gzdoom/src/win32/i_input.cpp

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/*
** i_input.cpp
** Handles input from keyboard, mouse, and joystick
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
// DI3 only supports up to 4 mouse buttons, and I want the joystick to
// be read using DirectInput instead of winmm.
#define DIRECTINPUT_VERSION 0x800
#if !defined(_WIN32_WINNT) || (_WIN32_WINNT < 0x0501)
#define _WIN32_WINNT 0x0501 // Support the mouse wheel and session notification.
#endif
#define WIN32_LEAN_AND_MEAN
#define __BYTEBOOL__
#ifndef __GNUC__
#define INITGUID
#endif
#include <windows.h>
#include <mmsystem.h>
#include <dbt.h>
#include <dinput.h>
#include <stdio.h>
#include <stdlib.h>
#include <ctype.h>
#include <string.h>
#ifdef _MSC_VER
#pragma warning(disable:4244)
#endif
// Compensate for w32api's lack
#ifndef GET_XBUTTON_WPARAM
#define GET_XBUTTON_WPARAM(wParam) (HIWORD(wParam))
#endif
#ifndef WM_WTSSESSION_CHANGE
#define WM_WTSSESSION_CHANGE 0x02B1
#define WTS_CONSOLE_CONNECT 1
#define WTS_CONSOLE_DISCONNECT 2
#define WTS_SESSION_LOCK 7
#define WTS_SESSION_UNLOCK 8
#endif
#ifndef SetClassLongPtr
#define SetClassLongPtr SetClassLong
#endif
#ifndef PBT_APMSUSPEND
// w32api does not #define the PBT_ macros in winuser.h like the PSDK does
#include <pbt.h>
#endif
#define USE_WINDOWS_DWORD
#include "c_dispatch.h"
#include "doomtype.h"
#include "doomdef.h"
#include "doomstat.h"
#include "m_argv.h"
#include "i_input.h"
#include "v_video.h"
#include "i_sound.h"
#include "m_menu.h"
#include "g_game.h"
#include "d_main.h"
#include "d_gui.h"
#include "c_console.h"
#include "c_cvars.h"
#include "i_system.h"
#include "s_sound.h"
#include "m_misc.h"
#include "gameconfigfile.h"
#include "win32iface.h"
#include "templates.h"
#include "cmdlib.h"
#include "d_event.h"
#include "v_text.h"
#define DINPUT_BUFFERSIZE 32
#ifdef _DEBUG
#define INGAME_PRIORITY_CLASS NORMAL_PRIORITY_CLASS
#else
//#define INGAME_PRIORITY_CLASS HIGH_PRIORITY_CLASS
#define INGAME_PRIORITY_CLASS NORMAL_PRIORITY_CLASS
#endif
BOOL DI_InitJoy (void);
extern HINSTANCE g_hInst;
extern DWORD SessionID;
extern void ShowEAXEditor ();
extern bool SpawnEAXWindow;
static HMODULE DInputDLL;
static void KeyRead ();
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
static BOOL I_StartupKeyboard ();
static void I_StartupMouse ();
static void MouseRead_DI ();
static void MouseRead_Win32 ();
static void GrabMouse_Win32 ();
static void UngrabMouse_Win32 ();
static BOOL I_GetDIMouse ();
static void I_GetWin32Mouse ();
static void CenterMouse_Win32 (LONG curx, LONG cury);
static void WheelMoved ();
static void DI_Acquire (LPDIRECTINPUTDEVICE8 mouse);
static void DI_Unacquire (LPDIRECTINPUTDEVICE8 mouse);
static void SetCursorState (int visible);
static HRESULT InitJoystick ();
static bool GUICapture;
static int NativeMouse;
static bool MakeMouseEvents;
static POINT UngrabbedPointerPos;
bool VidResizing;
extern bool SpawnEAXWindow;
extern BOOL vidactive;
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
extern HWND Window, ConWindow;
extern HWND EAXEditWindow;
extern void UpdateJoystickMenu ();
extern menu_t JoystickMenu;
EXTERN_CVAR (String, language)
EXTERN_CVAR (Bool, lookstrafe)
typedef enum { win32, dinput } mousemode_t;
static mousemode_t mousemode;
extern BOOL paused;
static bool HaveFocus = false;
static bool noidle = false;
static int WheelMove;
static LPDIRECTINPUT8 g_pdi;
static LPDIRECTINPUT g_pdi3;
static LPDIRECTINPUTDEVICE8 g_pJoy;
// These can also be earlier IDirectInputDevice interfaces.
// Since IDirectInputDevice8 just added new methods to it
// without rearranging the old ones, I just maintain one
// pointer for each device instead of two.
static LPDIRECTINPUTDEVICE8 g_pKey;
static LPDIRECTINPUTDEVICE8 g_pMouse;
HCURSOR TheArrowCursor, TheInvisibleCursor;
TArray<GUIDName> JoystickNames;
static DIDEVCAPS JoystickCaps;
float JoyAxes[6];
static int JoyActive;
static BYTE JoyButtons[128];
static BYTE JoyPOV[4];
static BYTE JoyAxisMap[8];
static float JoyAxisThresholds[8];
char *JoyAxisNames[8];
static const size_t Axes[8] =
{
myoffsetof(DIJOYSTATE2,lX),
myoffsetof(DIJOYSTATE2,lY),
myoffsetof(DIJOYSTATE2,lZ),
myoffsetof(DIJOYSTATE2,lRx),
myoffsetof(DIJOYSTATE2,lRy),
myoffsetof(DIJOYSTATE2,lRz),
myoffsetof(DIJOYSTATE2,rglSlider[0]),
myoffsetof(DIJOYSTATE2,rglSlider[1])
};
static const BYTE POVButtons[9] = { 0x01, 0x03, 0x02, 0x06, 0x04, 0x0C, 0x08, 0x09, 0x00 };
BOOL AppActive = TRUE;
int SessionState = 0;
CVAR (Bool, use_mouse, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, m_noprescale, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, m_filter, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, use_joystick, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CUSTOM_CVAR (GUID, joy_guid, NULL, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
{
if (g_pJoy != NULL)
{
DIDEVICEINSTANCE inst = { sizeof(DIDEVICEINSTANCE), };
if (SUCCEEDED(g_pJoy->GetDeviceInfo (&inst)) && self != inst.guidInstance)
{
DI_InitJoy ();
UpdateJoystickMenu ();
}
}
else
{
DI_InitJoy ();
UpdateJoystickMenu ();
}
}
static void MapAxis (FIntCVar &var, int num)
{
if (var < JOYAXIS_NONE || var > JOYAXIS_UP)
{
var = JOYAXIS_NONE;
}
else
{
JoyAxisMap[num] = var;
}
}
CUSTOM_CVAR (Int, joy_xaxis, JOYAXIS_YAW, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
MapAxis (self, 0);
}
CUSTOM_CVAR (Int, joy_yaxis, JOYAXIS_FORWARD, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
MapAxis (self, 1);
}
CUSTOM_CVAR (Int, joy_zaxis, JOYAXIS_SIDE, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
MapAxis (self, 2);
}
CUSTOM_CVAR (Int, joy_xrot, JOYAXIS_NONE, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
MapAxis (self, 3);
}
CUSTOM_CVAR (Int, joy_yrot, JOYAXIS_NONE, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
MapAxis (self, 4);
}
CUSTOM_CVAR (Int, joy_zrot, JOYAXIS_PITCH, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
MapAxis (self, 5);
}
CUSTOM_CVAR (Int, joy_slider, JOYAXIS_NONE, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
MapAxis (self, 6);
}
CUSTOM_CVAR (Int, joy_dial, JOYAXIS_NONE, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
MapAxis (self, 7);
}
CUSTOM_CVAR (Float, joy_xthreshold, 0.15f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
JoyAxisThresholds[0] = clamp (self * 256.f, 0.f, 256.f);
}
CUSTOM_CVAR (Float, joy_ythreshold, 0.15f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
JoyAxisThresholds[1] = clamp (self * 256.f, 0.f, 256.f);
}
CUSTOM_CVAR (Float, joy_zthreshold, 0.15f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
JoyAxisThresholds[2] = clamp (self * 256.f, 0.f, 256.f);
}
CUSTOM_CVAR (Float, joy_xrotthreshold, 0.15f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
JoyAxisThresholds[3] = clamp (self * 256.f, 0.f, 256.f);
}
CUSTOM_CVAR (Float, joy_yrotthreshold, 0.15f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
JoyAxisThresholds[4] = clamp (self * 256.f, 0.f, 256.f);
}
CUSTOM_CVAR (Float, joy_zrotthreshold, 0.15f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
JoyAxisThresholds[5] = clamp (self * 256.f, 0.f, 256.f);
}
CUSTOM_CVAR (Float, joy_sliderthreshold, 0.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
JoyAxisThresholds[6] = clamp (self * 256.f, 0.f, 256.f);
}
CUSTOM_CVAR (Float, joy_dialthreshold, 0.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
JoyAxisThresholds[7] = clamp (self * 256.f, 0.f, 256.f);
}
CVAR (Float, joy_speedmultiplier,1.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Float, joy_yawspeed, -1.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Float, joy_pitchspeed, -.75f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Float, joy_forwardspeed, -1.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Float, joy_sidespeed, 1.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Float, joy_upspeed, -1.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
// set this to false to make keypad-enter a usable separate key!
