gzdoom/src/win32/i_system.cpp
Randy Heit 26f14f439b - Fixed: The FPS meter cannot use I_MSTime(), because if the game is started
with +vid_fps 1, it can need the time before the timer is ready to start.


SVN r2009 (trunk)
2009-11-29 02:57:09 +00:00

1277 lines
33 KiB
C++

/*
** i_system.cpp
** Timers, pre-console output, IWAD selection, and misc system routines.
**
**---------------------------------------------------------------------------
** Copyright 1998-2009 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
// HEADER FILES ------------------------------------------------------------
#include <stdlib.h>
#include <stdio.h>
#include <io.h>
#include <direct.h>
#include <string.h>
#include <process.h>
#include <time.h>
#include <stdarg.h>
#include <sys/types.h>
#include <sys/timeb.h>
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <mmsystem.h>
#include <richedit.h>
#include <wincrypt.h>
#define USE_WINDOWS_DWORD
#include "hardware.h"
#include "doomerrors.h"
#include <math.h>
#include "doomtype.h"
#include "version.h"
#include "doomdef.h"
#include "cmdlib.h"
#include "m_argv.h"
#include "m_misc.h"
#include "i_video.h"
#include "i_sound.h"
#include "i_music.h"
#include "resource.h"
#include "x86.h"
#include "stats.h"
#include "d_main.h"
#include "d_net.h"
#include "g_game.h"
#include "i_input.h"
#include "i_system.h"
#include "c_dispatch.h"
#include "templates.h"
#include "gameconfigfile.h"
#include "v_font.h"
#include "g_level.h"
#include "doomstat.h"
#include "v_palette.h"
#include "stats.h"
// MACROS ------------------------------------------------------------------
// TYPES -------------------------------------------------------------------
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
extern void CheckCPUID(CPUInfo *cpu);
extern void LayoutMainWindow(HWND hWnd, HWND pane);
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static void CalculateCPUSpeed();
static void I_SelectTimer();
static int I_GetTimePolled(bool saveMS);
static int I_WaitForTicPolled(int prevtic);
static void I_FreezeTimePolled(bool frozen);
static int I_GetTimeEventDriven(bool saveMS);
static int I_WaitForTicEvent(int prevtic);
static void I_FreezeTimeEventDriven(bool frozen);
static void CALLBACK TimerTicked(UINT id, UINT msg, DWORD_PTR user, DWORD_PTR dw1, DWORD_PTR dw2);
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
EXTERN_CVAR(String, language);
EXTERN_CVAR (Bool, queryiwad);
extern HWND Window, ConWindow, GameTitleWindow;
extern HANDLE StdOut;
extern bool FancyStdOut;
extern HINSTANCE g_hInst;
extern FILE *Logfile;
// PUBLIC DATA DEFINITIONS -------------------------------------------------
CVAR (String, queryiwad_key, "shift", CVAR_GLOBALCONFIG|CVAR_ARCHIVE);
double PerfToSec, PerfToMillisec;
UINT TimerPeriod;
UINT TimerEventID;
UINT MillisecondsPerTic;
HANDLE NewTicArrived;
uint32 LanguageIDs[4];
const IWADInfo *DoomStartupInfo;
int (*I_GetTime) (bool saveMS);
int (*I_WaitForTic) (int);
void (*I_FreezeTime) (bool frozen);
os_t OSPlatform;
bool gameisdead;
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static ticcmd_t emptycmd;
static bool HasExited;
static DWORD basetime = 0;
// These are for the polled timer.
static DWORD TicStart;
static DWORD TicNext;
static int TicFrozen;
// These are for the event-driven timer.
static int tics;
static DWORD ted_start, ted_next;
static WadStuff *WadList;
static int NumWads;
static int DefaultWad;
// CODE --------------------------------------------------------------------
//==========================================================================
//
// I_Tactile
//
// Doom calls it when you take damage, so presumably it could be converted
// to something compatible with force feedback.
//
//==========================================================================
void I_Tactile(int on, int off, int total)
{
// UNUSED.
on = off = total = 0;
}
//==========================================================================
//
// I_BaseTiccmd
//
// Returns an empty ticcmd. I have no idea why this should be system-
// specific.
