mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-26 14:01:45 +00:00
- separated the game specific Steam code from the pure backend.
This commit is contained in:
parent
8473be2a0c
commit
d19ac5b260
5 changed files with 228 additions and 226 deletions
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@ -447,6 +447,7 @@ set( PLAT_WIN32_SOURCES
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win32/i_rawps2.cpp
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win32/i_xinput.cpp
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win32/i_main.cpp
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win32/i_steam.cpp
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win32/i_system.cpp
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win32/i_specialpaths.cpp
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win32/st_start.cpp
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@ -1,29 +1,3 @@
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//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1996 id Software
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// Copyright 1999-2016 Randy Heit
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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//
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// DESCRIPTION:
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// System specific interface stuff.
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//
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//-----------------------------------------------------------------------------
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#ifndef __I_SYSTEM__
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#define __I_SYSTEM__
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@ -34,9 +8,10 @@
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#define __solaris__ 1
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#endif
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#include "doomtype.h"
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#include <thread>
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#include <algorithm>
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#include "tarray.h"
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#include "zstring.h"
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struct ticcmd_t;
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struct WadStuff;
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@ -51,34 +26,11 @@ void CalculateCPUSpeed(void);
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unsigned int I_MakeRNGSeed();
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//
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// Called by D_DoomLoop,
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// called before processing any tics in a frame
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// (just after displaying a frame).
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// Time consuming syncronous operations
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// are performed here (joystick reading).
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// Can call D_PostEvent.
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//
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void I_StartFrame (void);
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//
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// Called by D_DoomLoop,
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// called before processing each tic in a frame.
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// Quick syncronous operations are performed here.
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// Can call D_PostEvent.
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void I_StartTic (void);
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// Asynchronous interrupt functions should maintain private queues
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// that are read by the synchronous functions
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// to be converted into events.
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// Either returns a null ticcmd,
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// or calls a loadable driver to build it.
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// This ticcmd will then be modified by the gameloop
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// for normal input.
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ticcmd_t *I_BaseTiccmd (void);
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// Print a console string
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void I_PrintStr (const char *str);
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@ -100,7 +52,6 @@ bool I_WriteIniFailed ();
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class FGameTexture;
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bool I_SetCursor(FGameTexture *);
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static inline char *strlwr(char *str)
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{
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char *ptr = str;
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224
src/win32/i_steam.cpp
Normal file
224
src/win32/i_steam.cpp
Normal file
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@ -0,0 +1,224 @@
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/*
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** i_system.cpp
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** Timers, pre-console output, IWAD selection, and misc system routines.
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2009 Randy Heit
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** Copyright (C) 2007-2012 Skulltag Development Team
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** Copyright (C) 2007-2016 Zandronum Development Team
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. Redistributions in any form must be accompanied by information on how to
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** obtain complete source code for the software and any accompanying software
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** that uses the software. The source code must either be included in the
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** distribution or be available for no more than the cost of distribution plus
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** a nominal fee, and must be freely redistributable under reasonable
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** conditions. For an executable file, complete source code means the source
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** code for all modules it contains. It does not include source code for
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** modules or files that typically accompany the major components of the
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** operating system on which the executable file runs.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <process.h>
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#include <time.h>
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#include <map>
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#include <stdarg.h>
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#include <mmsystem.h>
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#include <richedit.h>
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#include <wincrypt.h>
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#include <shlwapi.h>
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#include "hardware.h"
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#include "printf.h"
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#include "version.h"
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#include "i_sound.h"
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#include "resource.h"
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#include "stats.h"
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#include "v_text.h"
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#include "utf8.h"
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#include "d_main.h"
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#include "d_net.h"
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#include "g_game.h"
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#include "i_input.h"
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#include "c_dispatch.h"
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#include "templates.h"
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#include "gameconfigfile.h"
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#include "v_font.h"
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#include "g_level.h"
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#include "doomstat.h"
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#include "i_system.h"
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#include "bitmap.h"
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#include "cmdlib.h"
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#include "i_interface.h"
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//==========================================================================
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//
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// QueryPathKey
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//
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// Returns the value of a registry key into the output variable value.
