
atterm (I_Quit);
// Figure out what directory the program resides in.
Update to ZDoom r905: - Added Martin Howe's morph system update. - Added support for defining composite textures in HIRESTEX. It is not fully tested and right now can't do much more than the old TEXTUREx method. - Added a few NULL pointer checks to the texture code. - Made duplicate class names in DECORATE non-fatal. There is really no stability concern here and the worst that can happen is that the wrong actor is spawned. This was a constant hassle when testing with WADs that contain duplicate resources. - Removed some GCC warnings. - Fixed: MinGW doesn't have _get_pgmptr(), so it couldn't compile i_main.cpp. - Fixed: MOD_WAVETABLE and MOD_SWSYNTH are not defined by w32api, so MinGW failed compiling the new MIDI code. - Fixed: LocalSndInfo and LocalSndSeq in S_Start() need to be const char pointers, since "" is a constant. - Fixed: parsecontext.h was missing a newline at the end of the file. - Fixed: Timidity::Channel::mono, rpn, and nrpn were not initialized. In particular, this meant that every channel was almost certainly in mono mode, which can sound pretty bad if the song isn't meant to be played that way. - Added bank numbers to the MIDI precaching for Timidity, since I guess I do need to care about banks, if even the Duke MIDIs use various banks. - Fixed: snd_midiprecache only exists in Win32 builds, so gameconfigfile.cpp shouldn't unconditionally link against it. - Fixed: pre_resample() was still disabled, and it left two samples at the end of the new wave data uninitialized. - Moved the xmap table from timidity/tables.cpp to playmidi.cpp. Now I can get rid of timidity/tables.cpp, which conflicts in name with the main Doom tables.cpp. (And interestingly, VC++ automatically renamed the object file, so I wasn't aware of the problem with GCC.) - Added a Gets function to the FileReader class which I planned to use to enable Timidity to read its config and sound patches from Zips. I put this on hold though after finding out that the sound quality isn't even near that of Timidity++. - GCC-Fixes (FString::GetChars() for Printf calls) - Added a dummy Weapon.NOLMS flag so that Skulltag weapons using this flag can be loaded - Changed the MIDIStreamer to send the all notes off controller to each channel when restarting the song, rather than emitting a single note off event which only has 1 in 127 chance of being for a note that's playing on that channel. Then I decided it would probably be a good idea to reset all the controllers as well. - Increasing the size of the internal Timidity stream buffer from 1/14 sec (copied from the OPL player) improved its sound dramatically, so apparently Timidity has issues with short stream buffers. It's now at 1/2 sec in length. However, there seems to be something weird going on with corazonazul_ff6boss.mid near the beginning where it stops and immediately restarts a guitar on the exact same note. - Added a new sound debugging cvar: snd_drawoutput, which can show various oscilloscopes and spectrums. - Eliminated some more global variables (onmobj, DoRipping, LastRipped, MissileActor, bulletpitch and linetarget.) - Internal TiMidity now plays music. Unfortunately, it doesn't sound right. :( - Changed the progdir global variable into an FString. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@90 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-12 18:59:23 +00:00
char *program;
#ifdef _MSC_VER
if (_get_pgmptr(&program) != 0)
{
I_FatalError("Could not determine program location.");
}
#else
char progbuff[1024];
GetModuleFileName(0, progbuff, sizeof(progbuff));
progbuff[1023] = '\0';
program = progbuff;
#endif
progdir = program;
program = progdir.LockBuffer();
*(strrchr(program, '\\') + 1) = '\0';
FixPathSeperator(program);
progdir.Truncate((long)strlen(program));
progdir.UnlockBuffer();
/*
height = GetSystemMetrics (SM_CYFIXEDFRAME) * 2 +
GetSystemMetrics (SM_CYCAPTION) + 12 * 32;
width = GetSystemMetrics (SM_CXFIXEDFRAME) * 2 + 8 * 78;
*/
width = 512;
height = 384;
// Many Windows structures that specify their size do so with the first
// element. DEVMODE is not one of those structures.