//
//==========================================================================
ticcmd_t *I_BaseTiccmd()
{
return &emptycmd;
}
// Stubs that select the timer to use and then call into it ----------------
//==========================================================================
//
// I_GetTimeSelect
//
//==========================================================================
static int I_GetTimeSelect(bool saveMS)
{
I_SelectTimer();
return I_GetTime(saveMS);
}
//==========================================================================
//
// I_WaitForTicSelect
//
//==========================================================================
static int I_WaitForTicSelect(int prevtic)
{
I_SelectTimer();
return I_WaitForTic(prevtic);
}
//==========================================================================
//
// I_SelectTimer
//
// Tries to create a timer event for efficent CPU use when the FPS is
// capped. Failing that, it sets things up for a polling timer instead.
//
//==========================================================================
static void I_SelectTimer()
{
assert(basetime == 0);
// Use a timer event if possible.
NewTicArrived = CreateEvent(NULL, FALSE, FALSE, NULL);
if (NewTicArrived)
{
UINT delay;
char *cmdDelay;
cmdDelay = Args->CheckValue("-timerdelay");
delay = 0;
if (cmdDelay != 0)
{
delay = atoi(cmdDelay);
}
if (delay == 0)
{
delay = 1000/TICRATE;
}
MillisecondsPerTic = delay;
TimerEventID = timeSetEvent(delay, 0, TimerTicked, 0, TIME_PERIODIC);
}
// Get the current time as the basetime.
basetime = timeGetTime();
// Set timer functions.
if (TimerEventID != 0)
{
I_GetTime = I_GetTimeEventDriven;
I_WaitForTic = I_WaitForTicEvent;
I_FreezeTime = I_FreezeTimeEventDriven;
}
else
{
I_GetTime = I_GetTimePolled;
I_WaitForTic = I_WaitForTicPolled;
I_FreezeTime = I_FreezeTimePolled;
}
}
//==========================================================================
//
// I_MSTime
//
// Returns the current time in milliseconds, where 0 is the first call
// to I_GetTime or I_WaitForTic.
//
//==========================================================================
unsigned int I_MSTime()
{
assert(basetime != 0);
return timeGetTime() - basetime;
}
//==========================================================================
//
// I_FPSTime
//
// Returns the current system time in milliseconds. This is used by the FPS
// meter of DFrameBuffer::DrawRateStuff(). Since the screen can display
// before the play simulation is ready to begin, this needs to be
// separate from I_MSTime().
//
//==========================================================================
unsigned int I_FPSTime()
{
return timeGetTime();
}
//==========================================================================
//
// I_GetTimePolled
//
// Returns the current time in tics. If saveMS is true, then calls to
// I_GetTimeFrac() will use this tic as 0 and the next tic as 1.
//
//==========================================================================
static int I_GetTimePolled(bool saveMS)
{
DWORD tm;
if (TicFrozen != 0)
{
return TicFrozen;
}
tm = timeGetTime();
if (basetime == 0)
{
basetime = tm;
}
if (saveMS)
{
TicStart = tm;
TicNext = (tm * TICRATE / 1000 + 1) * 1000 / TICRATE;
}
return ((tm-basetime)*TICRATE)/1000;
}
//==========================================================================
//
// I_WaitForTicPolled
//
// Busy waits until the current tic is greater than prevtic. Time must not
// be frozen.
//
//==========================================================================
static int I_WaitForTicPolled(int prevtic)
{
int time;
assert(TicFrozen == 0);
while ((time = I_GetTimePolled(false)) <= prevtic)
{ }
return time;
}
//==========================================================================
//
// I_FreezeTimePolled
//
// Freeze/unfreeze the timer.
//
//==========================================================================
static void I_FreezeTimePolled(bool frozen)
{
if (frozen)
{
assert(TicFrozen == 0);
TicFrozen = I_GetTimePolled(false);
}
else
{
assert(TicFrozen != 0);
int froze = TicFrozen;
TicFrozen = 0;
int now = I_GetTimePolled(false);
basetime += (now - froze) * 1000 / TICRATE;
}
}
//==========================================================================
//
// I_GetTimeEventDriven
//
// Returns the current tick counter. This is incremented asynchronously as
// the timer event fires.
