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
|
|
|
/*
|
|
|
|
** st_start.cpp
|
|
|
|
** Handles the startup screen.
|
|
|
|
**
|
|
|
|
**---------------------------------------------------------------------------
|
|
|
|
** Copyright 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.
|
|
|
|
**---------------------------------------------------------------------------
|
|
|
|
**
|
|
|
|
*/
|
|
|
|
|
|
|
|
#define WIN32_LEAN_AND_MEAN
|
2006-12-19 16:08:48 +00:00
|
|
|
#define _WIN32_WINNT 0x0501 // required to get the MARQUEE defines
|
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
|
|
|
#include <windows.h>
|
|
|
|
#include <commctrl.h>
|
|
|
|
#include <stdio.h>
|
|
|
|
|
|
|
|
#define USE_WINDOWS_DWORD
|
|
|
|
#include "st_start.h"
|
|
|
|
#include "resource.h"
|
|
|
|
#include "templates.h"
|
|
|
|
#include "i_system.h"
|
|
|
|
|
|
|
|
extern HINSTANCE g_hInst;
|
|
|
|
extern HWND Window, ConWindow, ProgressBar, NetStartPane;
|
|
|
|
extern void LayoutMainWindow (HWND hWnd, HWND pane);
|
|
|
|
|
|
|
|
INT_PTR CALLBACK NetStartPaneProc (HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam);
|
|
|
|
|
|
|
|
int MaxPos, CurPos;
|
|
|
|
int NetMaxPos, NetCurPos;
|
|
|
|
LRESULT NetMarqueeMode;
|
|
|
|
|
2006-12-29 02:21:47 +00:00
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// ST_Init
|
|
|
|
//
|
|
|
|
// Sets the size of the progress bar and displays the startup screen.
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
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
|
|
|
void ST_Init(int maxProgress)
|
|
|
|
{
|
|
|
|
ProgressBar = CreateWindowEx(0, PROGRESS_CLASS,
|
|
|
|
NULL, WS_CHILD | WS_VISIBLE | WS_CLIPSIBLINGS,
|
|
|
|
0, 0, 0, 0,
|
|
|
|
Window, 0, g_hInst, NULL);
|
|
|
|
SendMessage (ProgressBar, PBM_SETRANGE, 0, MAKELPARAM(0,maxProgress));
|
|
|
|
LayoutMainWindow (Window, NULL);
|
|
|
|
MaxPos = maxProgress;
|
|
|
|
CurPos = 0;
|
|
|
|
}
|
|
|
|
|
2006-12-29 02:21:47 +00:00
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// ST_Done
|
|
|
|
//
|
|
|
|
// Called just before entering graphics mode to deconstruct the startup
|
|
|
|
// screen.
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
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
|
|
|
void ST_Done()
|
|
|
|
{
|
|
|
|
if (ProgressBar != NULL)
|
|
|
|
{
|
|
|
|
DestroyWindow (ProgressBar);
|
|
|
|
ProgressBar = NULL;
|
|
|
|
LayoutMainWindow (Window, NULL);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2006-12-29 02:21:47 +00:00
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// ST_Progress
|
|
|
|
//
|
|
|
|
// Bumps the progress meter one notch.
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
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
|
|
|
void ST_Progress()
|
|
|
|
{
|
|
|
|
if (CurPos < MaxPos)
|
|
|
|
{
|
|
|
|
CurPos++;
|
|
|
|
SendMessage (ProgressBar, PBM_SETPOS, CurPos, 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// ST_NetInit
|
|
|
|
//
|
|
|
|
// Shows the network startup pane if it isn't visible. Sets the message in
|
|
|
|
// the pane to the one provided. If numplayers is 0, then the progress bar
|
|
|
|
// is a scrolling marquee style. If numplayers is 1, then the progress bar
|
|
|
|
// is just a full bar. If numplayers is >= 2, then the progress bar is a
|
|
|
|
// normal one, and a progress count is also shown in the pane.