CVAR (Bool, k_mergekeys, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, k_allowfullscreentoggle, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
static FBaseCVar * const JoyConfigVars[] =
{
&joy_xaxis, &joy_yaxis, &joy_zaxis, &joy_xrot, &joy_yrot, &joy_zrot, &joy_slider, &joy_dial,
&joy_xthreshold, &joy_ythreshold, &joy_zthreshold, &joy_xrotthreshold, &joy_yrotthreshold, &joy_zrotthreshold, &joy_sliderthreshold, &joy_dialthreshold,
&joy_speedmultiplier, &joy_yawspeed, &joy_pitchspeed, &joy_forwardspeed, &joy_sidespeed,
&joy_upspeed
};
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
CUSTOM_CVAR (Int, in_mouse, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
{
if (self < 0)
{
self = 0;
}
else if (self > 2)
{
self = 2;
}
else if (g_pdi == NULL && g_pdi3 == NULL)
{
return;
}
else
{
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
I_StartupMouse();
}
}
static BYTE KeyState[256];
static BYTE DIKState[2][NUM_KEYS];
- Added some hackery at the start of MouseRead_Win32() that prevents it from yanking the mouse around if they keys haven't been read yet to combat the same situation that causes the keyboard to return DIERR_NOTACQUIRED in KeyRead(): The window is sort of in focus and sort of not. User.dll considers it to be focused and it's drawn as such, but another focused window is on top of it, and DirectInput doesn't see it as focused. - Fixed: KeyRead() should handle DIERR_NOTACQUIRED errors the same way it handles DIERR_INPUTLOST errors. This can happen if our window had the focus stolen away from it before we tried to acquire the keyboard in DI_Init2(). Strangely, MouseRead_DI() already did this. - When a stack overflow occurs, report.txt now only includes the first and last 16KB of the stack to make it more manageable. - Limited StreamEditBinary() to the first 64KB of the file to keep it from taking too long on large dumps. - And now I know why gathering crash information in the same process that crashed can be bad: Stack overflows. You get one spare page to play with when the stack overflows. MiniDumpWriteDump() needs more than that and causes an access violation when it runs out of leftover stack, silently terminating the application. Windows XP x64 offers SetThreadStackGuarantee() to increase this, but that isn't available on anything older, including 32-bit XP. To get around this, a new thread is created to write the mini dump when the stack overflows. - Changed A_Burnination() to be closer to Strife's. - Fixed: When playing back demos, DoAddBot() can be called without an associated call to SpawnBot(). So if the bot can't spawn, botnum can go negative, which will cause problems later in DCajunMaster::Main() when it sees that wanted_botnum (0) is higher than botnum (-1). - Fixed: Stopping demo recording in multiplayer games should not abruptly drop the recorder out of the game without notifying the other players. In fact, there's no reason why it should drop them out of multiplayer at all. - Fixed: Earthquakes were unreliable in multiplayer games because P_PredictPlayer() did not preserve the player's xviewshift. - Fixed: PlayerIsGone() needs to stop any scripts that belong to the player who left, in addition to executing disconnect scripts. - Fixed: APlayerPawn::AddInventory() should also check for a NULL player->mo in case the player left but somebody still has a reference to their actor. - Fixed: DDrawFB::PaintToWindow() should simulate proper unlocking behavior and set Buffer to NULL. - Improved feedback for network game initialization with the console ticker. - Moved i_net.cpp and i_net.h out of sdl/ and win32/ and into the main source directory. They are identical, so keeping two copies of them is bad. - Fixed: (At least with Creative's driver's,) EAX settings are global and not per-application. So if you play a multiplayer ZDoom game on one computer (or even another EAX-using application), ZDoom needs to restore the environment when it regains focus. - Maybe fixed: (See http://forum.zdoom.org/potato.php?t=10689) Apparently, PacketGet can receive ECONNRESET from nodes that aren't in the game. It should be safe to just ignore these packets. - Fixed: PlayerIsGone() should set the gone player's camera to NULL in case the player who left was player 0. This is because if a remaining player receives a "recoverable" error, they will become player 0. Once that happens, they game will try to update sounds through their camera and crash in FMODSoundRenderer::UpdateListener() because the zones array is now NULL. G_NewInit() should also clear all the player structures. SVN r233 (trunk)
2006-06-30 02:13:26 +00:00
static int KeysReadCount;
static int ActiveDIKState;
static void SetSoundPaused (int state);
// Convert DIK_* code to ASCII using Qwerty keymap
static const BYTE Convert [256] =
{
// 0 1 2 3 4 5 6 7 8 9 A B C D E F
0, 27, '1', '2', '3', '4', '5', '6', '7', '8', '9', '0', '-', '=', 8, 9, // 0
'q', 'w', 'e', 'r', 't', 'y', 'u', 'i', 'o', 'p', '[', ']', 13, 0, 'a', 's', // 1
'd', 'f', 'g', 'h', 'j', 'k', 'l', ';', 39, '`', 0,'\\', 'z', 'x', 'c', 'v', // 2
'b', 'n', 'm', ',', '.', '/', 0, '*', 0, ' ', 0, 0, 0, 0, 0, 0, // 3
0, 0, 0, 0, 0, 0, 0, '7', '8', '9', '-', '4', '5', '6', '+', '1', // 4
'2', '3', '0', '.', 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // 5
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // 6
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // 7
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, '=', 0, 0, // 8
0, '@', ':', '_', 0, 0, 0, 0, 0, 0, 0, 0, 13, 0, 0, 0, // 9
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // A
0, 0, 0, ',', 0, '/', 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // B
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // C
0, 0, 0, 0, 0, 0, 0, 0
};
static void FlushDIKState (int low=0, int high=NUM_KEYS-1)
{
int i;
event_t event;
BYTE *state = DIKState[ActiveDIKState];
memset (&event, 0, sizeof(event));
event.type = EV_KeyUp;
for (i = low; i <= high; ++i)
{
if (state[i])
{
state[i] = 0;
event.data1 = i;
event.data2 = i < 256 ? Convert[i] : 0;
D_PostEvent (&event);
}
}
}
extern int chatmodeon;
static void I_CheckGUICapture ()
{
bool wantCapt;
if (menuactive == MENU_Off)
{
wantCapt = ConsoleState == c_down || ConsoleState == c_falling || chatmodeon;
}
else
{
wantCapt = (menuactive == MENU_On || menuactive == MENU_OnNoPause);
}
if (wantCapt != GUICapture)
{
GUICapture = wantCapt;
if (wantCapt)
{
FlushDIKState ();
}
}
}
CUSTOM_CVAR(Int, mouse_capturemode, 1, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
{
if (self < 0) self = 0;
else if (self > 2) self = 2;
}
static bool inGame()
{
switch (mouse_capturemode)
{
default:
case 0:
return gamestate == GS_LEVEL;
case 1:
return gamestate == GS_LEVEL || gamestate == GS_INTERMISSION || gamestate == GS_FINALE;
case 2:
return true;
}
}
void I_CheckNativeMouse (bool preferNative)
{
bool wantNative = !HaveFocus ||
((!screen || !screen->IsFullscreen()) &&
(!inGame() || GUICapture || paused || preferNative || !use_mouse || demoplayback));
//Printf ("%d %d %d\n", wantNative, preferNative, NativeMouse);
if (int(wantNative) != NativeMouse)
{
if (wantNative)
{
if (mousemode == dinput)
{
DI_Unacquire (g_pMouse);
}
else
{
UngrabMouse_Win32 ();
SetCursorPos (UngrabbedPointerPos.x, UngrabbedPointerPos.y);
}
FlushDIKState (KEY_MOUSE1, KEY_MOUSE8);
}
else
{
if (mousemode == win32)
{
if (NativeMouse >= 0)
{
GetCursorPos (&UngrabbedPointerPos);
}
GrabMouse_Win32 ();
}
else
{
DI_Acquire (g_pMouse);
}
}
NativeMouse = wantNative;
}
}
LRESULT CALLBACK WndProc (HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
event_t event;
memset (&event, 0, sizeof(event));
switch (message)
{
case WM_DESTROY:
SetPriorityClass (GetCurrentProcess(), NORMAL_PRIORITY_CLASS);
//PostQuitMessage (0);
exit (0);
break;
case WM_HOTKEY:
break;
case WM_PAINT:
if (screen != NULL && 0)
{
static_cast<BaseWinFB *> (screen)->PaintToWindow ();
}
return DefWindowProc (hWnd, message, wParam, lParam);
case WM_SETTINGCHANGE:
// If regional settings were changed, reget preferred languages
if (wParam == 0 && lParam != 0 && strcmp ((const char *)lParam, "intl") == 0)
{
language.Callback ();
}
return 0;
case WM_KILLFOCUS:
if (g_pKey) g_pKey->Unacquire ();
FlushDIKState ();
HaveFocus = false;
I_CheckNativeMouse (true); // Make sure mouse gets released right away
break;
case WM_SETFOCUS:
if (g_pKey)
{
g_pKey->Acquire();
}
HaveFocus = true;
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
I_CheckNativeMouse (false);
break;
case WM_SIZE:
if (mousemode == win32 && !NativeMouse &&
(wParam == SIZE_MAXIMIZED || wParam == SIZE_RESTORED))
{
CenterMouse_Win32 (-1, -1);
return 0;
}
InvalidateRect (Window, NULL, FALSE);
break;
case WM_MOVE:
if (mousemode == win32 && !NativeMouse)
{
CenterMouse_Win32 (-1, -1);
return 0;
}
break;
// Being forced to separate my keyboard input handler into
// two pieces like this really stinks. (IMHO)
case WM_KEYDOWN:
// When the EAX editor is open, pressing Ctrl+Tab will switch to it
if (EAXEditWindow != 0 && wParam == VK_TAB && !(lParam & 0x40000000) &&
(GetKeyState (VK_CONTROL) & 0x8000))
{
SetForegroundWindow (EAXEditWindow);
return 0;
}
// Intentional fall-through
case WM_KEYUP:
GetKeyboardState (KeyState);
if (GUICapture)
{
event.type = EV_GUI_Event;
if (message == WM_KEYUP)
{
event.subtype = EV_GUI_KeyUp;
}
else
{
event.subtype = (lParam & 0x40000000) ? EV_GUI_KeyRepeat : EV_GUI_KeyDown;
}
event.data3 = ((KeyState[VK_SHIFT]&128) ? GKM_SHIFT : 0) |
((KeyState[VK_CONTROL]&128) ? GKM_CTRL : 0) |
((KeyState[VK_MENU]&128) ? GKM_ALT : 0);