//
//==========================================================================
static int I_GetTimeEventDriven(bool saveMS)
{
if (saveMS)
{
TicStart = ted_start;
TicNext = ted_next;
}
return tics;
}
//==========================================================================
//
// I_WaitForTicEvent
//
// Waits on the timer event as long as the current tic is not later than
// prevtic.
//
//==========================================================================
static int I_WaitForTicEvent(int prevtic)
{
assert(!TicFrozen);
while (prevtic >= tics)
{
WaitForSingleObject(NewTicArrived, 1000/TICRATE);
}
return tics;
}
//==========================================================================
//
// I_FreezeTimeEventDriven
//
// Freeze/unfreeze the ticker.
//
//==========================================================================
static void I_FreezeTimeEventDriven(bool frozen)
{
TicFrozen = frozen;
}
//==========================================================================
//
// TimerTicked
//
// Advance the tick count and signal the NewTicArrived event.
//
//==========================================================================
static void CALLBACK TimerTicked(UINT id, UINT msg, DWORD_PTR user, DWORD_PTR dw1, DWORD_PTR dw2)
{
if (!TicFrozen)
{
tics++;
}
ted_start = timeGetTime ();
ted_next = ted_start + MillisecondsPerTic;
SetEvent(NewTicArrived);
}
//==========================================================================
//
// I_GetTimeFrac
//
// Returns the fractional amount of a tic passed since the most recently
// saved tic.
//
//==========================================================================
fixed_t I_GetTimeFrac(uint32 *ms)
{
DWORD now = timeGetTime();
if (ms != NULL)
{
*ms = TicNext;
}
DWORD step = TicNext - TicStart;
if (step == 0)
{
return FRACUNIT;
}
else
{
fixed_t frac = clamp<fixed_t> ((now - TicStart)*FRACUNIT/step, 0, FRACUNIT);
return frac;
}
}
//==========================================================================
//
// I_WaitVBL
//
// I_WaitVBL is never used to actually synchronize to the vertical blank.
// Instead, it's used for delay purposes. Doom used a 70 Hz display mode,
// so that's what we use to determine how long to wait for.
//
//==========================================================================
void I_WaitVBL(int count)
{
Sleep(1000 * count / 70);
}
//==========================================================================
//
// I_DetectOS
//
// Determine which version of Windows the game is running on.
//
//==========================================================================
void I_DetectOS(void)
{
OSVERSIONINFOEX info;
const char *osname;
info.dwOSVersionInfoSize = sizeof(OSVERSIONINFOEX);
if (!GetVersionEx((OSVERSIONINFO *)&info))
{
// Retry with the older OSVERSIONINFO structure.
info.dwOSVersionInfoSize = sizeof(OSVERSIONINFO);
GetVersionEx((OSVERSIONINFO *)&info);
}
switch (info.dwPlatformId)
{
case VER_PLATFORM_WIN32_WINDOWS:
OSPlatform = os_Win95;
if (info.dwMinorVersion < 10)
{
osname = "95";
}
else if (info.dwMinorVersion < 90)
{
osname = "98";
}
else
{
osname = "Me";
}
break;
case VER_PLATFORM_WIN32_NT:
OSPlatform = info.dwMajorVersion < 5 ? os_WinNT4 : os_Win2k;
osname = "NT";
if (info.dwMajorVersion == 5)
{
if (info.dwMinorVersion == 0)
{
osname = "2000";
}
if (info.dwMinorVersion == 1)
{
osname = "XP";
}
else if (info.dwMinorVersion == 2)
{
osname = "Server 2003";
}
}
else if (info.dwMajorVersion == 6)
{
if (info.dwMinorVersion == 0)
{
if (info.wProductType == VER_NT_WORKSTATION)
{
osname = "Vista";
}
else
{
osname = "Server 2008";
}
}
else if (info.dwMinorVersion == 1)
{
if (info.wProductType == VER_NT_WORKSTATION)
{
osname = "7";
}
else
{
osname = "Server 2008 R2";
}
}
}
break;
default:
OSPlatform = os_unknown;
osname = "Unknown OS";
break;
}
if (OSPlatform == os_Win95)
{
Printf ("OS: Windows %s %lu.%lu.%lu %s\n",
osname,
info.dwMajorVersion, info.dwMinorVersion,
info.dwBuildNumber & 0xffff, info.szCSDVersion);
}
else
{
Printf ("OS: Windows %s (NT %lu.%lu) Build %lu\n %s\n",
osname,
info.dwMajorVersion, info.dwMinorVersion,
info.dwBuildNumber, info.szCSDVersion);
}
if (OSPlatform == os_unknown)
{
Printf ("(Assuming Windows 95)\n");
OSPlatform = os_Win95;
}
}
//==========================================================================
//
// SubsetLanguageIDs
//
// Helper function for SetLanguageIDs.
