qzdoom/src/win32/i_system.cpp

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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:
//
//-----------------------------------------------------------------------------
#include <stdlib.h>
#include <stdio.h>
#include <io.h>
#include <direct.h>
#include <string.h>
#include <process.h>
#include <stdarg.h>
#include <sys/types.h>
#include <sys/timeb.h>
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <mmsystem.h>
2007-01-09 04:40:58 +00:00
#include <richedit.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"
2007-01-09 04:40:58 +00:00
#include "v_font.h"
#include "g_level.h"
2008-09-15 00:47:31 +00:00
#include "doomstat.h"
#include "stats.h"
EXTERN_CVAR (String, language)
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of registers AMD64 provides, this routine still needs to be written as self- modifying code for maximum performance. The additional registers do allow for further optimization over the x86 version by allowing all four pixels to be in flight at the same time. The end result is that AMD64 ASM is about 2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM. (For further comparison, AMD64 C and x86 C are practically the same for this function.) Should I port any more assembly to AMD64, mvlineasm4 is the most likely candidate, but it's not used enough at this point to bother. Also, this may or may not work with Linux at the moment, since it doesn't have the eh_handler metadata. Win64 is easier, since I just need to structure the function prologue and epilogue properly and use some assembler directives/macros to automatically generate the metadata. And that brings up another point: You need YASM to assemble the AMD64 code, because NASM doesn't support the Win64 metadata directives. - Added an SSE version of DoBlending. This is strictly C intrinsics. VC++ still throws around unneccessary register moves. GCC seems to be pretty close to optimal, requiring only about 2 cycles/color. They're both faster than my hand-written MMX routine, so I don't need to feel bad about not hand-optimizing this for x64 builds. - Removed an extra instruction from DoBlending_MMX, transposed two instructions, and unrolled it once, shaving off about 80 cycles from the time required to blend 256 palette entries. Why? Because I tried writing a C version of the routine using compiler intrinsics and was appalled by all the extra movq's VC++ added to the code. GCC was better, but still generated extra instructions. I only wanted a C version because I can't use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit of a pain. (It's a pain because Linux and Windows have different calling conventions, and you need to maintain extra metadata for functions.) So, the assembly version stays and the C version stays out. - Removed all the pixel doubling r_detail modes, since the one platform they were intended to assist (486) actually sees very little benefit from them. - Rewrote CheckMMX in C and renamed it to CheckCPU. - Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache only for AMD processors, so we must not use it on other architectures, or we end up overwriting the L1 cache line size with 0 or some other number we don't actually understand. SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
extern void CheckCPUID(CPUInfo *cpu);
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
extern HWND Window, ConWindow, GameTitleWindow;
extern HINSTANCE g_hInst;
double PerfToSec, PerfToMillisec;
UINT TimerPeriod;
UINT TimerEventID;
UINT MillisecondsPerTic;
HANDLE NewTicArrived;
uint32 LanguageIDs[4];
void CalculateCPUSpeed ();
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
const IWADInfo *DoomStartupInfo;
int (*I_GetTime) (bool saveMS);
int (*I_WaitForTic) (int);
void (*I_FreezeTime) (bool frozen);
os_t OSPlatform;
void I_Tactile (int on, int off, int total)
{
// UNUSED.