if ( (event.data1 = MapVirtualKey (wParam, 2)) )
{
ToAscii (wParam, (lParam >> 16) & 255, KeyState, (LPWORD)&event.data2, 0);
D_PostEvent (&event);
}
else
{
switch (wParam)
{
case VK_PRIOR: event.data1 = GK_PGUP; break;
case VK_NEXT: event.data1 = GK_PGDN; break;
case VK_END: event.data1 = GK_END; break;
case VK_HOME: event.data1 = GK_HOME; break;
case VK_LEFT: event.data1 = GK_LEFT; break;
case VK_RIGHT: event.data1 = GK_RIGHT; break;
case VK_UP: event.data1 = GK_UP; break;
case VK_DOWN: event.data1 = GK_DOWN; break;
case VK_DELETE: event.data1 = GK_DEL; break;
case VK_ESCAPE: event.data1 = GK_ESCAPE; break;
case VK_F1: event.data1 = GK_F1; break;
case VK_F2: event.data1 = GK_F2; break;
case VK_F3: event.data1 = GK_F3; break;
case VK_F4: event.data1 = GK_F4; break;
case VK_F5: event.data1 = GK_F5; break;
case VK_F6: event.data1 = GK_F6; break;
case VK_F7: event.data1 = GK_F7; break;
case VK_F8: event.data1 = GK_F8; break;
case VK_F9: event.data1 = GK_F9; break;
case VK_F10: event.data1 = GK_F10; break;
case VK_F11: event.data1 = GK_F11; break;
case VK_F12: event.data1 = GK_F12; break;
}
if (event.data1 != 0)
{
event.data2 = event.data1;
D_PostEvent (&event);
}
}
}
else
{
if (message == WM_KEYUP)
{
event.type = EV_KeyUp;
}
else
{
if (lParam & 0x40000000)
{
return 0;
}
else
{
event.type = EV_KeyDown;
}
}
switch (wParam)
{
case VK_PAUSE:
event.data1 = KEY_PAUSE;
break;
case VK_TAB:
event.data1 = DIK_TAB;
event.data2 = '\t';
break;
case VK_NUMLOCK:
event.data1 = DIK_NUMLOCK;
break;
}
if (event.data1)
{
DIKState[ActiveDIKState][event.data1] = (event.type == EV_KeyDown);
D_PostEvent (&event);
}
}
break;
case WM_CHAR:
if (GUICapture && wParam >= ' ') // only send displayable characters
{
event.type = EV_GUI_Event;
event.subtype = EV_GUI_Char;
event.data1 = wParam;
D_PostEvent (&event);
}
break;
case WM_SYSCHAR:
if (GUICapture && wParam >= '0' && wParam <= '9') // make chat macros work
{
event.type = EV_GUI_Event;
event.subtype = EV_GUI_Char;
event.data1 = wParam;
event.data2 = 1;
D_PostEvent (&event);
}
if (wParam == '\r' && k_allowfullscreentoggle)
{
ToggleFullscreen = !ToggleFullscreen;
}
break;
case WM_SYSCOMMAND:
{
WPARAM cmdType = wParam & 0xfff0;
// Prevent activation of the window menu with Alt-Space
if (cmdType != SC_KEYMENU)
return DefWindowProc (hWnd, message, wParam, lParam);
}
break;
case WM_LBUTTONDOWN:
case WM_LBUTTONUP:
case WM_RBUTTONDOWN:
case WM_RBUTTONUP:
case WM_MBUTTONDOWN:
case WM_MBUTTONUP:
if (MakeMouseEvents && mousemode == win32)
{
event.type = ((message - WM_LBUTTONDOWN) % 3) ? EV_KeyUp : EV_KeyDown;
event.data1 = KEY_MOUSE1 + (message - WM_LBUTTONDOWN) / 3;
DIKState[ActiveDIKState][event.data1] = (event.type == EV_KeyDown);
D_PostEvent (&event);
}
else if (GUICapture)
{
event.type = EV_GUI_Event;
if (message >= WM_LBUTTONDOWN && message <= WM_LBUTTONDBLCLK)
{
event.subtype = message - WM_LBUTTONDOWN + EV_GUI_LButtonDown;
}
else if (message >= WM_RBUTTONDOWN && message <= WM_RBUTTONDBLCLK)
{
event.subtype = message - WM_RBUTTONDOWN + EV_GUI_RButtonDown;
}
else if (message >= WM_MBUTTONDOWN && message <= WM_MBUTTONDBLCLK)
{
event.subtype = message - WM_MBUTTONDOWN + EV_GUI_MButtonDown;
}
D_PostEvent (&event);
}
break;
case WM_XBUTTONDOWN:
case WM_XBUTTONUP:
// Microsoft's (lack of) documentation for the X buttons is unclear on whether
// or not simultaneous pressing of multiple X buttons will ever be merged into
// a single message. Winuser.h describes the button field as being filled with
// flags, which suggests that it could merge them. My testing
// indicates it does not, but I will assume it might in the future.
if (MakeMouseEvents && mousemode == win32)
{
WORD xbuttons = GET_XBUTTON_WPARAM (wParam);
event.type = (message == WM_XBUTTONDOWN) ? EV_KeyDown : EV_KeyUp;
// There are only two X buttons defined presently, so I extrapolate from
// the current winuser.h values to support up to 8 mouse buttons.
for (int i = 0; i < 5; ++i, xbuttons >>= 1)
{
if (xbuttons & 1)
{
event.data1 = KEY_MOUSE4 + i;
DIKState[ActiveDIKState][event.data1] = (event.type == EV_KeyDown);
D_PostEvent (&event);
}
}
}
return TRUE;
case WM_MOUSEWHEEL:
if ((MakeMouseEvents || NativeMouse) && mousemode == win32)
{
WheelMove += (short) HIWORD(wParam);
WheelMoved ();
}
break;
case WM_DISPLAYCHANGE:
if (SpawnEAXWindow)
{
SpawnEAXWindow = false;
ShowEAXEditor ();
}
break;
case WM_GETMINMAXINFO:
if (screen && !VidResizing)
{
LPMINMAXINFO mmi = (LPMINMAXINFO)lParam;
mmi->ptMinTrackSize.x = SCREENWIDTH + GetSystemMetrics (SM_CXSIZEFRAME) * 2;
mmi->ptMinTrackSize.y = SCREENHEIGHT + GetSystemMetrics (SM_CYSIZEFRAME) * 2 +
GetSystemMetrics (SM_CYCAPTION);
return 0;
}
break;
case WM_ACTIVATEAPP:
AppActive = wParam;
if (wParam)
{
SetPriorityClass (GetCurrentProcess (), INGAME_PRIORITY_CLASS);
}
else if (!noidle && !netgame)
{
SetPriorityClass (GetCurrentProcess (), IDLE_PRIORITY_CLASS);
}
SetSoundPaused (wParam);
break;
case WM_WTSSESSION_CHANGE:
case WM_POWERBROADCAST:
{
int oldstate = SessionState;
if (message == WM_WTSSESSION_CHANGE && lParam == (LPARAM)SessionID)
{
#ifdef _DEBUG
OutputDebugString ("SessionID matched\n");
#endif
// When using fast user switching, XP will lock a session before
// disconnecting it, and the session will be unlocked before reconnecting it.
// For our purposes, video output will only happen when the session is
// both unlocked and connected (that is, SessionState is 0).
switch (wParam)
{
case WTS_SESSION_LOCK:
SessionState |= 1;
break;
case WTS_SESSION_UNLOCK:
SessionState &= ~1;
break;
case WTS_CONSOLE_DISCONNECT:
SessionState |= 2;
//I_MovieDisableSound ();
break;
case WTS_CONSOLE_CONNECT:
SessionState &= ~2;
//I_MovieResumeSound ();
break;
}
}
else if (message == WM_POWERBROADCAST)
{
switch (wParam)
{
case PBT_APMSUSPEND:
SessionState |= 4;
break;
case PBT_APMRESUMESUSPEND:
SessionState &= ~4;
break;
}
}
- The sound code now handles restarting looping sounds itself. As far as the rest of the game is concerned, these sounds will never stop once they have been started until they are explicitly stopped. If they are evicted from their channels, the sound code will restart them as soon as possible. This means that instead of this: if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1)) { S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); } The following is now just as effective: S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); There are also a couple of other ramifications presented by this change: * The full state of the sound system (sans music) is now stored in save games. Any sounds that were playing when you saved will still be playing when you load. (Try saving while Korax is making a speech in Hexen to hear it.) * Using snd_reset will also preserve any playing sounds. * Movie playback is disabled, probably forever. I did not want to update the MovieDisable/ResumeSound stuff for the new eviction tracking code. A properly updated movie player will use the VMR, which doesn't need these functions, since it would pipe the sound straight through the sound system like everything else, so I decided to dump them now, which leaves the movie player in a totally unworkable state. June 26, 2008 - Changed S_Sound() to take the same floating point attenuation that the internal S_StartSound() uses. Now ambient sounds can use the public S_Sound() interface. - Fixed: S_RelinkSound() compared the points of the channels against the from actor's point, rather than checking the channels' mover. - Changed Strife's animated doors so that their sounds originate from the interior of the sector making them and not from the entire vertical height of the map. SVN r1055 (trunk)
2008-06-29 04:19:38 +00:00
if (GSnd != NULL)
{
- The sound code now handles restarting looping sounds itself. As far as the rest of the game is concerned, these sounds will never stop once they have been started until they are explicitly stopped. If they are evicted from their channels, the sound code will restart them as soon as possible. This means that instead of this: if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1)) { S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); } The following is now just as effective: S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); There are also a couple of other ramifications presented by this change: * The full state of the sound system (sans music) is now stored in save games. Any sounds that were playing when you saved will still be playing when you load. (Try saving while Korax is making a speech in Hexen to hear it.) * Using snd_reset will also preserve any playing sounds. * Movie playback is disabled, probably forever. I did not want to update the MovieDisable/ResumeSound stuff for the new eviction tracking code. A properly updated movie player will use the VMR, which doesn't need these functions, since it would pipe the sound straight through the sound system like everything else, so I decided to dump them now, which leaves the movie player in a totally unworkable state. June 26, 2008 - Changed S_Sound() to take the same floating point attenuation that the internal S_StartSound() uses. Now ambient sounds can use the public S_Sound() interface. - Fixed: S_RelinkSound() compared the points of the channels against the from actor's point, rather than checking the channels' mover. - Changed Strife's animated doors so that their sounds originate from the interior of the sector making them and not from the entire vertical height of the map. SVN r1055 (trunk)
2008-06-29 04:19:38 +00:00
#if 0
// Do we actually need this here?