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//
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//==========================================================================
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static bool QueryPathKey(HKEY key, const wchar_t *keypath, const wchar_t *valname, FString &value)
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{
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HKEY pathkey;
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DWORD pathtype;
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DWORD pathlen;
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LONG res;
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value = "";
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if(ERROR_SUCCESS == RegOpenKeyEx(key, keypath, 0, KEY_QUERY_VALUE, &pathkey))
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{
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if (ERROR_SUCCESS == RegQueryValueEx(pathkey, valname, 0, &pathtype, NULL, &pathlen) &&
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pathtype == REG_SZ && pathlen != 0)
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{
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// Don't include terminating null in count
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TArray<wchar_t> chars(pathlen + 1, true);
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res = RegQueryValueEx(pathkey, valname, 0, NULL, (LPBYTE)chars.Data(), &pathlen);
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if (res == ERROR_SUCCESS) value = FString(chars.Data());
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}
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RegCloseKey(pathkey);
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}
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return value.IsNotEmpty();
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}
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//==========================================================================
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//
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// I_GetGogPaths
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//
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// Check the registry for GOG installation paths, so we can search for IWADs
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// that were bought from GOG.com. This is a bit different from the Steam
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// version because each game has its own independent installation path, no
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// such thing as <steamdir>/SteamApps/common/<GameName>.
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//
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//==========================================================================
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TArray<FString> I_GetGogPaths()
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{
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TArray<FString> result;
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FString path;
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std::wstring gamepath;
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#ifdef _WIN64
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std::wstring gogregistrypath = L"Software\\Wow6432Node\\GOG.com\\Games";
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#else
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// If a 32-bit ZDoom runs on a 64-bit Windows, this will be transparently and
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// automatically redirected to the Wow6432Node address instead, so this address
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// should be safe to use in all cases.
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std::wstring gogregistrypath = L"Software\\GOG.com\\Games";
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#endif
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// Look for Ultimate Doom
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gamepath = gogregistrypath + L"\\1435827232";
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if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path))
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{
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result.Push(path); // directly in install folder
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}
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// Look for Doom II
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gamepath = gogregistrypath + L"\\1435848814";
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if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path))
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{
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result.Push(path + "/doom2"); // in a subdirectory
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// If direct support for the Master Levels is ever added, they are in path + /master/wads
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}
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// Look for Final Doom
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gamepath = gogregistrypath + L"\\1435848742";
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if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path))
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{
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// in subdirectories
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result.Push(path + "/TNT");
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result.Push(path + "/Plutonia");
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}
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// Look for Doom 3: BFG Edition
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gamepath = gogregistrypath + L"\\1135892318";
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if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path))
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{
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result.Push(path + "/base/wads"); // in a subdirectory
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}
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// Look for Strife: Veteran Edition
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gamepath = gogregistrypath + L"\\1432899949";
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if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path))
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{
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result.Push(path); // directly in install folder
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}
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return result;
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}
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//==========================================================================
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//
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// I_GetSteamPath
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//
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// Check the registry for the path to Steam, so that we can search for
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// IWADs that were bought with Steam.