on = off = total = 0;
}
ticcmd_t emptycmd;
ticcmd_t *I_BaseTiccmd(void)
{
return &emptycmd;
}
static DWORD basetime = 0;
// [RH] Returns time in milliseconds
unsigned int I_MSTime (void)
{
DWORD tm;
tm = timeGetTime();
if (!basetime)
basetime = tm;
return tm - basetime;
}
static DWORD TicStart;
static DWORD TicNext;
static int TicFrozen;
//
// I_GetTime
// returns time in 1/35th second tics
//
int I_GetTimePolled (bool saveMS)
{
DWORD tm;
if (TicFrozen != 0)
{
return TicFrozen;
}
tm = timeGetTime();
if (!basetime)
basetime = tm;
if (saveMS)
{
TicStart = tm;
TicNext = (tm * TICRATE / 1000 + 1) * 1000 / TICRATE;
}
return ((tm-basetime)*TICRATE)/1000;
}
int I_WaitForTicPolled (int prevtic)
{
int time;
assert(TicFrozen == 0);
while ((time = I_GetTimePolled(false)) <= prevtic)
;
return time;
}
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;
}
}
static int tics;
static DWORD ted_start, ted_next;
int I_GetTimeEventDriven (bool saveMS)
{
if (saveMS)
{
TicStart = ted_start;
TicNext = ted_next;
}
return tics;
}
int I_WaitForTicEvent (int prevtic)
{
assert(!TicFrozen);
while (prevtic >= tics)
{
WaitForSingleObject(NewTicArrived, 1000/TICRATE);
}
return tics;
}
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);
}
void I_FreezeTimeEventDriven(bool frozen)
{
TicFrozen = frozen;
}
// Returns the fractional amount of a tic passed since the most recent tic
fixed_t I_GetTimeFrac (uint32 *ms)
{
DWORD now = timeGetTime();
if (ms) *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;
}
}
void I_WaitVBL (int count)
{
// I_WaitVBL is never used to actually synchronize to the
// vertical blank. Instead, it's used for delay purposes.
Sleep (1000 * count / 70);
}
// [RH] Detect the OS the game is running under
void I_DetectOS (void)
{
OSVERSIONINFO info;
const char *osname;
info.dwOSVersionInfoSize = sizeof(OSVERSIONINFO);
GetVersionEx (&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 && info.dwMinorVersion == 0)
{
osname = "Vista";
}
break;
default:
OSPlatform = os_unknown;
osname = "Unknown OS";
break;
}
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
if (OSPlatform == os_Win95)
{
Printf ("OS: Windows %s %lu.%lu.%lu %s\n",
osname,
info.dwMajorVersion, info.dwMinorVersion,
info.dwBuildNumber & 0xffff, info.szCSDVersion);
}
else
{
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
Printf ("OS: Windows %s %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
//
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;
}
}
//
// I_Init
//
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of registers AMD64 provides, this routine still needs to be written as self- modifying code for maximum performance. The additional registers do allow for further optimization over the x86 version by allowing all four pixels to be in flight at the same time. The end result is that AMD64 ASM is about 2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM. (For further comparison, AMD64 C and x86 C are practically the same for this function.) Should I port any more assembly to AMD64, mvlineasm4 is the most likely candidate, but it's not used enough at this point to bother. Also, this may or may not work with Linux at the moment, since it doesn't have the eh_handler metadata. Win64 is easier, since I just need to structure the function prologue and epilogue properly and use some assembler directives/macros to automatically generate the metadata. And that brings up another point: You need YASM to assemble the AMD64 code, because NASM doesn't support the Win64 metadata directives. - Added an SSE version of DoBlending. This is strictly C intrinsics. VC++ still throws around unneccessary register moves. GCC seems to be pretty close to optimal, requiring only about 2 cycles/color. They're both faster than my hand-written MMX routine, so I don't need to feel bad about not hand-optimizing this for x64 builds. - Removed an extra instruction from DoBlending_MMX, transposed two instructions, and unrolled it once, shaving off about 80 cycles from the time required to blend 256 palette entries. Why? Because I tried writing a C version of the routine using compiler intrinsics and was appalled by all the extra movq's VC++ added to the code. GCC was better, but still generated extra instructions. I only wanted a C version because I can't use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit of a pain. (It's a pain because Linux and Windows have different calling conventions, and you need to maintain extra metadata for functions.) So, the assembly version stays and the C version stays out. - Removed all the pixel doubling r_detail modes, since the one platform they were intended to assist (486) actually sees very little benefit from them. - Rewrote CheckMMX in C and renamed it to CheckCPU. - Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache only for AMD processors, so we must not use it on other architectures, or we end up overwriting the L1 cache line size with 0 or some other number we don't actually understand. SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
void I_Init (void)
{
LARGE_INTEGER perf_freq;
CheckCPUID(&CPU);
DumpCPUInfo(&CPU);
QueryPerformanceFrequency(&perf_freq);
PerfToSec = 1 / double(perf_freq.QuadPart);
PerfToMillisec = 1000 / double(perf_freq.QuadPart);
// 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;
}
TimerEventID = timeSetEvent
(
delay,
0,
TimerTicked,
0,
TIME_PERIODIC
);
MillisecondsPerTic = delay;
}
if (TimerEventID != 0)
{
I_GetTime = I_GetTimeEventDriven;
I_WaitForTic = I_WaitForTicEvent;
I_FreezeTime = I_FreezeTimeEventDriven;
}
else
{ // If no timer event, busy-loop with timeGetTime
I_GetTime = I_GetTimePolled;
I_WaitForTic = I_WaitForTicPolled;
I_FreezeTime = I_FreezeTimePolled;
}
atterm (I_ShutdownSound);
I_InitSound ();
}
//
// I_Quit
//
static int has_exited;
void I_Quit (void)
{
has_exited = 1; /* Prevent infinitely recursive exits -- killough */
if (TimerEventID)
timeKillEvent (TimerEventID);
if (NewTicArrived)
CloseHandle (NewTicArrived);
timeEndPeriod (TimerPeriod);
if (demorecording)
G_CheckDemoStatus();
}
//
// I_Error
//
extern FILE *Logfile;
bool gameisdead;
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 (!has_exited) // If it hasn't exited yet, exit now -- killough
{
has_exited = 1; // Prevent infinitely recursive exits -- killough
exit(-1);
}
}
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);
}
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
extern void LayoutMainWindow (HWND hWnd, HWND 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 I_SetIWADInfo (const IWADInfo *info)
{
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
DoomStartupInfo = info;
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
// Make the startup banner show itself
LayoutMainWindow (Window, NULL);
}
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 I_PrintStr (const char *cp)
{
if (ConWindow == NULL)
return;
static bool newLine = true;
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
HWND edit = ConWindow;
char buf[256];
int bpos = 0;
2007-01-09 04:40:58 +00:00
CHARRANGE selection;
CHARRANGE endselection;
LONG lines_before, lines_after;
CHARFORMAT format;
2007-01-09 04:40:58 +00:00
// 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);
2007-01-09 04:40:58 +00:00
// 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 = SendMessage (edit, EM_GETLINECOUNT, 0, 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
while (*cp != 0)
{
2007-01-09 04:40:58 +00:00
// 28 is the escape code for a color change.
if ((*cp == 28 && bpos != 0) || bpos == 255)
{
buf[bpos] = 0;
SendMessage (edit, EM_REPLACESEL, FALSE, (LPARAM)buf);
newLine = buf[bpos-1] == '\n';
bpos = 0;
}
2007-01-09 04:40:58 +00:00
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);
// 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.crTextColor = color;
SendMessage (edit, EM_SETCHARFORMAT, SCF_SELECTION, (LPARAM)&format);
}
}
}
if (bpos != 0)
{
buf[bpos] = 0;
2007-01-09 04:40:58 +00:00
SendMessage (edit, EM_REPLACESEL, FALSE, (LPARAM)buf);
newLine = buf[bpos-1] == '\n';
}
2007-01-09 04:40:58 +00:00
// 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)
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
{
2007-01-09 04:40:58 +00:00
selection.cpMax = selection.cpMin = GetWindowTextLength (edit);
lines_after = SendMessage (edit, EM_GETLINECOUNT, 0, 0);
if (lines_after > lines_before)
{
SendMessage (edit, EM_LINESCROLL, 0, lines_after - lines_before);
}
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
}
2007-01-09 04:40:58 +00:00
// Restore the previous selection.
SendMessage (edit, EM_EXSETSEL, 0, (LPARAM)&selection);
// Give the edit control a chance to redraw itself.