if (!oldstate && SessionState)
{
- The sound code now handles restarting looping sounds itself. As far as the rest of the game is concerned, these sounds will never stop once they have been started until they are explicitly stopped. If they are evicted from their channels, the sound code will restart them as soon as possible. This means that instead of this: if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1)) { S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); } The following is now just as effective: S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); There are also a couple of other ramifications presented by this change: * The full state of the sound system (sans music) is now stored in save games. Any sounds that were playing when you saved will still be playing when you load. (Try saving while Korax is making a speech in Hexen to hear it.) * Using snd_reset will also preserve any playing sounds. * Movie playback is disabled, probably forever. I did not want to update the MovieDisable/ResumeSound stuff for the new eviction tracking code. A properly updated movie player will use the VMR, which doesn't need these functions, since it would pipe the sound straight through the sound system like everything else, so I decided to dump them now, which leaves the movie player in a totally unworkable state. June 26, 2008 - Changed S_Sound() to take the same floating point attenuation that the internal S_StartSound() uses. Now ambient sounds can use the public S_Sound() interface. - Fixed: S_RelinkSound() compared the points of the channels against the from actor's point, rather than checking the channels' mover. - Changed Strife's animated doors so that their sounds originate from the interior of the sector making them and not from the entire vertical height of the map. SVN r1055 (trunk)
2008-06-29 04:19:38 +00:00
GSnd->SuspendSound ();
}
else if (oldstate && !SessionState)
{
GSnd->MovieResumeSound ();
}
- The sound code now handles restarting looping sounds itself. As far as the rest of the game is concerned, these sounds will never stop once they have been started until they are explicitly stopped. If they are evicted from their channels, the sound code will restart them as soon as possible. This means that instead of this: if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1)) { S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); } The following is now just as effective: S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); There are also a couple of other ramifications presented by this change: * The full state of the sound system (sans music) is now stored in save games. Any sounds that were playing when you saved will still be playing when you load. (Try saving while Korax is making a speech in Hexen to hear it.) * Using snd_reset will also preserve any playing sounds. * Movie playback is disabled, probably forever. I did not want to update the MovieDisable/ResumeSound stuff for the new eviction tracking code. A properly updated movie player will use the VMR, which doesn't need these functions, since it would pipe the sound straight through the sound system like everything else, so I decided to dump them now, which leaves the movie player in a totally unworkable state. June 26, 2008 - Changed S_Sound() to take the same floating point attenuation that the internal S_StartSound() uses. Now ambient sounds can use the public S_Sound() interface. - Fixed: S_RelinkSound() compared the points of the channels against the from actor's point, rather than checking the channels' mover. - Changed Strife's animated doors so that their sounds originate from the interior of the sector making them and not from the entire vertical height of the map. SVN r1055 (trunk)
2008-06-29 04:19:38 +00:00
#endif
}
#ifdef _DEBUG
char foo[256];
About a week's worth of changes here. As a heads-up, I wouldn't be surprised if this doesn't build in Linux right now. The CMakeLists.txt were checked with MinGW and NMake, but how they fair under Linux is an unknown to me at this time. - 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. - Added the gdtoa package from netlib's fp library so that ZDoom's printf-style formatting can be entirely independant of the CRT. SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00
mysnprintf (foo, countof(foo), "Session Change: %ld %d\n", lParam, wParam);
OutputDebugString (foo);
#endif
}
break;
case WM_DEVICECHANGE:
if (wParam == DBT_DEVNODES_CHANGED ||
wParam == DBT_DEVICEARRIVAL ||
wParam == DBT_CONFIGCHANGED)
{
unsigned int i;
TArray<GUID> oldjoys;
for (i = 0; i < JoystickNames.Size(); ++i)
{
oldjoys.Push (JoystickNames[i].ID);
}
DI_EnumJoy ();
// If a new joystick was added and the joystick menu is open,
// switch to it.
if (menuactive != MENU_Off && CurrentMenu == &JoystickMenu)
{
for (i = 0; i < JoystickNames.Size(); ++i)
{
bool wasListed = false;
for (unsigned int j = 0; j < oldjoys.Size(); ++j)
{
if (oldjoys[j] == JoystickNames[i].ID)
{
wasListed = true;
break;
}
}
if (!wasListed)
{
joy_guid = JoystickNames[i].ID;
break;
}
}
}
// If the current joystick was removed,
// try to switch to a different one.
if (g_pJoy != NULL)
{
DIDEVICEINSTANCE inst = { sizeof(DIDEVICEINSTANCE), };
if (SUCCEEDED(g_pJoy->GetDeviceInfo (&inst)))
{
for (i = 0; i < JoystickNames.Size(); ++i)
{
if (JoystickNames[i].ID == inst.guidInstance)
{
break;
}
}
if (i == JoystickNames.Size ())
{
DI_InitJoy ();
}
}
}
else
{
DI_InitJoy ();
}
UpdateJoystickMenu ();
}
break;
case WM_PALETTECHANGED:
if ((HWND)wParam == Window)
break;
if (screen != NULL)
{
screen->PaletteChanged ();
}
return DefWindowProc (hWnd, message, wParam, lParam);
case WM_QUERYNEWPALETTE:
if (screen != NULL)
{
return screen->QueryNewPalette ();
}
return DefWindowProc (hWnd, message, wParam, lParam);
case WM_ERASEBKGND:
return true;
default:
return DefWindowProc (hWnd, message, wParam, lParam);
}
return 0;
}
/****** Joystick stuff ******/
void DI_JoyCheck ()
{
float mul;
event_t event;
HRESULT hr;
DIJOYSTATE2 js;
int i;
BYTE pov;
if (g_pJoy == NULL)
{
return;
}
hr = g_pJoy->Poll ();
if (FAILED(hr))
{
do
{
hr = g_pJoy->Acquire ();
}
while (hr == DIERR_INPUTLOST);
if (FAILED(hr))
return;
}
hr = g_pJoy->GetDeviceState (sizeof(DIJOYSTATE2), &js);
if (FAILED(hr))
return;
mul = joy_speedmultiplier;
if (Button_Speed.bDown)
{
mul *= 0.5f;
}
for (i = 0; i < 6; ++i)
{
JoyAxes[i] = 0.f;
}
for (i = 0; i < 8; ++i)
{
int vaxis = JoyAxisMap[i];
if (vaxis != JOYAXIS_NONE)
{
if (vaxis == JOYAXIS_YAW && (Button_Strafe.bDown ||
(Button_Mlook.bDown && lookstrafe)))
{
vaxis = JOYAXIS_SIDE;
}
else if (vaxis == JOYAXIS_FORWARD && Button_Mlook.bDown)
{
vaxis = JOYAXIS_PITCH;
}
float axisval = *((LONG *)((BYTE *)&js + Axes[i]));
if (fabsf(axisval) > JoyAxisThresholds[i])
{
if (axisval > 0.f)
{
axisval -= JoyAxisThresholds[i];
}
else
{
axisval += JoyAxisThresholds[i];
}
JoyAxes[vaxis] += axisval * mul * 256.f / (256.f - JoyAxisThresholds[i]);
}
}
}
JoyAxes[JOYAXIS_YAW] *= joy_yawspeed;
JoyAxes[JOYAXIS_PITCH] *= joy_pitchspeed;
JoyAxes[JOYAXIS_FORWARD] *= joy_forwardspeed;
JoyAxes[JOYAXIS_SIDE] *= joy_sidespeed;
JoyAxes[JOYAXIS_UP] *= joy_upspeed;
event.data2 = event.data3 = 0;
// Send button up/down events
for (i = 0; i < 128; ++i)
{
if ((js.rgbButtons[i] ^ JoyButtons[i]) & 0x80)
{
event.data1 = KEY_FIRSTJOYBUTTON + i;
if (JoyButtons[i])
{
event.type = EV_KeyUp;
JoyButtons[i] = 0;
}
else
{
event.type = EV_KeyDown;
JoyButtons[i] = 0x80;
}
D_PostEvent (&event);
}
}
for (i = 0; i < 4; ++i)
{
if (LOWORD(js.rgdwPOV[i]) == 0xFFFF)
{
pov = 8;
}
else
{
pov = ((js.rgdwPOV[i] + 2250) % 36000) / 4500;
}
pov = POVButtons[pov];
for (int j = 0; j < 4; ++j)
{
BYTE mask = 1 << j;
if ((JoyPOV[i] ^ pov) & mask)
{
event.data1 = KEY_JOYPOV1_UP + i*4 + j;
event.type = (pov & mask) ? EV_KeyDown : EV_KeyUp;
D_PostEvent (&event);
}
}
JoyPOV[i] = pov;
}
}
bool SetJoystickSection (bool create)
{
DIDEVICEINSTANCE inst = { sizeof(DIDEVICEINSTANCE), };
char section[80] = "Joystick.";
if (g_pJoy != NULL && SUCCEEDED(g_pJoy->GetDeviceInfo (&inst)))
{
About a week's worth of changes here. As a heads-up, I wouldn't be surprised if this doesn't build in Linux right now. The CMakeLists.txt were checked with MinGW and NMake, but how they fair under Linux is an unknown to me at this time. - 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. - Added the gdtoa package from netlib's fp library so that ZDoom's printf-style formatting can be entirely independant of the CRT. SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00
FormatGUID (section + 9, countof(section) - 9, inst.guidInstance);
strcpy (section + 9 + 38, ".Axes");
return GameConfig->SetSection (section, create);
}
else
{
return false;
}
}
void LoadJoystickConfig ()
{
if (SetJoystickSection (false))
{
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
for (size_t i = 0; i < countof(JoyConfigVars); ++i)
{
const char *val = GameConfig->GetValueForKey (JoyConfigVars[i]->GetName());
UCVarValue cval;
if (val != NULL)
{
cval.String = const_cast<char *>(val);
JoyConfigVars[i]->SetGenericRep (cval, CVAR_String);
}
}
}
}
void SaveJoystickConfig ()
{
if (SetJoystickSection (true))
{
GameConfig->ClearCurrentSection ();
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
for (size_t i = 0; i < countof(JoyConfigVars); ++i)
{
UCVarValue cval = JoyConfigVars[i]->GetGenericRep (CVAR_String);
GameConfig->SetValueForKey (JoyConfigVars[i]->GetName(), cval.String);
}
}
}
BOOL CALLBACK EnumJoysticksCallback (LPCDIDEVICEINSTANCE lpddi, LPVOID pvRef)
{
GUIDName name;
JoyActive++;
name.ID = lpddi->guidInstance;
name.Name = copystring (lpddi->tszInstanceName);
JoystickNames.Push (name);
return DIENUM_CONTINUE;
}
void DI_EnumJoy ()
{
unsigned int i;
for (i = 0; i < JoystickNames.Size(); ++i)
{
delete[] JoystickNames[i].Name;
}
JoyActive = 0;
JoystickNames.Clear ();
if (g_pdi != NULL && !Args->CheckParm ("-nojoy"))
{
g_pdi->EnumDevices (DI8DEVCLASS_GAMECTRL, EnumJoysticksCallback, NULL, DIEDFL_ALLDEVICES);
}
}
BOOL DI_InitJoy (void)
{
HRESULT hr;
unsigned int i;
if (g_pdi == NULL)
{
return TRUE;
}
if (g_pJoy != NULL)
{
SaveJoystickConfig ();
g_pJoy->Release ();
g_pJoy = NULL;
}
if (JoystickNames.Size() == 0)
{
return TRUE;
}
// Try to obtain the joystick specified by joy_guid
for (i = 0; i < JoystickNames.Size(); ++i)
{
if (JoystickNames[i].ID == joy_guid)
{
hr = g_pdi->CreateDevice (JoystickNames[i].ID, &g_pJoy, NULL);
if (FAILED(hr))
{
i = JoystickNames.Size();
}
break;
}
}
// If the preferred joystick could not be obtained, grab the first
// one available.