//
//==========================================================================
static void SubsetLanguageIDs(LCID id, LCTYPE type, int idx)
{
char buf[8];
LCID langid;
char *idp;
if (!GetLocaleInfo(id, type, buf, 8))
return;
langid = MAKELCID(strtoul(buf, NULL, 16), SORT_DEFAULT);
if (!GetLocaleInfo(langid, LOCALE_SABBREVLANGNAME, buf, 8))
return;
idp = (char *)(&LanguageIDs[idx]);
memset (idp, 0, 4);
idp[0] = tolower(buf[0]);
idp[1] = tolower(buf[1]);
idp[2] = tolower(buf[2]);
idp[3] = 0;
}
//==========================================================================
//
// SetLanguageIDs
//
//==========================================================================
void SetLanguageIDs()
{
size_t langlen = strlen(language);
if (langlen < 2 || langlen > 3)
{
memset(LanguageIDs, 0, sizeof(LanguageIDs));
SubsetLanguageIDs(LOCALE_USER_DEFAULT, LOCALE_ILANGUAGE, 0);
SubsetLanguageIDs(LOCALE_USER_DEFAULT, LOCALE_IDEFAULTLANGUAGE, 1);
SubsetLanguageIDs(LOCALE_SYSTEM_DEFAULT, LOCALE_ILANGUAGE, 2);
SubsetLanguageIDs(LOCALE_SYSTEM_DEFAULT, LOCALE_IDEFAULTLANGUAGE, 3);
}
else
{
DWORD lang = 0;
((BYTE *)&lang)[0] = (language)[0];
((BYTE *)&lang)[1] = (language)[1];
((BYTE *)&lang)[2] = (language)[2];
LanguageIDs[0] = lang;
LanguageIDs[1] = lang;
LanguageIDs[2] = lang;
LanguageIDs[3] = lang;
}
}
//==========================================================================
//
// CalculateCPUSpeed
//
// Make a decent guess at how much time elapses between TSC steps. This can
// vary over runtime depending on power management settings, so should not
// be used anywhere that truely accurate timing actually matters.
//
//==========================================================================
void CalculateCPUSpeed()
{
LARGE_INTEGER freq;
QueryPerformanceFrequency (&freq);
if (freq.QuadPart != 0 && CPU.bRDTSC)
{
LARGE_INTEGER count1, count2;
cycle_t ClockCalibration;
DWORD min_diff;
ClockCalibration.Reset();
// Count cycles for at least 55 milliseconds.
// The performance counter may be very low resolution compared to CPU
// speeds today, so the longer we count, the more accurate our estimate.
// On the other hand, we don't want to count too long, because we don't
// want the user to notice us spend time here, since most users will
// probably never use the performance statistics.
min_diff = freq.LowPart * 11 / 200;
// Minimize the chance of task switching during the testing by going very
// high priority. This is another reason to avoid timing for too long.
SetPriorityClass(GetCurrentProcess(), REALTIME_PRIORITY_CLASS);
SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_TIME_CRITICAL);
// Make sure we start timing on a counter boundary.
QueryPerformanceCounter(&count1);
do { QueryPerformanceCounter(&count2); } while (count1.QuadPart == count2.QuadPart);
// Do the timing loop.