memset (&displaysettings, 0, sizeof(displaysettings));
displaysettings.dmSize = sizeof(displaysettings);
EnumDisplaySettings (NULL, ENUM_CURRENT_SETTINGS, &displaysettings);
x = (displaysettings.dmPelsWidth - width) / 2;
y = (displaysettings.dmPelsHeight - height) / 2;
if (Args->CheckParm ("-0"))
{
x = y = 0;
}
TheInvisibleCursor = LoadCursor (hInstance, MAKEINTRESOURCE(IDC_INVISIBLECURSOR));
TheArrowCursor = LoadCursor (NULL, IDC_ARROW);
WNDCLASS WndClass;
WndClass.style = 0;
WndClass.lpfnWndProc = LConProc;
WndClass.cbClsExtra = 0;
WndClass.cbWndExtra = 0;
WndClass.hInstance = hInstance;
WndClass.hIcon = LoadIcon (hInstance, MAKEINTRESOURCE(IDI_ICON1));
WndClass.hCursor = TheArrowCursor;
WndClass.hbrBackground = NULL;
WndClass.lpszMenuName = NULL;
WndClass.lpszClassName = (LPCTSTR)WinClassName;
/* register this new class with Windows */
if (!RegisterClass((LPWNDCLASS)&WndClass))
I_FatalError ("Could not register window class");
/* create window */
Window = CreateWindowEx(
WS_EX_APPWINDOW,
(LPCTSTR)WinClassName,
(LPCTSTR)WINDOW_TITLE,
WS_OVERLAPPEDWINDOW | WS_VISIBLE | WS_CLIPCHILDREN,
x, y, width, height,
(HWND) NULL,
(HMENU) NULL,
hInstance,
NULL);
if (!Window)
I_FatalError ("Could not open window");
if (kernel != 0)
{
typedef BOOL (WINAPI *pts)(DWORD, DWORD *);
pts pidsid = (pts)GetProcAddress (kernel, "ProcessIdToSessionId");
if (pidsid != 0)
{
if (!pidsid (GetCurrentProcessId(), &SessionID))
{
SessionID = 0;
}
hwtsapi32 = LoadLibraryA ("wtsapi32.dll");
if (hwtsapi32 != 0)
{
FARPROC reg = GetProcAddress (hwtsapi32, "WTSRegisterSessionNotification");
if (reg == 0 || !((BOOL(WINAPI *)(HWND, DWORD))reg) (Window, NOTIFY_FOR_THIS_SESSION))
{
FreeLibrary (hwtsapi32);
hwtsapi32 = 0;
}
else
{
atterm (UnWTS);
}
}
}
}
GetClientRect (Window, &cRect);
WinWidth = cRect.right;
WinHeight = cRect.bottom;
CoInitialize (NULL);
atterm (UnCOM);
C_InitConsole (((WinWidth / 8) + 2) * 8, (WinHeight / 12) * 8, false);
I_DetectOS ();
D_DoomMain ();
}
catch (class CDoomError &error)
{
I_ShutdownGraphics ();
RestoreConView ();
if (error.GetMessage ())
{
ShowErrorPane (error.GetMessage());
}
exit (-1);
}
}
//==========================================================================
//
// DoomSpecificInfo
//
// Called by the crash logger to get application-specific information.
//
//==========================================================================
Update to ZDoom r1083. Not fully tested yet! - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code. - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
void DoomSpecificInfo (char *buffer, size_t bufflen)
{
const char *arg;
Update to ZDoom r1083. Not fully tested yet! - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code. - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
char *const buffend = buffer + bufflen - 2; // -2 for CRLF at end
int i;
Update to ZDoom r1083. Not fully tested yet! - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code. - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
buffer += mysnprintf (buffer, buffend - buffer, "ZDoom version " DOTVERSIONSTR " (" __DATE__ ")\r\n");
buffer += mysnprintf (buffer, buffend - buffer, "\r\nCommand line: %s\r\n", GetCommandLine());
for (i = 0; (arg = Wads.GetWadName (i)) != NULL; ++i)
{
Update to ZDoom r1083. Not fully tested yet! - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code. - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
buffer += mysnprintf (buffer, buffend - buffer, "\r\nWad %d: %s", i, arg);
}
if (gamestate != GS_LEVEL && gamestate != GS_TITLELEVEL)
{
Update to ZDoom r1083. Not fully tested yet! - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code. - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
buffer += mysnprintf (buffer, buffend - buffer, "\r\n\r\nNot in a level.");
}
else
{
char name[9];
strncpy (name, level.mapname, 8);
name[8] = 0;
Update to ZDoom r1083. Not fully tested yet! - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code. - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
buffer += mysnprintf (buffer, buffend - buffer, "\r\n\r\nCurrent map: %s", name);
if (!viewactive)
{
Update to ZDoom r1083. Not fully tested yet! - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code. - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
buffer += mysnprintf (buffer, buffend - buffer, "\r\n\r\nView not active.");
}
else
{
Update to ZDoom r1083. Not fully tested yet! - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code. - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
buffer += mysnprintf (buffer, buffend - buffer, "\r\n\r\nviewx = %d", viewx);
buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewy = %d", viewy);
buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewz = %d", viewz);
buffer += mysnprintf (buffer, buffend - buffer, "\r\nviewangle = %x", viewangle);
}
}
*buffer++ = '\r';
*buffer++ = '\n';
*buffer++ = '\0';
}
// Here is how the error logging system works.