if (i == JoystickNames.Size())
{
for (i = 0; i <= JoystickNames.Size(); ++i)
{
hr = g_pdi->CreateDevice (JoystickNames[i].ID, &g_pJoy, NULL);
if (SUCCEEDED(hr))
{
break;
}
}
}
if (i == JoystickNames.Size())
{
JoyActive = 0;
return TRUE;
}
if (FAILED (InitJoystick ()))
{
JoyActive = 0;
g_pJoy->Release ();
g_pJoy = NULL;
}
else
{
LoadJoystickConfig ();
joy_guid = JoystickNames[i].ID;
}
return TRUE;
}
BOOL CALLBACK EnumAxesCallback (LPCDIDEVICEOBJECTINSTANCE lpddoi, LPVOID pvRef)
{
DIPROPRANGE diprg =
{
{
sizeof (DIPROPRANGE),
sizeof (DIPROPHEADER),
lpddoi->dwType,
DIPH_BYID
},
-256,
+256
};
if (lpddoi->wUsagePage == 1)
{
if (lpddoi->wUsage >= 0x30 && lpddoi->wUsage <= 0x37)
{
JoyAxisNames[lpddoi->wUsage-0x30] = copystring (lpddoi->tszName);
}
}
if (FAILED(g_pJoy->SetProperty (DIPROP_RANGE, &diprg.diph)))
{
return DIENUM_STOP;
}
else
{
return DIENUM_CONTINUE;
}
}
static HRESULT InitJoystick ()
{
HRESULT hr;
memset (JoyPOV, 9, sizeof(JoyPOV));
for (int i = 0; i < 8; ++i)
{
if (JoyAxisNames[i])
{
delete[] JoyAxisNames[i];
JoyAxisNames[i] = NULL;
}
}
hr = g_pJoy->SetDataFormat (&c_dfDIJoystick2);
if (FAILED(hr))
{
Printf (PRINT_BOLD, "Could not set joystick data format.\n");
return hr;
}
hr = g_pJoy->SetCooperativeLevel (Window, DISCL_EXCLUSIVE|DISCL_FOREGROUND);
if (FAILED(hr))
{
Printf (PRINT_BOLD, "Could not set joystick cooperative level.\n");
return hr;
}
JoystickCaps.dwSize = sizeof(JoystickCaps);
hr = g_pJoy->GetCapabilities (&JoystickCaps);
if (FAILED(hr))
{
Printf (PRINT_BOLD, "Could not query joystick capabilities.\n");
return hr;
}
hr = g_pJoy->EnumObjects (EnumAxesCallback, NULL, DIDFT_AXIS);
if (FAILED(hr))
{
Printf (PRINT_BOLD, "Could not set joystick axes ranges.\n");
return hr;
}
g_pJoy->Acquire ();
return S_OK;
}
static void DI_Acquire (LPDIRECTINPUTDEVICE8 mouse)
{
2006-04-11 16:27:41 +00:00
if (mouse) mouse->Acquire ();
SetCursorState (NativeMouse);
}
static void DI_Unacquire (LPDIRECTINPUTDEVICE8 mouse)
{
2006-04-11 16:27:41 +00:00
if (mouse) mouse->Unacquire ();
SetCursorState (TRUE);
}
/****** Stuff from Andy Bay's mymouse.c ******/
/****************************************************************************
*
* DIInit
*
* Initialize the DirectInput variables.
*
****************************************************************************/
// [RH] Obtain the mouse using standard Win32 calls. Should always work.
static void I_GetWin32Mouse ()
{
mousemode = win32;
if (g_pMouse)
{
DI_Unacquire (g_pMouse);
g_pMouse->Release ();
g_pMouse = NULL;
}
GrabMouse_Win32 ();
}
// [RH] Used to obtain DirectInput access to the mouse.
// (Preferred for Win95, but buggy under NT 4.)
static BOOL I_GetDIMouse ()
{
HRESULT hr;
DIPROPDWORD dipdw =
{
{
sizeof(DIPROPDWORD), // diph.dwSize
sizeof(DIPROPHEADER), // diph.dwHeaderSize
0, // diph.dwObj
DIPH_DEVICE, // diph.dwHow
},
DINPUT_BUFFERSIZE, // dwData
};
if (mousemode == dinput)
return FALSE;
mousemode = win32; // Assume failure
UngrabMouse_Win32 ();
if (in_mouse == 1 || (in_mouse == 0 && OSPlatform == os_WinNT4))
return FALSE;
// Obtain an interface to the system mouse device.
if (g_pdi3)
{
hr = g_pdi3->CreateDevice (GUID_SysMouse, (LPDIRECTINPUTDEVICE*)&g_pMouse, NULL);
}
else
{
hr = g_pdi->CreateDevice (GUID_SysMouse, &g_pMouse, NULL);
}
if (FAILED(hr))
return FALSE;
DIDEVCAPS_DX3 mouseCaps = { sizeof(mouseCaps), };
hr = g_pMouse->GetCapabilities ((DIDEVCAPS *)&mouseCaps);
// Set the data format to "mouse format".
if (SUCCEEDED(hr))
{
// Select the data format with enough buttons for this mouse
if (mouseCaps.dwButtons <= 4)
{
hr = g_pMouse->SetDataFormat (&c_dfDIMouse);
}
else
{
hr = g_pMouse->SetDataFormat (&c_dfDIMouse2);
}
}
else
{
// Assume the mouse has no more than 4 buttons if we can't check it
hr = g_pMouse->SetDataFormat (&c_dfDIMouse);
}
if (FAILED(hr))
{
g_pMouse->Release ();
g_pMouse = NULL;
return FALSE;
}
// Set the cooperative level.
hr = g_pMouse->SetCooperativeLevel ((HWND)Window,
DISCL_EXCLUSIVE | DISCL_FOREGROUND);
if (FAILED(hr))
{
g_pMouse->Release ();
g_pMouse = NULL;
return FALSE;
}
// Set the buffer size to DINPUT_BUFFERSIZE elements.
// The buffer size is a DWORD property associated with the device.
hr = g_pMouse->SetProperty (DIPROP_BUFFERSIZE, &dipdw.diph);
if (FAILED(hr))
{
Printf ("Could not set mouse buffer size");
g_pMouse->Release ();
g_pMouse = NULL;
return FALSE;
}
DI_Acquire (g_pMouse);
mousemode = dinput;
return TRUE;
}
bool I_InitInput (void *hwnd)
{
HRESULT hr;
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
Printf ("I_InitInput\n");
atterm (I_ShutdownInput);
NativeMouse = -1;
GetCursorPos (&UngrabbedPointerPos);
noidle = !!Args->CheckParm ("-noidle");
g_pdi = NULL;
g_pdi3 = NULL;
// Try for DirectInput 8 first, then DirectInput 3 for NT 4's benefit.