ClockCalibration.Clock();
do { QueryPerformanceCounter(&count1); } while ((count1.QuadPart - count2.QuadPart) < min_diff);
ClockCalibration.Unclock();
SetPriorityClass(GetCurrentProcess(), NORMAL_PRIORITY_CLASS);
SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_NORMAL);
PerfToSec = double(count1.QuadPart - count2.QuadPart) / (double(ClockCalibration.GetRawCounter()) * freq.QuadPart);
PerfToMillisec = PerfToSec * 1000.0;
}
Printf ("CPU Speed: %.0f MHz\n", 0.001 / PerfToMillisec);
}
//==========================================================================
//
// I_Init
//
//==========================================================================
void I_Init()
{
CheckCPUID(&CPU);
CalculateCPUSpeed();
DumpCPUInfo(&CPU);
I_GetTime = I_GetTimeSelect;
I_WaitForTic = I_WaitForTicSelect;
atterm (I_ShutdownSound);
I_InitSound ();
}
//==========================================================================
//
// I_Quit
//
//==========================================================================
void I_Quit()
{
HasExited = true; /* Prevent infinitely recursive exits -- killough */
if (TimerEventID != 0)
{
timeKillEvent(TimerEventID);
}
if (NewTicArrived != NULL)
{
CloseHandle(NewTicArrived);
}
timeEndPeriod(TimerPeriod);
if (demorecording)
{
G_CheckDemoStatus();
}
}
//==========================================================================
//
// I_FatalError
//
// Throw an error that will end the game.
//
//==========================================================================
void STACK_ARGS I_FatalError(const char *error, ...)
{
static BOOL alreadyThrown = false;
gameisdead = true;
if (!alreadyThrown) // ignore all but the first message -- killough
{
alreadyThrown = true;
char errortext[MAX_ERRORTEXT];
va_list argptr;
va_start(argptr, error);
myvsnprintf(errortext, MAX_ERRORTEXT, error, argptr);
va_end(argptr);
// Record error to log (if logging)
if (Logfile)
{
fprintf(Logfile, "\n**** DIED WITH FATAL ERROR:\n%s\n", errortext);
fflush(Logfile);
}
throw CFatalError(errortext);
}
if (!HasExited) // If it hasn't exited yet, exit now -- killough
{
HasExited = 1; // Prevent infinitely recursive exits -- killough
exit(-1);
}
}
//==========================================================================
//
// I_Error
//
// Throw an error that will send us to the console if we are far enough
// along in the startup process.
//
//==========================================================================
void STACK_ARGS I_Error(const char *error, ...)
{
va_list argptr;
char errortext[MAX_ERRORTEXT];
va_start(argptr, error);
myvsnprintf(errortext, MAX_ERRORTEXT, error, argptr);
va_end(argptr);
throw CRecoverableError(errortext);
}
//==========================================================================
//
// I_SetIWADInfo
//
//==========================================================================
void I_SetIWADInfo(const IWADInfo *info)
{
DoomStartupInfo = info;
// Make the startup banner show itself
LayoutMainWindow(Window, NULL);
}
//==========================================================================
//
// I_PrintStr
//
// Send output to the list box shown during startup (and hidden during
// gameplay).
//
//==========================================================================
void I_PrintStr(const char *cp)
{
if (ConWindow == NULL && StdOut == NULL)
return;
HWND edit = ConWindow;
char buf[256];
int bpos = 0;
CHARRANGE selection;
CHARRANGE endselection;
LONG lines_before = 0, lines_after;
CHARFORMAT format;
if (edit != NULL)
{
// Store the current selection and set it to the end so we can append text.
SendMessage(edit, EM_EXGETSEL, 0, (LPARAM)&selection);
endselection.cpMax = endselection.cpMin = GetWindowTextLength(edit);
SendMessage(edit, EM_EXSETSEL, 0, (LPARAM)&endselection);
// GetWindowTextLength and EM_EXSETSEL can disagree on where the end of
// the text is. Find out what EM_EXSETSEL thought it was and use that later.