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//
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//==========================================================================
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TArray<FString> I_GetSteamPath()
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{
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TArray<FString> result;
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static const char *const steam_dirs[] =
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{
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"doom 2/base",
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"final doom/base",
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"heretic shadow of the serpent riders/base",
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"hexen/base",
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"hexen deathkings of the dark citadel/base",
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"ultimate doom/base",
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"DOOM 3 BFG Edition/base/wads",
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"Strife"
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};
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FString path;
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if (!QueryPathKey(HKEY_CURRENT_USER, L"Software\\Valve\\Steam", L"SteamPath", path))
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{
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if (!QueryPathKey(HKEY_LOCAL_MACHINE, L"Software\\Valve\\Steam", L"InstallPath", path))
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return result;
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}
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path += "/SteamApps/common/";
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for(unsigned int i = 0; i < countof(steam_dirs); ++i)
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{
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result.Push(path + steam_dirs[i]);
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}
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return result;
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}
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@ -71,16 +71,11 @@
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#include "v_text.h"
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#include "utf8.h"
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#include "d_main.h"
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#include "d_net.h"
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#include "g_game.h"
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#include "i_input.h"
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#include "c_dispatch.h"
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#include "templates.h"
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#include "gameconfigfile.h"
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#include "v_font.h"
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#include "g_level.h"
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#include "doomstat.h"
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#include "i_system.h"
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#include "bitmap.h"
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#include "cmdlib.h"
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@ -907,144 +902,6 @@ bool I_WriteIniFailed()
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return MessageBoxA(Window, errortext.GetChars(), GAMENAME " configuration not saved", MB_ICONEXCLAMATION | MB_RETRYCANCEL) == IDRETRY;
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}
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//==========================================================================
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//
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// QueryPathKey
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//
|
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// Returns the value of a registry key into the output variable value.
|
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//
|
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//==========================================================================
|
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|
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static bool QueryPathKey(HKEY key, const wchar_t *keypath, const wchar_t *valname, FString &value)
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{
|
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HKEY pathkey;
|
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DWORD pathtype;
|
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DWORD pathlen;
|
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LONG res;
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|
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value = "";
|
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if(ERROR_SUCCESS == RegOpenKeyEx(key, keypath, 0, KEY_QUERY_VALUE, &pathkey))
|
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{
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if (ERROR_SUCCESS == RegQueryValueEx(pathkey, valname, 0, &pathtype, NULL, &pathlen) &&
|
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pathtype == REG_SZ && pathlen != 0)
|
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{
|
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// Don't include terminating null in count
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TArray<wchar_t> chars(pathlen + 1, true);
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res = RegQueryValueEx(pathkey, valname, 0, NULL, (LPBYTE)chars.Data(), &pathlen);
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if (res == ERROR_SUCCESS) value = FString(chars.Data());
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}
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RegCloseKey(pathkey);
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}
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return value.IsNotEmpty();
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}
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|
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//==========================================================================
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//
|
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// I_GetGogPaths
|
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//
|
||||
// Check the registry for GOG installation paths, so we can search for IWADs
|
||||
// that were bought from GOG.com. This is a bit different from the Steam
|
||||
// version because each game has its own independent installation path, no
|
||||
// such thing as <steamdir>/SteamApps/common/<GameName>.
|
||||
//
|
||||
//==========================================================================
|
||||
|
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TArray<FString> I_GetGogPaths()
|
||||
{
|
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TArray<FString> result;
|
||||
FString path;
|
||||
std::wstring gamepath;
|
||||
|
||||
#ifdef _WIN64
|
||||
std::wstring gogregistrypath = L"Software\\Wow6432Node\\GOG.com\\Games";
|
||||
#else
|
||||
// If a 32-bit ZDoom runs on a 64-bit Windows, this will be transparently and
|
||||
// automatically redirected to the Wow6432Node address instead, so this address
|
||||
// should be safe to use in all cases.