DInputDLL = LoadLibrary("dinput8.dll");
if (DInputDLL != NULL)
{
typedef HRESULT (WINAPI *blah)(HINSTANCE, DWORD, REFIID, LPVOID *, LPUNKNOWN);
blah di8c = (blah)GetProcAddress(DInputDLL, "DirectInput8Create");
if (di8c != NULL)
{
hr = di8c(g_hInst, DIRECTINPUT_VERSION, IID_IDirectInput8A, (void **)&g_pdi, NULL);
if (FAILED(hr))
{
Printf(TEXTCOLOR_ORANGE "DirectInput8Create failed: %08lx", hr);
g_pdi = NULL; // Just to be sure DirectInput8Create didn't change it
}
}
else
{
Printf(TEXTCOLOR_ORANGE "Could not find DirectInput8Create in dinput8.dll\n");
}
}
if (g_pdi == NULL)
{
if (DInputDLL != NULL)
{
FreeLibrary(DInputDLL);
}
DInputDLL = LoadLibrary ("dinput.dll");
if (DInputDLL == NULL)
{
I_FatalError ("Could not load dinput.dll: %08lx", GetLastError());
}
typedef HRESULT (WINAPI *blah)(HINSTANCE, DWORD, LPDIRECTINPUT*, LPUNKNOWN);
blah dic = (blah)GetProcAddress (DInputDLL, "DirectInputCreateA");
if (dic == NULL)
{
I_FatalError ("dinput.dll is corrupt");
}
hr = dic (g_hInst, 0x0300, &g_pdi3, NULL);
if (FAILED(hr))
{
I_FatalError ("DirectInputCreate failed: %08lx", hr);
}
}
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
Printf ("I_StartupMouse\n");
I_StartupMouse();
Printf ("I_StartupJoystick\n");
DI_EnumJoy ();
DI_InitJoy ();
Printf ("I_StartupKeyboard\n");
I_StartupKeyboard();
return TRUE;
}
// Free all input resources
void I_ShutdownInput ()
{
if (g_pKey)
{
g_pKey->Unacquire ();
g_pKey->Release ();
g_pKey = NULL;
}
if (g_pMouse)
{
DI_Unacquire (g_pMouse);
g_pMouse->Release ();
g_pMouse = NULL;
}
if (g_pJoy)
{
SaveJoystickConfig ();
g_pJoy->Release ();
g_pJoy = NULL;
}
UngrabMouse_Win32 ();
if (g_pdi)
{
g_pdi->Release ();
g_pdi = NULL;
}
if (g_pdi3)
{
g_pdi3->Release ();
g_pdi3 = NULL;
if (DInputDLL != NULL)
{
FreeLibrary (DInputDLL);
DInputDLL = NULL;
}
}
}
static void SetSoundPaused (int state)
{
if (state)
{
if (paused <= 0)
{
if (GSnd != NULL)
{
GSnd->SetInactive(false);
}
if (!netgame
#ifdef _DEBUG
&& !demoplayback
#endif
)
{
paused = 0;
}
}
}
else
{
if (paused == 0)
{
if (GSnd != NULL)
{
GSnd->SetInactive(true);
}
if (!netgame
#ifdef _DEBUG
&& !demoplayback
#endif
)
{
paused = -1;
}
}
}
}
static LONG PrevX, PrevY;
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
static void I_StartupMouse ()
{
int new_mousemode;
if (in_mouse == 1 || (in_mouse == 0 && OSPlatform == os_WinNT4))
new_mousemode = win32;
else
new_mousemode = dinput;
if (new_mousemode != mousemode)
{
if (new_mousemode == win32 || !I_GetDIMouse())
I_GetWin32Mouse ();
NativeMouse = false;
}
HaveFocus = GetFocus() == Window;
}
static void CenterMouse_Win32 (LONG curx, LONG cury)
{
RECT rect;
GetWindowRect (Window, &rect);
const LONG centx = (rect.left + rect.right) >> 1;
const LONG centy = (rect.top + rect.bottom) >> 1;
// Reduce the number of WM_MOUSEMOVE messages that get sent
// by only calling SetCursorPos when we really need to.
if (centx != curx || centy != cury)
{
PrevX = centx;
PrevY = centy;
SetCursorPos (centx, centy);
}
}
static void SetCursorState (int visible)
{
HCURSOR usingCursor = visible ? TheArrowCursor : TheInvisibleCursor;
SetClassLongPtr (Window, GCLP_HCURSOR, (LONG_PTR)usingCursor);
if (HaveFocus)
{
SetCursor (usingCursor);
}
}
static void GrabMouse_Win32 ()
{
RECT rect;
ClipCursor (NULL); // helps with Win95?
GetClientRect (Window, &rect);
// Reposition the rect so that it only covers the client area.
ClientToScreen (Window, (LPPOINT)&rect.left);
ClientToScreen (Window, (LPPOINT)&rect.right);
ClipCursor (&rect);
SetCursorState (FALSE);
CenterMouse_Win32 (-1, -1);
MakeMouseEvents = true;
}
static void UngrabMouse_Win32 ()
{
ClipCursor (NULL);
SetCursorState (TRUE);
MakeMouseEvents = false;
}
static void WheelMoved ()
{
event_t event;
int dir;
memset (&event, 0, sizeof(event));
if (GUICapture)
{
event.type = EV_GUI_Event;
if (WheelMove < 0)
{
dir = WHEEL_DELTA;
event.subtype = EV_GUI_WheelDown;
}
else
{
dir = -WHEEL_DELTA;
event.subtype = EV_GUI_WheelUp;
}
event.data3 = ((KeyState[VK_SHIFT]&128) ? GKM_SHIFT : 0) |
((KeyState[VK_CONTROL]&128) ? GKM_CTRL : 0) |
((KeyState[VK_MENU]&128) ? GKM_ALT : 0);
while (abs (WheelMove) >= WHEEL_DELTA)
{
D_PostEvent (&event);
WheelMove += dir;
}
}
else
{
if (WheelMove < 0)
{
dir = WHEEL_DELTA;
event.data1 = KEY_MWHEELDOWN;
}
else
{
dir = -WHEEL_DELTA;
event.data1 = KEY_MWHEELUP;
}
while (abs (WheelMove) >= WHEEL_DELTA)
{
event.type = EV_KeyDown;
D_PostEvent (&event);
event.type = EV_KeyUp;
D_PostEvent (&event);
WheelMove += dir;
}
}
}
static void PostMouseMove (int x, int y)
{
static int lastx = 0, lasty = 0;
event_t ev = { 0 };
if (m_filter)
{
ev.x = (x + lastx) / 2;
ev.y = (y + lasty) / 2;
}
else
{
ev.x = x;
ev.y = y;
}
lastx = x;
lasty = y;
if (ev.x | ev.y)
{
ev.type = EV_Mouse;
D_PostEvent (&ev);
}
}
static void MouseRead_Win32 ()
{
POINT pt;
int x, y;
- Added some hackery at the start of MouseRead_Win32() that prevents it from yanking the mouse around if they keys haven't been read yet to combat the same situation that causes the keyboard to return DIERR_NOTACQUIRED in KeyRead(): The window is sort of in focus and sort of not. User.dll considers it to be focused and it's drawn as such, but another focused window is on top of it, and DirectInput doesn't see it as focused. - Fixed: KeyRead() should handle DIERR_NOTACQUIRED errors the same way it handles DIERR_INPUTLOST errors. This can happen if our window had the focus stolen away from it before we tried to acquire the keyboard in DI_Init2(). Strangely, MouseRead_DI() already did this. - When a stack overflow occurs, report.txt now only includes the first and last 16KB of the stack to make it more manageable. - Limited StreamEditBinary() to the first 64KB of the file to keep it from taking too long on large dumps. - And now I know why gathering crash information in the same process that crashed can be bad: Stack overflows. You get one spare page to play with when the stack overflows. MiniDumpWriteDump() needs more than that and causes an access violation when it runs out of leftover stack, silently terminating the application. Windows XP x64 offers SetThreadStackGuarantee() to increase this, but that isn't available on anything older, including 32-bit XP. To get around this, a new thread is created to write the mini dump when the stack overflows. - Changed A_Burnination() to be closer to Strife's. - Fixed: When playing back demos, DoAddBot() can be called without an associated call to SpawnBot(). So if the bot can't spawn, botnum can go negative, which will cause problems later in DCajunMaster::Main() when it sees that wanted_botnum (0) is higher than botnum (-1). - Fixed: Stopping demo recording in multiplayer games should not abruptly drop the recorder out of the game without notifying the other players. In fact, there's no reason why it should drop them out of multiplayer at all. - Fixed: Earthquakes were unreliable in multiplayer games because P_PredictPlayer() did not preserve the player's xviewshift. - Fixed: PlayerIsGone() needs to stop any scripts that belong to the player who left, in addition to executing disconnect scripts. - Fixed: APlayerPawn::AddInventory() should also check for a NULL player->mo in case the player left but somebody still has a reference to their actor. - Fixed: DDrawFB::PaintToWindow() should simulate proper unlocking behavior and set Buffer to NULL. - Improved feedback for network game initialization with the console ticker. - Moved i_net.cpp and i_net.h out of sdl/ and win32/ and into the main source directory. They are identical, so keeping two copies of them is bad. - Fixed: (At least with Creative's driver's,) EAX settings are global and not per-application. So if you play a multiplayer ZDoom game on one computer (or even another EAX-using application), ZDoom needs to restore the environment when it regains focus. - Maybe fixed: (See http://forum.zdoom.org/potato.php?t=10689) Apparently, PacketGet can receive ECONNRESET from nodes that aren't in the game. It should be safe to just ignore these packets. - Fixed: PlayerIsGone() should set the gone player's camera to NULL in case the player who left was player 0. This is because if a remaining player receives a "recoverable" error, they will become player 0. Once that happens, they game will try to update sounds through their camera and crash in FMODSoundRenderer::UpdateListener() because the zones array is now NULL. G_NewInit() should also clear all the player structures. SVN r233 (trunk)
2006-06-30 02:13:26 +00:00
if (KeysReadCount == 0)
{
UngrabMouse_Win32();
}
else if (KeysReadCount == 1 && HaveFocus && !MakeMouseEvents)
{
GrabMouse_Win32();
}
if (!HaveFocus || !MakeMouseEvents || !GetCursorPos (&pt))