//
// To catch exceptions that occur in secondary threads, CatchAllExceptions is
// set as the UnhandledExceptionFilter for this process. It records the state
// of the thread at the time of the crash using CreateCrashLog and then queues
// an APC on the primary thread. When the APC executes, it raises a software
// exception that gets caught by the __try/__except block in WinMain.
// I_GetEvent calls SleepEx to put the primary thread in a waitable state
// periodically so that the APC has a chance to execute.
//
// Exceptions on the primary thread are caught by the __try/__except block in
// WinMain. Not only does it record the crash information, it also shuts
// everything down and displays a dialog with the information present. If a
// console log is being produced, the information will also be appended to it.
//
// If a debugger is running, CatchAllExceptions never executes, so secondary
// thread exceptions will always be caught by the debugger. For the primary
// thread, IsDebuggerPresent is called to determine if a debugger is present.
// Note that this function is not present on Windows 95, so we cannot
// statically link to it.
//
// To make this work with MinGW, you will need to use inline assembly
// because GCC offers no native support for Windows' SEH.
//==========================================================================
//
// SleepForever
//
//==========================================================================
void SleepForever ()
{
Sleep (INFINITE);
}
//==========================================================================
//
// ExitMessedUp
//
// An exception occurred while exiting, so don't do any standard processing.
// Just die.
//
//==========================================================================
LONG WINAPI ExitMessedUp (LPEXCEPTION_POINTERS foo)
{
ExitProcess (1000);
}
//==========================================================================
//
// ExitFatally
//
//==========================================================================
void CALLBACK ExitFatally (ULONG_PTR dummy)
{
SetUnhandledExceptionFilter (ExitMessedUp);
I_ShutdownGraphics ();
RestoreConView ();
DisplayCrashLog ();
exit (-1);
}
//==========================================================================
//
// CatchAllExceptions
//
//==========================================================================
LONG WINAPI CatchAllExceptions (LPEXCEPTION_POINTERS info)
{
#ifdef _DEBUG
if (info->ExceptionRecord->ExceptionCode == EXCEPTION_BREAKPOINT)
{
return EXCEPTION_CONTINUE_SEARCH;
}
#endif
static bool caughtsomething = false;
if (caughtsomething) return EXCEPTION_EXECUTE_HANDLER;
caughtsomething = true;
char *custominfo = (char *)HeapAlloc (GetProcessHeap(), 0, 16384);
CrashPointers = *info;
Update to ZDoom r1083. Not fully tested yet! - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code. - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
DoomSpecificInfo (custominfo, 16384);
CreateCrashLog (custominfo, (DWORD)strlen(custominfo));
// If the main thread crashed, then make it clean up after itself.
// Otherwise, put the crashing thread to sleep and signal the main thread to clean up.
