qzdoom-gpl/src/d_main.h

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// System specific interface stuff.
//
//-----------------------------------------------------------------------------
#ifndef __D_MAIN__
#define __D_MAIN__
#include "doomtype.h"
#include "gametype.h"
struct event_t;
//
// D_DoomMain()
// Not a globally visible function, just included for source reference,
// calls all startup code, parses command line options.
// If not overrided by user input, calls N_AdvanceDemo.
//
struct CRestartException
{
char dummy;
};
void D_DoomMain (void);
void D_Display ();
//
// BASE LEVEL
//
void D_PageTicker (void);
void D_PageDrawer (void);
void D_AdvanceDemo (void);
void D_StartTitle (void);
bool D_AddFile (TArray<FString> &wadfiles, const char *file, bool check = true, int position = -1);
// [RH] Set this to something to draw an icon during the next screen refresh.
extern const char *D_DrawIcon;
struct WadStuff
{
WadStuff() : Type(0) {}
2006-05-16 02:50:18 +00:00
FString Path;
FString Name;
int Type;
};
struct FIWADInfo
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
{
FString Name; // Title banner text for this IWAD
FString Autoname; // Name of autoload ini section for this IWAD
FString Configname; // Name of config section for this IWAD
FString Required; // Requires another IWAD
DWORD FgColor; // Foreground color for title banner
DWORD BkColor; // Background color for title banner
EGameType gametype; // which game are we playing?
FString MapInfo; // Base mapinfo to load
TArray<FString> Load; // Wads to be loaded with this one.
TArray<FString> Lumps; // Lump names for identification
int flags;
int preload;
FIWADInfo() { flags = 0; preload = -1; FgColor = 0; BkColor= 0xc0c0c0; gametype = GAME_Doom; }
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
};
struct FStartupInfo
{
FString Name;
DWORD FgColor; // Foreground color for title banner
DWORD BkColor; // Background color for title banner
FString Song;
int Type;
enum
{
DefaultStartup,
DoomStartup,
HereticStartup,
HexenStartup,
StrifeStartup,
};
};
extern FStartupInfo DoomStartupInfo;
//==========================================================================
//
// IWAD identifier class
//
//==========================================================================
class FIWadManager
{
TArray<FIWADInfo> mIWads;
TArray<FString> mIWadNames;
TArray<int> mLumpsFound;
void ParseIWadInfo(const char *fn, const char *data, int datasize);
void ClearChecks();
void CheckLumpName(const char *name);
int GetIWadInfo();
int ScanIWAD (const char *iwad);
int CheckIWAD (const char *doomwaddir, WadStuff *wads);
int IdentifyVersion (TArray<FString> &wadfiles, const char *iwad, const char *zdoom_wad);
public:
void ParseIWadInfos(const char *fn);
const FIWADInfo *FindIWAD(TArray<FString> &wadfiles, const char *iwad, const char *basewad);
const FString *GetAutoname(unsigned int num) const
{
if (num < mIWads.Size()) return &mIWads[num].Autoname;
else return NULL;
}
int GetIWadFlags(unsigned int num) const
{
if (num < mIWads.Size()) return mIWads[num].flags;
else return false;
}
};
#endif