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
void ST_NetInit(const char *message, int numplayers)
|
|
|
|
{
|
|
|
|
NetMaxPos = numplayers;
|
|
|
|
if (NetStartPane == NULL)
|
|
|
|
{
|
|
|
|
NetStartPane = CreateDialogParam (g_hInst, MAKEINTRESOURCE(IDD_NETSTARTPANE), Window, NetStartPaneProc, 0);
|
|
|
|
// We don't need two progress bars.
|
|
|
|
if (ProgressBar != NULL)
|
|
|
|
{
|
|
|
|
DestroyWindow (ProgressBar);
|
|
|
|
ProgressBar = NULL;
|
|
|
|
}
|
|
|
|
LayoutMainWindow (Window, NULL);
|
|
|
|
// Make sure the last line of output is visible in the log window.
|
|
|
|
SendMessage (ConWindow, EM_LINESCROLL, 0, SendMessage (ConWindow, EM_GETLINECOUNT, 0, 0) -
|
|
|
|
SendMessage (ConWindow, EM_GETFIRSTVISIBLELINE, 0, 0));
|
|
|
|
}
|
|
|
|
if (NetStartPane != NULL)
|
|
|
|
{
|
|
|
|
HWND ctl;
|
|
|
|
|
|
|
|
SetDlgItemText (NetStartPane, IDC_NETSTARTMESSAGE, message);
|
|
|
|
ctl = GetDlgItem (NetStartPane, IDC_NETSTARTPROGRESS);
|
|
|
|
|
|
|
|
if (numplayers == 0)
|
|
|
|
{
|
|
|
|
// PBM_SETMARQUEE is only available under XP and above, so this might fail.
|
|
|
|
NetMarqueeMode = SendMessage (ctl, PBM_SETMARQUEE, TRUE, 100);
|
|
|
|
if (NetMarqueeMode == FALSE)
|
|
|
|
{
|
|
|
|
SendMessage (ctl, PBM_SETRANGE, 0, MAKELPARAM(0,16));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// If we don't set the PBS_MARQUEE style, then the marquee will never show up.
|
|
|
|
SetWindowLong (ctl, GWL_STYLE, GetWindowLong (ctl, GWL_STYLE) | PBS_MARQUEE);
|
|
|
|
}
|
|
|
|
SetDlgItemText (NetStartPane, IDC_NETSTARTCOUNT, "");
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
NetMarqueeMode = FALSE;
|
|
|
|
SendMessage (ctl, PBM_SETMARQUEE, FALSE, 0);
|
|
|
|
// Make sure the marquee really is turned off.
|
|
|
|
SetWindowLong (ctl, GWL_STYLE, GetWindowLong (ctl, GWL_STYLE) & (~PBS_MARQUEE));
|
|
|
|
|
|
|
|
SendMessage (ctl, PBM_SETRANGE, 0, MAKELPARAM(0,numplayers));
|
|
|
|
if (numplayers == 1)
|
|
|
|
{
|
|
|
|
SendMessage (ctl, PBM_SETPOS, 1, 0);
|
|
|
|
SetDlgItemText (NetStartPane, IDC_NETSTARTCOUNT, "");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
NetMaxPos = numplayers;
|
|
|
|
NetCurPos = 0;
|
|
|
|
ST_NetProgress(1); // You always know about yourself
|
|
|
|
}
|
|
|
|
|
2006-12-29 02:21:47 +00:00
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// ST_NetDone
|
|
|
|
//
|
|
|
|
// Removes the network startup pane.
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
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
|
|
|
void ST_NetDone()
|
|
|
|
{
|
|
|
|
if (NetStartPane != NULL)
|
|
|
|
{
|
|
|
|
DestroyWindow (NetStartPane);
|
|
|
|
NetStartPane = NULL;
|
|
|
|
LayoutMainWindow (Window, NULL);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2006-12-29 02:21:47 +00:00
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// ST_NetMessage
|
|
|
|
//
|
|
|
|
// Call this between ST_NetInit() and ST_NetDone() instead of Printf() to
|
|
|
|
// display messages, in case the progress meter is mixed in the same output
|
|
|
|
// stream as normal messages.