- Added some hackery at the start of MouseRead_Win32() that prevents it from yanking the mouse around if they keys haven't been read yet to combat the same situation that causes the keyboard to return DIERR_NOTACQUIRED in KeyRead(): The window is sort of in focus and sort of not. User.dll considers it to be focused and it's drawn as such, but another focused window is on top of it, and DirectInput doesn't see it as focused. - Fixed: KeyRead() should handle DIERR_NOTACQUIRED errors the same way it handles DIERR_INPUTLOST errors. This can happen if our window had the focus stolen away from it before we tried to acquire the keyboard in DI_Init2(). Strangely, MouseRead_DI() already did this. - When a stack overflow occurs, report.txt now only includes the first and last 16KB of the stack to make it more manageable. - Limited StreamEditBinary() to the first 64KB of the file to keep it from taking too long on large dumps. - And now I know why gathering crash information in the same process that crashed can be bad: Stack overflows. You get one spare page to play with when the stack overflows. MiniDumpWriteDump() needs more than that and causes an access violation when it runs out of leftover stack, silently terminating the application. Windows XP x64 offers SetThreadStackGuarantee() to increase this, but that isn't available on anything older, including 32-bit XP. To get around this, a new thread is created to write the mini dump when the stack overflows. - Changed A_Burnination() to be closer to Strife's. - Fixed: When playing back demos, DoAddBot() can be called without an associated call to SpawnBot(). So if the bot can't spawn, botnum can go negative, which will cause problems later in DCajunMaster::Main() when it sees that wanted_botnum (0) is higher than botnum (-1). - Fixed: Stopping demo recording in multiplayer games should not abruptly drop the recorder out of the game without notifying the other players. In fact, there's no reason why it should drop them out of multiplayer at all. - Fixed: Earthquakes were unreliable in multiplayer games because P_PredictPlayer() did not preserve the player's xviewshift. - Fixed: PlayerIsGone() needs to stop any scripts that belong to the player who left, in addition to executing disconnect scripts. - Fixed: APlayerPawn::AddInventory() should also check for a NULL player->mo in case the player left but somebody still has a reference to their actor. - Fixed: DDrawFB::PaintToWindow() should simulate proper unlocking behavior and set Buffer to NULL. - Improved feedback for network game initialization with the console ticker. - Moved i_net.cpp and i_net.h out of sdl/ and win32/ and into the main source directory. They are identical, so keeping two copies of them is bad. - Fixed: (At least with Creative's driver's,) EAX settings are global and not per-application. So if you play a multiplayer ZDoom game on one computer (or even another EAX-using application), ZDoom needs to restore the environment when it regains focus. - Maybe fixed: (See http://forum.zdoom.org/potato.php?t=10689) Apparently, PacketGet can receive ECONNRESET from nodes that aren't in the game. It should be safe to just ignore these packets. - Fixed: PlayerIsGone() should set the gone player's camera to NULL in case the player who left was player 0. This is because if a remaining player receives a "recoverable" error, they will become player 0. Once that happens, they game will try to update sounds through their camera and crash in FMODSoundRenderer::UpdateListener() because the zones array is now NULL. G_NewInit() should also clear all the player structures. SVN r233 (trunk)
2006-06-30 02:13:26 +00:00
{
return;
- Added some hackery at the start of MouseRead_Win32() that prevents it from yanking the mouse around if they keys haven't been read yet to combat the same situation that causes the keyboard to return DIERR_NOTACQUIRED in KeyRead(): The window is sort of in focus and sort of not. User.dll considers it to be focused and it's drawn as such, but another focused window is on top of it, and DirectInput doesn't see it as focused. - Fixed: KeyRead() should handle DIERR_NOTACQUIRED errors the same way it handles DIERR_INPUTLOST errors. This can happen if our window had the focus stolen away from it before we tried to acquire the keyboard in DI_Init2(). Strangely, MouseRead_DI() already did this. - When a stack overflow occurs, report.txt now only includes the first and last 16KB of the stack to make it more manageable. - Limited StreamEditBinary() to the first 64KB of the file to keep it from taking too long on large dumps. - And now I know why gathering crash information in the same process that crashed can be bad: Stack overflows. You get one spare page to play with when the stack overflows. MiniDumpWriteDump() needs more than that and causes an access violation when it runs out of leftover stack, silently terminating the application. Windows XP x64 offers SetThreadStackGuarantee() to increase this, but that isn't available on anything older, including 32-bit XP. To get around this, a new thread is created to write the mini dump when the stack overflows. - Changed A_Burnination() to be closer to Strife's. - Fixed: When playing back demos, DoAddBot() can be called without an associated call to SpawnBot(). So if the bot can't spawn, botnum can go negative, which will cause problems later in DCajunMaster::Main() when it sees that wanted_botnum (0) is higher than botnum (-1). - Fixed: Stopping demo recording in multiplayer games should not abruptly drop the recorder out of the game without notifying the other players. In fact, there's no reason why it should drop them out of multiplayer at all. - Fixed: Earthquakes were unreliable in multiplayer games because P_PredictPlayer() did not preserve the player's xviewshift. - Fixed: PlayerIsGone() needs to stop any scripts that belong to the player who left, in addition to executing disconnect scripts. - Fixed: APlayerPawn::AddInventory() should also check for a NULL player->mo in case the player left but somebody still has a reference to their actor. - Fixed: DDrawFB::PaintToWindow() should simulate proper unlocking behavior and set Buffer to NULL. - Improved feedback for network game initialization with the console ticker. - Moved i_net.cpp and i_net.h out of sdl/ and win32/ and into the main source directory. They are identical, so keeping two copies of them is bad. - Fixed: (At least with Creative's driver's,) EAX settings are global and not per-application. So if you play a multiplayer ZDoom game on one computer (or even another EAX-using application), ZDoom needs to restore the environment when it regains focus. - Maybe fixed: (See http://forum.zdoom.org/potato.php?t=10689) Apparently, PacketGet can receive ECONNRESET from nodes that aren't in the game. It should be safe to just ignore these packets. - Fixed: PlayerIsGone() should set the gone player's camera to NULL in case the player who left was player 0. This is because if a remaining player receives a "recoverable" error, they will become player 0. Once that happens, they game will try to update sounds through their camera and crash in FMODSoundRenderer::UpdateListener() because the zones array is now NULL. G_NewInit() should also clear all the player structures. SVN r233 (trunk)
2006-06-30 02:13:26 +00:00
}
x = pt.x - PrevX;
y = PrevY - pt.y;
if (!m_noprescale)
{
x *= 3;
y *= 2;
}
if (x | y)
{
CenterMouse_Win32 (pt.x, pt.y);
}
PostMouseMove (x, y);
}
static void MouseRead_DI ()
{
DIDEVICEOBJECTDATA od;
DWORD dwElements;
HRESULT hr;
int count = 0;
int dx, dy;
event_t event;
dx = 0;
dy = 0;
if (!HaveFocus || NativeMouse || !g_pMouse)
return;
memset (&event, 0, sizeof(event));
for (;;)
{
dwElements = 1;
hr = g_pMouse->GetDeviceData (
g_pdi3 ? sizeof(DIDEVICEOBJECTDATA_DX3) : sizeof(DIDEVICEOBJECTDATA),
&od, &dwElements, 0);
if (hr == DIERR_INPUTLOST || hr == DIERR_NOTACQUIRED)
{
DI_Acquire (g_pMouse);
hr = g_pMouse->GetDeviceData (
g_pdi3 ? sizeof(DIDEVICEOBJECTDATA_DX3) : sizeof(DIDEVICEOBJECTDATA),
(LPDIDEVICEOBJECTDATA)&od, &dwElements, 0);
}
/* Unable to read data or no data available */
if (FAILED(hr) || !dwElements)
break;
count++;
/* Look at the element to see what happened */
// GCC does not like putting the DIMOFS_ macros in case statements,
// so use ifs instead.
if (od.dwOfs == (DWORD)DIMOFS_X)
{
dx += od.dwData;
}
else if (od.dwOfs == (DWORD)DIMOFS_Y)
{
dy += od.dwData;
}
else if (od.dwOfs == (DWORD)DIMOFS_Z)
{
WheelMove += od.dwData;
WheelMoved ();
}
else if (od.dwOfs >= (DWORD)DIMOFS_BUTTON0 && od.dwOfs <= (DWORD)DIMOFS_BUTTON7)
{
/* [RH] Mouse button events mimic keydown/up events */
if (!GUICapture)
{
event.type = (od.dwData & 0x80) ? EV_KeyDown : EV_KeyUp;
event.data1 = KEY_MOUSE1 + (od.dwOfs - DIMOFS_BUTTON0);
DIKState[ActiveDIKState][event.data1] = (event.type == EV_KeyDown);
D_PostEvent (&event);
}
}
}
PostMouseMove (m_noprescale ? dx : dx<<2, -dy);
}
// Initialize the keyboard
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
static BOOL I_StartupKeyboard (void)
{
HRESULT hr;
// Obtain an interface to the system key device.
if (g_pdi3)
{
hr = g_pdi3->CreateDevice (GUID_SysKeyboard, (LPDIRECTINPUTDEVICE*)&g_pKey, NULL);
}
else
{
hr = g_pdi->CreateDevice (GUID_SysKeyboard, &g_pKey, NULL);
}
if (FAILED(hr))
{
I_FatalError ("Could not create keyboard device");
}
// Set the data format to "keyboard format".
hr = g_pKey->SetDataFormat (&c_dfDIKeyboard);
if (FAILED(hr))
{
I_FatalError ("Could not set keyboard data format");
}
// Set the cooperative level.