if (GetCurrentThreadId() == MainThreadID)
{
- Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: When a suspended FraggleScript script was restarted all its variables were destroyed. Update to ZDoom r952: - Fixed: FString::StripRight() stripped the final character of the string if there were no designated characters to strip at the end of it. - Added support for Shoutcast/Icecast playlists. - Added an error message when a playlist could not be opened. - Added support for PLS format playlists, in addition to M3U. - Changed FPlayList to use an array of FStrings. - Fixed: Playlists required every song to be specified by an absolute path. - Fixed a copy-and-paste error in win32/i_main.cpp for 64-bit mode. - Tweaked OPL centering a little. - Added dynamic recentering for the OPL synth. The chip has four basic waveforms, and three of them are non-negative. This can cause a tendency for the resulting output waveform to go into very high ranges depending on the timbres used, and Heretic's exemplify this problem. - Reduced the OPL volume level slightly. - Fixed: The waveform view from snd_drawoutput was upside-down. - Various fixes for compiling working 64-bit binaries with Visual C++. The number of changes was pleasantly small, and a cursory check seems to show everything working alright. - Separated the skin scale values into separate X and Y values so that skins automatically generated for different player classes can use both the scaling values that can be set for the actor. - Fixed: Any MIDI ticks that contain only events that are interpreted by the MIDI parser and not passed on to the MIDI device would mess up timing for future events. - Changed EMIDI controller 110-113 handling to more accurately match the EMIDI specs: Track designations and exclusions should be ignored past the initial beat, and EMIDI program change and volume events should be ignored unless they were used in the initial beat. - Fixed: When FMOD::System::init() returns FMOD_ERR_OUTPUT_CREATEBUFFER, it could also be because the user selected PCM-Float output, but the driver doesn't support it (even if it claims to *cough*Audigy XP drivers*cough*). git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@101 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-01 21:45:22 +00:00
#ifndef _M_X64
info->ContextRecord->Eip = (DWORD_PTR)ExitFatally;
- Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: When a suspended FraggleScript script was restarted all its variables were destroyed. Update to ZDoom r952: - Fixed: FString::StripRight() stripped the final character of the string if there were no designated characters to strip at the end of it. - Added support for Shoutcast/Icecast playlists. - Added an error message when a playlist could not be opened. - Added support for PLS format playlists, in addition to M3U. - Changed FPlayList to use an array of FStrings. - Fixed: Playlists required every song to be specified by an absolute path. - Fixed a copy-and-paste error in win32/i_main.cpp for 64-bit mode. - Tweaked OPL centering a little. - Added dynamic recentering for the OPL synth. The chip has four basic waveforms, and three of them are non-negative. This can cause a tendency for the resulting output waveform to go into very high ranges depending on the timbres used, and Heretic's exemplify this problem. - Reduced the OPL volume level slightly. - Fixed: The waveform view from snd_drawoutput was upside-down. - Various fixes for compiling working 64-bit binaries with Visual C++. The number of changes was pleasantly small, and a cursory check seems to show everything working alright. - Separated the skin scale values into separate X and Y values so that skins automatically generated for different player classes can use both the scaling values that can be set for the actor. - Fixed: Any MIDI ticks that contain only events that are interpreted by the MIDI parser and not passed on to the MIDI device would mess up timing for future events. - Changed EMIDI controller 110-113 handling to more accurately match the EMIDI specs: Track designations and exclusions should be ignored past the initial beat, and EMIDI program change and volume events should be ignored unless they were used in the initial beat. - Fixed: When FMOD::System::init() returns FMOD_ERR_OUTPUT_CREATEBUFFER, it could also be because the user selected PCM-Float output, but the driver doesn't support it (even if it claims to *cough*Audigy XP drivers*cough*). git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@101 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-01 21:45:22 +00:00
#else
info->ContextRecord->Rip = (DWORD_PTR)ExitFatally;
#endif
}
else
{
- Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: When a suspended FraggleScript script was restarted all its variables were destroyed. Update to ZDoom r952: - Fixed: FString::StripRight() stripped the final character of the string if there were no designated characters to strip at the end of it. - Added support for Shoutcast/Icecast playlists. - Added an error message when a playlist could not be opened. - Added support for PLS format playlists, in addition to M3U. - Changed FPlayList to use an array of FStrings. - Fixed: Playlists required every song to be specified by an absolute path. - Fixed a copy-and-paste error in win32/i_main.cpp for 64-bit mode. - Tweaked OPL centering a little. - Added dynamic recentering for the OPL synth. The chip has four basic waveforms, and three of them are non-negative. This can cause a tendency for the resulting output waveform to go into very high ranges depending on the timbres used, and Heretic's exemplify this problem. - Reduced the OPL volume level slightly. - Fixed: The waveform view from snd_drawoutput was upside-down. - Various fixes for compiling working 64-bit binaries with Visual C++. The number of changes was pleasantly small, and a cursory check seems to show everything working alright. - Separated the skin scale values into separate X and Y values so that skins automatically generated for different player classes can use both the scaling values that can be set for the actor. - Fixed: Any MIDI ticks that contain only events that are interpreted by the MIDI parser and not passed on to the MIDI device would mess up timing for future events. - Changed EMIDI controller 110-113 handling to more accurately match the EMIDI specs: Track designations and exclusions should be ignored past the initial beat, and EMIDI program change and volume events should be ignored unless they were used in the initial beat. - Fixed: When FMOD::System::init() returns FMOD_ERR_OUTPUT_CREATEBUFFER, it could also be because the user selected PCM-Float output, but the driver doesn't support it (even if it claims to *cough*Audigy XP drivers*cough*). git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@101 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-01 21:45:22 +00:00
#ifndef _M_X64
info->ContextRecord->Eip = (DWORD_PTR)SleepForever;
- Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: When a suspended FraggleScript script was restarted all its variables were destroyed. Update to ZDoom r952: - Fixed: FString::StripRight() stripped the final character of the string if there were no designated characters to strip at the end of it. - Added support for Shoutcast/Icecast playlists. - Added an error message when a playlist could not be opened. - Added support for PLS format playlists, in addition to M3U. - Changed FPlayList to use an array of FStrings. - Fixed: Playlists required every song to be specified by an absolute path. - Fixed a copy-and-paste error in win32/i_main.cpp for 64-bit mode. - Tweaked OPL centering a little. - Added dynamic recentering for the OPL synth. The chip has four basic waveforms, and three of them are non-negative. This can cause a tendency for the resulting output waveform to go into very high ranges depending on the timbres used, and Heretic's exemplify this problem. - Reduced the OPL volume level slightly. - Fixed: The waveform view from snd_drawoutput was upside-down. - Various fixes for compiling working 64-bit binaries with Visual C++. The number of changes was pleasantly small, and a cursory check seems to show everything working alright. - Separated the skin scale values into separate X and Y values so that skins automatically generated for different player classes can use both the scaling values that can be set for the actor. - Fixed: Any MIDI ticks that contain only events that are interpreted by the MIDI parser and not passed on to the MIDI device would mess up timing for future events. - Changed EMIDI controller 110-113 handling to more accurately match the EMIDI specs: Track designations and exclusions should be ignored past the initial beat, and EMIDI program change and volume events should be ignored unless they were used in the initial beat. - Fixed: When FMOD::System::init() returns FMOD_ERR_OUTPUT_CREATEBUFFER, it could also be because the user selected PCM-Float output, but the driver doesn't support it (even if it claims to *cough*Audigy XP drivers*cough*). git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@101 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-01 21:45:22 +00:00
#else
info->ContextRecord->Rip = (DWORD_PTR)SleepForever;
#endif
QueueUserAPC (ExitFatally, MainThread, 0);
}
return EXCEPTION_CONTINUE_EXECUTION;
}
//==========================================================================
//
// infiniterecursion
//
// Debugging routine for testing the crash logger.
//
//==========================================================================
#ifdef _DEBUG
static void infiniterecursion(int foo)
{
if (foo)
{
infiniterecursion(foo);
}
}
#endif
//==========================================================================
//
// WinMain
//
//==========================================================================
int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE nothing, LPSTR cmdline, int nCmdShow)
{
g_hInst = hInstance;
InitCommonControls (); // Load some needed controls and be pretty under XP
if (NULL == LoadLibrary ("riched20.dll"))
{
// Technically, it isn't really Internet Explorer that is needed, but this
// is an example of a specific program that will provide riched20.dll.
// But considering how much extra stuff needs to be installed to make Windows 95
// useable with pretty much any recent software, the chances are high that
// the user already has riched20.dll installed.