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
void ST_NetMessage(const char *format, ...)
|
|
|
|
{
|
|
|
|
FString str;
|
|
|
|
va_list argptr;
|
|
|
|
|
|
|
|
va_start (argptr, format);
|
|
|
|
str.VFormat (format, argptr);
|
|
|
|
va_end (argptr);
|
|
|
|
Printf ("%s\n", str.GetChars());
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// ST_NetProgress
|
|
|
|
//
|
|
|
|
// Sets the network progress meter. If count is 0, it gets bumped by 1.
|
|
|
|
// Otherwise, it is set to count.
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
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
|
|
|
void ST_NetProgress(int count)
|
|
|
|
{
|
|
|
|
if (count == 0)
|
|
|
|
{
|
|
|
|
NetCurPos++;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
NetCurPos = count;
|
|
|
|
}
|
|
|
|
if (NetStartPane == NULL)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (NetMaxPos == 0 && !NetMarqueeMode)
|
|
|
|
{
|
|
|
|
// PBM_SETMARQUEE didn't work, so just increment the progress bar endlessly.
|
|
|
|
SendDlgItemMessage (NetStartPane, IDC_NETSTARTPROGRESS, PBM_SETPOS, NetCurPos & 15, 0);
|
|
|
|
}
|
|
|
|
else if (NetMaxPos > 1)
|
|
|
|
{
|
|
|
|
char buf[16];
|
|
|
|
|
|
|
|
sprintf (buf, "%d/%d", NetCurPos, NetMaxPos);
|
|
|
|
SetDlgItemText (NetStartPane, IDC_NETSTARTCOUNT, buf);
|
|
|
|
SendDlgItemMessage (NetStartPane, IDC_NETSTARTPROGRESS, PBM_SETPOS, MIN(NetCurPos, NetMaxPos), 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// ST_NetLoop
|
|
|
|
//
|
2006-12-29 02:21:47 +00:00
|
|
|
// The timer_callback function is called at least two times per second
|
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
|
|
|
// and passed the userdata value. It should return true to stop the loop and
|
|
|
|
// return control to the caller or false to continue the loop.
|
|
|
|
//
|
|
|
|
// ST_NetLoop will return true if the loop was halted by the callback and
|
|
|
|
// false if the loop was halted because the user wants to abort the
|
|
|
|
// network synchronization.
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
|
|
|
bool ST_NetLoop(bool (*timer_callback)(void *), void *userdata)
|
|
|
|
{
|
|
|
|
BOOL bRet;
|
|
|
|
MSG msg;
|
|
|
|
|
2006-12-23 03:40:12 +00:00
|
|
|
if (SetTimer (Window, 1337, 500, NULL) == 0)
|
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_FatalError ("Could not set network synchronization timer.");
|
|
|
|
}
|
|
|
|
|
|
|
|
while ((bRet = GetMessage(&msg, NULL, 0, 0)) != 0)
|
|
|
|
{
|
|
|
|
if (bRet == -1)
|
|
|
|
{
|
|
|
|
KillTimer (Window, 1337);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (msg.message == WM_TIMER && msg.hwnd == Window && msg.wParam == 1337)
|
|
|
|
{
|
|
|
|
if (timer_callback (userdata))
|
|
|
|
{
|
|
|
|
KillTimer (NetStartPane, 1);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!IsDialogMessage (NetStartPane, &msg))
|
|
|
|
{
|
|
|
|
TranslateMessage (&msg);
|
|
|
|
DispatchMessage (&msg);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
KillTimer (Window, 1337);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2006-12-29 02:21:47 +00:00
|
|
|
//===========================================================================
|
|
|
|
//
|
|
|
|
// NetStartPaneProc
|
|
|
|
//
|
|
|
|
// DialogProc for the network startup pane. It just waits for somebody to
|
|
|
|
// click a button, and the only button available is the abort one.
|
|
|
|
//
|
|
|
|
//===========================================================================
|
|
|
|
|
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
|
|
|
INT_PTR CALLBACK NetStartPaneProc (HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam)
|
|
|
|
{
|
|
|
|
if (msg == WM_COMMAND && HIWORD(wParam) == BN_CLICKED)
|
|
|
|
{
|
|
|
|
PostQuitMessage (0);
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
return FALSE;
|
|
|
|
}
|