SendMessage(edit, EM_EXGETSEL, 0, (LPARAM)&endselection);
// Remember how many lines there were before we added text.
lines_before = (LONG)SendMessage(edit, EM_GETLINECOUNT, 0, 0);
}
while (*cp != 0)
{
// 28 is the escape code for a color change.
if ((*cp == 28 && bpos != 0) || bpos == 255)
{
buf[bpos] = 0;
if (edit != NULL)
{
SendMessage(edit, EM_REPLACESEL, FALSE, (LPARAM)buf);
}
if (StdOut != NULL)
{
DWORD bytes_written;
WriteFile(StdOut, buf, bpos, &bytes_written, NULL);
}
bpos = 0;
}
if (*cp != 28)
{
buf[bpos++] = *cp++;
}
else
{
const BYTE *color_id = (const BYTE *)cp + 1;
EColorRange range = V_ParseFontColor(color_id, CR_UNTRANSLATED, CR_YELLOW);
cp = (const char *)color_id;
if (range != CR_UNDEFINED)
{
// Change the color of future text added to the control.
PalEntry color = V_LogColorFromColorRange(range);
if (StdOut != NULL && FancyStdOut)
{
// Unfortunately, we are pretty limited here: There are only
// eight basic colors, and each comes in a dark and a bright
// variety.
float h, s, v, r, g, b;
WORD attrib = 0;
RGBtoHSV(color.r / 255.f, color.g / 255.f, color.b / 255.f, &h, &s, &v);
if (s != 0)
{ // color
HSVtoRGB(&r, &g, &b, h, 1, 1);
if (r == 1) attrib = FOREGROUND_RED;
if (g == 1) attrib |= FOREGROUND_GREEN;
if (b == 1) attrib |= FOREGROUND_BLUE;
if (v > 0.6) attrib |= FOREGROUND_INTENSITY;
}
else
{ // gray
if (v < 0.33) attrib = FOREGROUND_INTENSITY;
else if (v < 0.90) attrib = FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE;
else attrib = FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE | FOREGROUND_INTENSITY;
}
SetConsoleTextAttribute(StdOut, attrib);
}
if (edit != NULL)
{
// GDI uses BGR colors, but color is RGB, so swap the R and the B.
swap(color.r, color.b);
// Change the color.
format.cbSize = sizeof(format);
format.dwMask = CFM_COLOR;
format.dwEffects = 0;
format.crTextColor = color;
SendMessage(edit, EM_SETCHARFORMAT, SCF_SELECTION, (LPARAM)&format);
}
}
}
}
if (bpos != 0)
{
buf[bpos] = 0;
if (edit != NULL)
{
SendMessage(edit, EM_REPLACESEL, FALSE, (LPARAM)buf);
}
if (StdOut != NULL)
{
DWORD bytes_written;
WriteFile(StdOut, buf, bpos, &bytes_written, NULL);
}
}
if (edit != NULL)
{
// If the old selection was at the end of the text, keep it at the end and
// scroll. Don't scroll if the selection is anywhere else.
if (selection.cpMin == endselection.cpMin && selection.cpMax == endselection.cpMax)
{
selection.cpMax = selection.cpMin = GetWindowTextLength (edit);
lines_after = (LONG)SendMessage(edit, EM_GETLINECOUNT, 0, 0);
if (lines_after > lines_before)
{
SendMessage(edit, EM_LINESCROLL, 0, lines_after - lines_before);
}
}
// Restore the previous selection.
SendMessage(edit, EM_EXSETSEL, 0, (LPARAM)&selection);
// Give the edit control a chance to redraw itself.
I_GetEvent();
}
if (StdOut != NULL && FancyStdOut)
{ // Set text back to gray, in case it was changed.
SetConsoleTextAttribute(StdOut, FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE);
}
}
//==========================================================================
//
// SetQueryIWAD
//
// The user had the "Don't ask again" box checked when they closed the
// IWAD selection dialog.