I_FatalError ("Sorry, you need to install Internet Explorer 3 or higher to play ZDoom on Windows 95.");
}
#if !defined(__GNUC__) && defined(_DEBUG)
if (__argc == 2 && strcmp (__argv[1], "TestCrash") == 0)
{
__try
{
*(int *)0 = 0;
}
__except(CrashPointers = *GetExceptionInformation(),
CreateCrashLog (__argv[1], 9), EXCEPTION_EXECUTE_HANDLER)
{
}
DisplayCrashLog ();
exit (0);
}
if (__argc == 2 && strcmp (__argv[1], "TestStackCrash") == 0)
{
__try
{
infiniterecursion(1);
}
__except(CrashPointers = *GetExceptionInformation(),
CreateCrashLog (__argv[1], 14), EXCEPTION_EXECUTE_HANDLER)
{
}
DisplayCrashLog ();
exit (0);
}
#endif
MainThread = INVALID_HANDLE_VALUE;
DuplicateHandle (GetCurrentProcess(), GetCurrentThread(), GetCurrentProcess(), &MainThread,
0, FALSE, DUPLICATE_SAME_ACCESS);
MainThreadID = GetCurrentThreadId();
#ifndef _DEBUG
if (MainThread != INVALID_HANDLE_VALUE)
{
SetUnhandledExceptionFilter (CatchAllExceptions);
}
#endif
#if defined(_DEBUG) && defined(_MSC_VER)
// Uncomment this line to make the Visual C++ CRT check the heap before
// every allocation and deallocation. This will be slow, but it can be a
// great help in finding problem areas.
//_CrtSetDbgFlag (_CRTDBG_ALLOC_MEM_DF | _CRTDBG_CHECK_ALWAYS_DF);
- Added Skulltag's texture compression feature. Update to ZDoom r1024: - Fixed: There was still an inventory bar check in FMugShot::GetFace() after separating it from DDoomStatusBar. - Fixed: When following links in S_StartSound(), the function used sfx instead of S_Sfx as the array base for getting the NearLimit. - Repositioned the declaration of the file string in D_DoomMain() so that it won't be left on the stack at exit. - Fixed: PSymbol needs a virtual destructor so that PSymbolActionFunction can free its Arguments. - Symbols for native classes are now freed on exit. - Removed the 8-character limit on endpic names from the parser. (Though it might still be present in the texture manager; I don't remember.) - Fixed: EndSequence needs a proper constructor. - Fixed: The EndSequence structure was not fully initialized. - While doing the interpolation rewrite I noticed that DScroller and DPolyAction were doing some things in their destructor that needed to be done in the Destroy method. - Rewrote the interpolation code. Interpolations are no longer some objects that are separate from the rest of the engine. Instead, they are owned by the thinkers starting them. Also, polyobjects only spawn a single interpolation for each polyobject instead of a single one for each vertex. Also, different types of interpolation objects are used for different types of interpolation so that they can do some additional work if eventually needed. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@117 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-08 09:24:55 +00:00
// Enable leak checking at exit.
_CrtSetDbgFlag (_CrtSetDbgFlag(0) | _CRTDBG_LEAK_CHECK_DF);
- Added Skulltag's texture compression feature. Update to ZDoom r1024: - Fixed: There was still an inventory bar check in FMugShot::GetFace() after separating it from DDoomStatusBar. - Fixed: When following links in S_StartSound(), the function used sfx instead of S_Sfx as the array base for getting the NearLimit. - Repositioned the declaration of the file string in D_DoomMain() so that it won't be left on the stack at exit. - Fixed: PSymbol needs a virtual destructor so that PSymbolActionFunction can free its Arguments. - Symbols for native classes are now freed on exit. - Removed the 8-character limit on endpic names from the parser. (Though it might still be present in the texture manager; I don't remember.) - Fixed: EndSequence needs a proper constructor. - Fixed: The EndSequence structure was not fully initialized. - While doing the interpolation rewrite I noticed that DScroller and DPolyAction were doing some things in their destructor that needed to be done in the Destroy method. - Rewrote the interpolation code. Interpolations are no longer some objects that are separate from the rest of the engine. Instead, they are owned by the thinkers starting them. Also, polyobjects only spawn a single interpolation for each polyobject instead of a single one for each vertex. Also, different types of interpolation objects are used for different types of interpolation so that they can do some additional work if eventually needed. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@117 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-08 09:24:55 +00:00
// Use this to break at a specific allocation number.
//_crtBreakAlloc = 5501;
#endif
DoMain (hInstance);
CloseHandle (MainThread);
MainThread = INVALID_HANDLE_VALUE;
return 0;
}
//==========================================================================
//
// CCMD crashout
//
// Debugging routine for testing the crash logger.
// Useless in a debug build, because that doesn't enable the crash logger.
//
//==========================================================================
#ifndef _DEBUG
#include "c_dispatch.h"
CCMD (crashout)
{
*(int *)0 = 0;
}
#endif