I_GetEvent ();
}
EXTERN_CVAR (Bool, queryiwad);
CVAR (String, queryiwad_key, "shift", CVAR_GLOBALCONFIG|CVAR_ARCHIVE);
static WadStuff *WadList;
static int NumWads;
static int DefaultWad;
static void SetQueryIWad (HWND dialog)
{
HWND checkbox = GetDlgItem (dialog, IDC_DONTASKIWAD);
int state = 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;
}
BOOL CALLBACK IWADBoxCallback (HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
{
HWND ctrl;
int i;
switch (message)
{
case WM_INITDIALOG:
- Unlimited the monster pain sounds in Hexen after playing as the Cleric a while and killing centaurs with the flechette. - Fixed: Moving to an old level in a hub caused the old player's inventory to spawn owned by the current player (but still hanging off the old player), so the game would hang when trying to delete it. - Modified re2c so that it doesn't add a date to the file it generates. Thus, if it regenerates a file during a full rebuild, SVN won't see it as a change. Also updated it to 0.10.5. - Fixed: SC_GetString() did not properly terminate sc_String when the last token in the file had no white space after it. Since I could not actually find the problem (it works fine in debug mode and I saw no logic errors), I decided to take this opportunity to reimplement it using an re2c-generated scanner. Now it's 1.6x faster than before and correctness is easier to verify. - Fixed: FMODSoundRenderer::Shutdown() also needs to reset NumChannels. - Added back the Manifest to zdoom.rc for non-VC8 Windows compilers. - Fixed MinGW compilation again. Now it uses the same method as Makefile.linux to find all the source files so that it doesn't need to be manually updated each time source files are added or removed. - Added the SVN revision number to the version string. A new tool is used to obtain this information from the svnversion command and write it into a header file. If you don't have the svn command line tools installed or didn't check it out from the repository, you can still build. I added some rules for this to Makefile.linux, and I assume they work because they do for Makefile.mingw. - Fixed: MIDISong2 did not delete MusHeader in its destructor. SVN r200 (trunk)
2006-06-20 20:30:39 +00:00
// 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++)
{
- Unlimited the monster pain sounds in Hexen after playing as the Cleric a while and killing centaurs with the flechette. - Fixed: Moving to an old level in a hub caused the old player's inventory to spawn owned by the current player (but still hanging off the old player), so the game would hang when trying to delete it. - Modified re2c so that it doesn't add a date to the file it generates. Thus, if it regenerates a file during a full rebuild, SVN won't see it as a change. Also updated it to 0.10.5. - Fixed: SC_GetString() did not properly terminate sc_String when the last token in the file had no white space after it. Since I could not actually find the problem (it works fine in debug mode and I saw no logic errors), I decided to take this opportunity to reimplement it using an re2c-generated scanner. Now it's 1.6x faster than before and correctness is easier to verify. - Fixed: FMODSoundRenderer::Shutdown() also needs to reset NumChannels. - Added back the Manifest to zdoom.rc for non-VC8 Windows compilers. - Fixed MinGW compilation again. Now it uses the same method as Makefile.linux to find all the source files so that it doesn't need to be manually updated each time source files are added or removed. - Added the SVN revision number to the version string. A new tool is used to obtain this information from the svnversion command and write it into a header file. If you don't have the svn command line tools installed or didn't check it out from the repository, you can still build. I added some rules for this to Makefile.linux, and I assume they work because they do for Makefile.mingw. - Fixed: MIDISong2 did not delete MusHeader in its destructor. SVN r200 (trunk)
2006-06-20 20:30:39 +00:00
FString work;
2006-05-16 02:50:18 +00:00
const char *filepart = strrchr (WadList[i].Path, '/');
if (filepart == NULL)
filepart = WadList[i].Path;
else
filepart++;
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
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;
}
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 DialogBox (g_hInst, MAKEINTRESOURCE(IDD_IWADDIALOG),
(HWND)Window, (DLGPROC)IWADBoxCallback);
}
return defaultiwad;
}
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;
}
void *I_FindFirst (const char *filespec, findstate_t *fileinfo)
{
return FindFirstFileA (filespec, (LPWIN32_FIND_DATAA)fileinfo);
}
int I_FindNext (void *handle, findstate_t *fileinfo)
{
return !FindNextFileA ((HANDLE)handle, (LPWIN32_FIND_DATAA)fileinfo);
}
int I_FindClose (void *handle)
{
return FindClose ((HANDLE)handle);
}
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();
}
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;
}
long long QueryPerfCounter()
{
LARGE_INTEGER counter;
QueryPerformanceCounter(&counter);
return counter.QuadPart;
}