//
//==========================================================================
static void SetQueryIWad(HWND dialog)
{
HWND checkbox = GetDlgItem(dialog, IDC_DONTASKIWAD);
int state = (int)SendMessage(checkbox, BM_GETCHECK, 0, 0);
bool query = (state != BST_CHECKED);
if (!query && queryiwad)
{
MessageBox(dialog,
"You have chosen not to show this dialog box in the future.\n"
"If you wish to see it again, hold down SHIFT while starting " GAMENAME ".",
"Don't ask me this again",
MB_OK | MB_ICONINFORMATION);
}
queryiwad = query;
}
//==========================================================================
//
// IWADBoxCallback
//
// Dialog proc for the IWAD selector.
//
//==========================================================================
BOOL CALLBACK IWADBoxCallback(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
{
HWND ctrl;
int i;
switch (message)
{
case WM_INITDIALOG:
// Add our program name to the window title
{
TCHAR label[256];
FString newlabel;
GetWindowText(hDlg, label, countof(label));
newlabel.Format(GAMESIG " " DOTVERSIONSTR_NOREV ": %s", label);
SetWindowText(hDlg, newlabel.GetChars());
}
// Populate the list with all the IWADs found
ctrl = GetDlgItem(hDlg, IDC_IWADLIST);
for (i = 0; i < NumWads; i++)
{
FString work;
const char *filepart = strrchr(WadList[i].Path, '/');
if (filepart == NULL)
filepart = WadList[i].Path;
else
filepart++;
work.Format("%s (%s)", IWADInfos[WadList[i].Type].Name, filepart);
SendMessage(ctrl, LB_ADDSTRING, 0, (LPARAM)work.GetChars());
SendMessage(ctrl, LB_SETITEMDATA, i, (LPARAM)i);
}
SendMessage(ctrl, LB_SETCURSEL, DefaultWad, 0);
SetFocus(ctrl);
// Set the state of the "Don't ask me again" checkbox
ctrl = GetDlgItem(hDlg, IDC_DONTASKIWAD);
SendMessage(ctrl, BM_SETCHECK, queryiwad ? BST_UNCHECKED : BST_CHECKED, 0);
// Make sure the dialog is in front. If SHIFT was pressed to force it visible,
// then the other window will normally be on top.
SetForegroundWindow(hDlg);
break;
case WM_COMMAND:
if (LOWORD(wParam) == IDCANCEL)
{
EndDialog (hDlg, -1);
}
else if (LOWORD(wParam) == IDOK ||
(LOWORD(wParam) == IDC_IWADLIST && HIWORD(wParam) == LBN_DBLCLK))
{
SetQueryIWad(hDlg);
ctrl = GetDlgItem (hDlg, IDC_IWADLIST);
EndDialog(hDlg, SendMessage (ctrl, LB_GETCURSEL, 0, 0));
}
break;
}
return FALSE;
}
//==========================================================================
//
// I_PickIWad
//
// Open a dialog to pick the IWAD, if there is more than one found.
//
//==========================================================================
int I_PickIWad(WadStuff *wads, int numwads, bool showwin, int defaultiwad)
{
int vkey;
if (stricmp(queryiwad_key, "shift") == 0)
{
vkey = VK_SHIFT;
}
else if (stricmp(queryiwad_key, "control") == 0 || stricmp (queryiwad_key, "ctrl") == 0)
{
vkey = VK_CONTROL;
}
else
{
vkey = 0;
}
if (showwin || (vkey != 0 && GetAsyncKeyState(vkey)))
{
WadList = wads;
NumWads = numwads;
DefaultWad = defaultiwad;
return (int)DialogBox(g_hInst, MAKEINTRESOURCE(IDD_IWADDIALOG),
(HWND)Window, (DLGPROC)IWADBoxCallback);
}
return defaultiwad;
}
//==========================================================================
//
// I_WriteIniFailed
//
// Display a message when the config failed to save.