hr = g_pKey->SetCooperativeLevel (Window, DISCL_FOREGROUND|DISCL_NONEXCLUSIVE);
if (FAILED(hr))
{
I_FatalError("Could not set keyboard cooperative level");
}
g_pKey->Acquire ();
return TRUE;
}
static void KeyRead ()
{
HRESULT hr;
event_t event;
BYTE *fromState, *toState;
int i;
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
if (g_pKey == NULL)
{
return;
}
memset (&event, 0, sizeof(event));
fromState = DIKState[ActiveDIKState];
toState = DIKState[ActiveDIKState ^ 1];
hr = g_pKey->GetDeviceState (256, toState);
- Added some hackery at the start of MouseRead_Win32() that prevents it from yanking the mouse around if they keys haven't been read yet to combat the same situation that causes the keyboard to return DIERR_NOTACQUIRED in KeyRead(): The window is sort of in focus and sort of not. User.dll considers it to be focused and it's drawn as such, but another focused window is on top of it, and DirectInput doesn't see it as focused. - Fixed: KeyRead() should handle DIERR_NOTACQUIRED errors the same way it handles DIERR_INPUTLOST errors. This can happen if our window had the focus stolen away from it before we tried to acquire the keyboard in DI_Init2(). Strangely, MouseRead_DI() already did this. - When a stack overflow occurs, report.txt now only includes the first and last 16KB of the stack to make it more manageable. - Limited StreamEditBinary() to the first 64KB of the file to keep it from taking too long on large dumps. - And now I know why gathering crash information in the same process that crashed can be bad: Stack overflows. You get one spare page to play with when the stack overflows. MiniDumpWriteDump() needs more than that and causes an access violation when it runs out of leftover stack, silently terminating the application. Windows XP x64 offers SetThreadStackGuarantee() to increase this, but that isn't available on anything older, including 32-bit XP. To get around this, a new thread is created to write the mini dump when the stack overflows. - Changed A_Burnination() to be closer to Strife's. - Fixed: When playing back demos, DoAddBot() can be called without an associated call to SpawnBot(). So if the bot can't spawn, botnum can go negative, which will cause problems later in DCajunMaster::Main() when it sees that wanted_botnum (0) is higher than botnum (-1). - Fixed: Stopping demo recording in multiplayer games should not abruptly drop the recorder out of the game without notifying the other players. In fact, there's no reason why it should drop them out of multiplayer at all. - Fixed: Earthquakes were unreliable in multiplayer games because P_PredictPlayer() did not preserve the player's xviewshift. - Fixed: PlayerIsGone() needs to stop any scripts that belong to the player who left, in addition to executing disconnect scripts. - Fixed: APlayerPawn::AddInventory() should also check for a NULL player->mo in case the player left but somebody still has a reference to their actor. - Fixed: DDrawFB::PaintToWindow() should simulate proper unlocking behavior and set Buffer to NULL. - Improved feedback for network game initialization with the console ticker. - Moved i_net.cpp and i_net.h out of sdl/ and win32/ and into the main source directory. They are identical, so keeping two copies of them is bad. - Fixed: (At least with Creative's driver's,) EAX settings are global and not per-application. So if you play a multiplayer ZDoom game on one computer (or even another EAX-using application), ZDoom needs to restore the environment when it regains focus. - Maybe fixed: (See http://forum.zdoom.org/potato.php?t=10689) Apparently, PacketGet can receive ECONNRESET from nodes that aren't in the game. It should be safe to just ignore these packets. - Fixed: PlayerIsGone() should set the gone player's camera to NULL in case the player who left was player 0. This is because if a remaining player receives a "recoverable" error, they will become player 0. Once that happens, they game will try to update sounds through their camera and crash in FMODSoundRenderer::UpdateListener() because the zones array is now NULL. G_NewInit() should also clear all the player structures. SVN r233 (trunk)
2006-06-30 02:13:26 +00:00
if (hr == DIERR_INPUTLOST || hr == DIERR_NOTACQUIRED)
{
hr = g_pKey->Acquire ();
if (hr != DI_OK)
{
return;
}
hr = g_pKey->GetDeviceState (256, toState);
}
if (hr != DI_OK)
{
return;
}
// Successfully got the buffer
- Added some hackery at the start of MouseRead_Win32() that prevents it from yanking the mouse around if they keys haven't been read yet to combat the same situation that causes the keyboard to return DIERR_NOTACQUIRED in KeyRead(): The window is sort of in focus and sort of not. User.dll considers it to be focused and it's drawn as such, but another focused window is on top of it, and DirectInput doesn't see it as focused. - Fixed: KeyRead() should handle DIERR_NOTACQUIRED errors the same way it handles DIERR_INPUTLOST errors. This can happen if our window had the focus stolen away from it before we tried to acquire the keyboard in DI_Init2(). Strangely, MouseRead_DI() already did this. - When a stack overflow occurs, report.txt now only includes the first and last 16KB of the stack to make it more manageable. - Limited StreamEditBinary() to the first 64KB of the file to keep it from taking too long on large dumps. - And now I know why gathering crash information in the same process that crashed can be bad: Stack overflows. You get one spare page to play with when the stack overflows. MiniDumpWriteDump() needs more than that and causes an access violation when it runs out of leftover stack, silently terminating the application. Windows XP x64 offers SetThreadStackGuarantee() to increase this, but that isn't available on anything older, including 32-bit XP. To get around this, a new thread is created to write the mini dump when the stack overflows. - Changed A_Burnination() to be closer to Strife's. - Fixed: When playing back demos, DoAddBot() can be called without an associated call to SpawnBot(). So if the bot can't spawn, botnum can go negative, which will cause problems later in DCajunMaster::Main() when it sees that wanted_botnum (0) is higher than botnum (-1). - Fixed: Stopping demo recording in multiplayer games should not abruptly drop the recorder out of the game without notifying the other players. In fact, there's no reason why it should drop them out of multiplayer at all. - Fixed: Earthquakes were unreliable in multiplayer games because P_PredictPlayer() did not preserve the player's xviewshift. - Fixed: PlayerIsGone() needs to stop any scripts that belong to the player who left, in addition to executing disconnect scripts. - Fixed: APlayerPawn::AddInventory() should also check for a NULL player->mo in case the player left but somebody still has a reference to their actor. - Fixed: DDrawFB::PaintToWindow() should simulate proper unlocking behavior and set Buffer to NULL. - Improved feedback for network game initialization with the console ticker. - Moved i_net.cpp and i_net.h out of sdl/ and win32/ and into the main source directory. They are identical, so keeping two copies of them is bad. - Fixed: (At least with Creative's driver's,) EAX settings are global and not per-application. So if you play a multiplayer ZDoom game on one computer (or even another EAX-using application), ZDoom needs to restore the environment when it regains focus. - Maybe fixed: (See http://forum.zdoom.org/potato.php?t=10689) Apparently, PacketGet can receive ECONNRESET from nodes that aren't in the game. It should be safe to just ignore these packets. - Fixed: PlayerIsGone() should set the gone player's camera to NULL in case the player who left was player 0. This is because if a remaining player receives a "recoverable" error, they will become player 0. Once that happens, they game will try to update sounds through their camera and crash in FMODSoundRenderer::UpdateListener() because the zones array is now NULL. G_NewInit() should also clear all the player structures. SVN r233 (trunk)
2006-06-30 02:13:26 +00:00
KeysReadCount++;
ActiveDIKState ^= 1;
// Copy key states not handled here from the old to the new buffer
memcpy (toState + 256, fromState + 256, NUM_KEYS - 256);
toState[DIK_TAB] = fromState[DIK_TAB];
toState[DIK_NUMLOCK] = fromState[DIK_NUMLOCK];
if (k_mergekeys)
{
// "Merge" multiple keys that are considered to be the same.
// Also clear out the alternate versions after merging.
toState[DIK_RETURN] |= toState[DIK_NUMPADENTER];
toState[DIK_LMENU] |= toState[DIK_RMENU];
toState[DIK_LCONTROL] |= toState[DIK_RCONTROL];
toState[DIK_LSHIFT] |= toState[DIK_RSHIFT];
toState[DIK_NUMPADENTER] = 0;
toState[DIK_RMENU] = 0;
toState[DIK_RCONTROL] = 0;
toState[DIK_RSHIFT] = 0;
}
// Now generate events for any keys that differ between the states
if (!GUICapture)
{
for (i = 1; i < 256; i++)
{
if (toState[i] != fromState[i])
{
event.type = toState[i] ? EV_KeyDown : EV_KeyUp;
event.data1 = i;
event.data2 = Convert[i];
event.data3 = (toState[DIK_LSHIFT] ? GKM_SHIFT : 0) |
(toState[DIK_LCONTROL] ? GKM_CTRL : 0) |
(toState[DIK_LMENU] ? GKM_ALT : 0);
D_PostEvent (&event);
}
}
}
}
void I_GetEvent ()
{
MSG mess;
// Briefly enter an alertable state so that if a secondary thread
// crashed, we will execute the APC it sent now.
SleepEx (0, TRUE);
while (PeekMessage (&mess, NULL, 0, 0, PM_REMOVE))
{
if (mess.message == WM_QUIT)
exit (mess.wParam);
if (EAXEditWindow == 0 || !IsDialogMessage (EAXEditWindow, &mess))
{
TranslateMessage (&mess);
DispatchMessage (&mess);
}
}
KeyRead ();
if (use_mouse)
{
if (mousemode == dinput)
MouseRead_DI ();
else
MouseRead_Win32 ();
}
}
//
// I_StartTic
//
void I_StartTic ()
{
ResetButtonTriggers ();
I_CheckGUICapture ();
I_CheckNativeMouse (false);
I_GetEvent ();
}
//
// I_StartFrame
//
void I_StartFrame ()
{
if (use_joystick)
{
DI_JoyCheck ();
}
}
void I_PutInClipboard (const char *str)
{
if (str == NULL || !OpenClipboard (Window))
return;
EmptyClipboard ();
HGLOBAL cliphandle = GlobalAlloc (GMEM_DDESHARE, strlen (str) + 1);
if (cliphandle != NULL)
{
char *ptr = (char *)GlobalLock (cliphandle);
strcpy (ptr, str);
GlobalUnlock (cliphandle);
SetClipboardData (CF_TEXT, cliphandle);
}
CloseClipboard ();
}
FString I_GetFromClipboard (bool return_nothing)
{
FString retstr;
HGLOBAL cliphandle;
char *clipstr;
char *nlstr;
if (return_nothing || !IsClipboardFormatAvailable (CF_TEXT) || !OpenClipboard (Window))
return retstr;
cliphandle = GetClipboardData (CF_TEXT);
if (cliphandle != NULL)
{
clipstr = (char *)GlobalLock (cliphandle);
if (clipstr != NULL)
{
// Convert CR-LF pairs to just LF while copying to the FString
for (nlstr = clipstr; *nlstr != '\0'; ++nlstr)
{
if (nlstr[0] == '\r' && nlstr[1] == '\n')
{
nlstr++;
}
retstr += *nlstr;
}
GlobalUnlock (clipstr);
}
}
CloseClipboard ();
return retstr;
}
#include "i_movie.h"
CCMD (playmovie)
{
if (argv.argc() != 2)
{
Printf ("Usage: playmovie <movie name>\n");
return;
}
I_PlayMovie (argv[1]);
}