|
||||
std::wstring gogregistrypath = L"Software\\GOG.com\\Games";
|
||||
#endif
|
||||
|
||||
// Look for Ultimate Doom
|
||||
gamepath = gogregistrypath + L"\\1435827232";
|
||||
if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path))
|
||||
{
|
||||
result.Push(path); // directly in install folder
|
||||
}
|
||||
|
||||
// Look for Doom II
|
||||
gamepath = gogregistrypath + L"\\1435848814";
|
||||
if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path))
|
||||
{
|
||||
result.Push(path + "/doom2"); // in a subdirectory
|
||||
// If direct support for the Master Levels is ever added, they are in path + /master/wads
|
||||
}
|
||||
|
||||
// Look for Final Doom
|
||||
gamepath = gogregistrypath + L"\\1435848742";
|
||||
if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path))
|
||||
{
|
||||
// in subdirectories
|
||||
result.Push(path + "/TNT");
|
||||
result.Push(path + "/Plutonia");
|
||||
}
|
||||
|
||||
// Look for Doom 3: BFG Edition
|
||||
gamepath = gogregistrypath + L"\\1135892318";
|
||||
if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path))
|
||||
{
|
||||
result.Push(path + "/base/wads"); // in a subdirectory
|
||||
}
|
||||
|
||||
// Look for Strife: Veteran Edition
|
||||
gamepath = gogregistrypath + L"\\1432899949";
|
||||
if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path))
|
||||
{
|
||||
result.Push(path); // directly in install folder
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// I_GetSteamPath
|
||||
//
|
||||
// Check the registry for the path to Steam, so that we can search for
|
||||
// IWADs that were bought with Steam.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
TArray<FString> I_GetSteamPath()
|
||||
{
|
||||
TArray<FString> result;
|
||||
static const char *const steam_dirs[] =
|
||||
{
|
||||
"doom 2/base",
|
||||
"final doom/base",
|
||||
"heretic shadow of the serpent riders/base",
|
||||
"hexen/base",
|
||||
"hexen deathkings of the dark citadel/base",
|
||||
"ultimate doom/base",
|
||||
"DOOM 3 BFG Edition/base/wads",
|
||||
"Strife"
|
||||
};
|
||||
|
||||
FString path;
|
||||
|
||||
if (!QueryPathKey(HKEY_CURRENT_USER, L"Software\\Valve\\Steam", L"SteamPath", path))
|
||||
{
|
||||
if (!QueryPathKey(HKEY_LOCAL_MACHINE, L"Software\\Valve\\Steam", L"InstallPath", path))
|
||||
return result;
|
||||
}
|
||||
path += "/SteamApps/common/";
|
||||
|
||||
for(unsigned int i = 0; i < countof(steam_dirs); ++i)
|
||||
{
|
||||
result.Push(path + steam_dirs[i]);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
|
|
@ -22,40 +22,9 @@ void CalculateCPUSpeed (void);
|
|||
unsigned int I_MakeRNGSeed();
|
||||
|
||||
|
||||
//
|
||||
// Called by D_DoomLoop,
|
||||
// called before processing any tics in a frame
|
||||
// (just after displaying a frame).
|
||||
// Time consuming syncronous operations
|
||||
// are performed here (joystick reading).
|
||||
// Can call D_PostEvent.
|
||||
//
|
||||
void I_StartFrame (void);
|
||||
|
||||
|
||||
//
|
||||
// Called by D_DoomLoop,
|
||||
// called before processing each tic in a frame.
|
||||
// Quick syncronous operations are performed here.
|
||||
// Can call D_PostEvent.
|
||||
void I_StartTic (void);
|
||||
|
||||
// Asynchronous interrupt functions should maintain private queues
|
||||
// that are read by the synchronous functions
|
||||
// to be converted into events.
|
||||
|
||||
// Either returns a null ticcmd,
|
||||
// or calls a loadable driver to build it.
|
||||
// This ticcmd will then be modified by the gameloop
|
||||
// for normal input.
|
||||
ticcmd_t *I_BaseTiccmd (void);
|
||||
|
||||
|
||||
// Called by M_Responder when quit is selected.
|
||||
// Clean exit, displays sell blurb.
|
||||
void I_Quit (void);
|
||||
|
||||
|
||||
// Set the mouse cursor. The texture must be 32x32.
|
||||
class FGameTexture;
|
||||
bool I_SetCursor(FGameTexture *cursor);
|
||||
|
|
Loading…
Reference in a new issue