//
//==========================================================================
bool I_WriteIniFailed()
{
char *lpMsgBuf;
FString errortext;
FormatMessageA (FORMAT_MESSAGE_ALLOCATE_BUFFER |
FORMAT_MESSAGE_FROM_SYSTEM |
FORMAT_MESSAGE_IGNORE_INSERTS,
NULL,
GetLastError(),
MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), // Default language
(LPSTR)&lpMsgBuf,
0,
NULL
);
errortext.Format ("The config file %s could not be written:\n%s", GameConfig->GetPathName(), lpMsgBuf);
LocalFree (lpMsgBuf);
return MessageBox(Window, errortext.GetChars(), GAMENAME " configuration not saved", MB_ICONEXCLAMATION | MB_RETRYCANCEL) == IDRETRY;
}
//==========================================================================
//
// I_FindFirst
//
// Start a pattern matching sequence.
//
//==========================================================================
void *I_FindFirst(const char *filespec, findstate_t *fileinfo)
{
return FindFirstFileA(filespec, (LPWIN32_FIND_DATAA)fileinfo);
}
//==========================================================================
//
// I_FindNext
//
// Return the next file in a pattern matching sequence.
//
//==========================================================================
int I_FindNext(void *handle, findstate_t *fileinfo)
{
return !FindNextFileA((HANDLE)handle, (LPWIN32_FIND_DATAA)fileinfo);
}
//==========================================================================
//
// I_FindClose
//
// Finish a pattern matching sequence.
//
//==========================================================================
int I_FindClose(void *handle)
{
return FindClose((HANDLE)handle);
}
//==========================================================================
//
// QueryPathKey
//
// Returns the value of a registry key into the output variable value.
//
//==========================================================================
static bool QueryPathKey(HKEY key, const char *keypath, const char *valname, FString &value)
{
HKEY steamkey;
DWORD pathtype;
DWORD pathlen;
LONG res;
if(ERROR_SUCCESS == RegOpenKeyEx(key, keypath, 0, KEY_QUERY_VALUE, &steamkey))
{
if (ERROR_SUCCESS == RegQueryValueEx(steamkey, valname, 0, &pathtype, NULL, &pathlen) &&
pathtype == REG_SZ && pathlen != 0)
{
// Don't include terminating null in count
char *chars = value.LockNewBuffer(pathlen - 1);
res = RegQueryValueEx(steamkey, valname, 0, NULL, (LPBYTE)chars, &pathlen);
value.UnlockBuffer();
if (res != ERROR_SUCCESS)
{
value = "";
}
}
RegCloseKey(steamkey);
}
return value.IsNotEmpty();
}
//==========================================================================
//
// I_GetSteamPath
//
// Check the registry for the path to Steam, so that we can search for
// IWADs that were bought with Steam.
//
//==========================================================================
FString I_GetSteamPath()
{
FString path;
if (QueryPathKey(HKEY_CURRENT_USER, "Software\\Valve\\Steam", "SteamPath", path))
{
return path;
}
if (QueryPathKey(HKEY_LOCAL_MACHINE, "Software\\Valve\\Steam", "InstallPath", path))
{
return path;
}
path = "";
return path;
}
//==========================================================================
//
// I_MakeRNGSeed
//
// Returns a 32-bit random seed, preferably one with lots of entropy.
//
//==========================================================================
unsigned int I_MakeRNGSeed()
{
unsigned int seed;
// If RtlGenRandom is available, use that to avoid increasing the
// working set by pulling in all of the crytographic API.
HMODULE advapi = GetModuleHandle("advapi32.dll");
if (advapi != NULL)
{
BOOLEAN (APIENTRY *RtlGenRandom)(void *, ULONG) =
(BOOLEAN (APIENTRY *)(void *, ULONG))GetProcAddress(advapi, "SystemFunction036");
if (RtlGenRandom != NULL)
{
if (RtlGenRandom(&seed, sizeof(seed)))
{
return seed;
}
}
}
// Use the full crytographic API to produce a seed. If that fails,
// time() is used as a fallback.
HCRYPTPROV prov;
if (!CryptAcquireContext(&prov, NULL, MS_DEF_PROV, PROV_RSA_FULL, CRYPT_VERIFYCONTEXT))
{
return (unsigned int)time(NULL);
}
if (!CryptGenRandom(prov, sizeof(seed), (BYTE *)&seed))
{
seed = (unsigned int)time(NULL);
}
CryptReleaseContext(prov, 0);
return seed;
}