qzdoom/src/win32/i_system.cpp

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/*
** i_system.cpp
** Timers, pre-console output, IWAD selection, and misc system routines.
**
**---------------------------------------------------------------------------
** Copyright 1998-2009 Randy Heit
** Copyright (C) 2007-2012 Skulltag Development Team
** Copyright (C) 2007-2016 Zandronum Development Team
** 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.
** 4. Redistributions in any form must be accompanied by information on how to
** obtain complete source code for the software and any accompanying software
** that uses the software. The source code must either be included in the
** distribution or be available for no more than the cost of distribution plus
** a nominal fee, and must be freely redistributable under reasonable
** conditions. For an executable file, complete source code means the source
** code for all modules it contains. It does not include source code for
** modules or files that typically accompany the major components of the
** operating system on which the executable file runs.
**
** 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"
#include "textures/bitmap.h"
#include "textures/textures.h"
#include "optwin32.h"
// MACROS ------------------------------------------------------------------
#ifdef _MSC_VER
// Turn off "conversion from 'LONG_PTR' to 'LONG', possible loss of data"
// generated by SetClassLongPtr().
#pragma warning(disable:4244)
#endif
// 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);
static HCURSOR CreateCompatibleCursor(FTexture *cursorpic);
static HCURSOR CreateAlphaCursor(FTexture *cursorpic);
static HCURSOR CreateBitmapCursor(int xhot, int yhot, HBITMAP and_mask, HBITMAP color_mask);
static void DestroyCustomCursor();
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
EXTERN_CVAR(String, language);
EXTERN_CVAR (Bool, queryiwad);
// Used on welcome/IWAD screen.
EXTERN_CVAR (Int, vid_renderer)
EXTERN_CVAR (Bool, fullscreen)
EXTERN_CVAR (Bool, disableautoload)
EXTERN_CVAR (Bool, autoloadlights)
EXTERN_CVAR (Bool, autoloadbrightmaps)
extern HWND Window, ConWindow, GameTitleWindow;
extern HANDLE StdOut;
extern bool FancyStdOut;
extern HINSTANCE g_hInst;
extern FILE *Logfile;
extern bool NativeMouse;
extern bool ConWindowHidden;
// PUBLIC DATA DEFINITIONS -------------------------------------------------
CVAR (String, queryiwad_key, "shift", CVAR_GLOBALCONFIG|CVAR_ARCHIVE);
CVAR (Bool, con_debugoutput, false, 0);
double PerfToSec, PerfToMillisec;
UINT TimerPeriod;
UINT TimerEventID;
UINT MillisecondsPerTic;
HANDLE NewTicArrived;
uint32 LanguageIDs[4];
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;
static HCURSOR CustomCursor;
// 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;
const 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.
//
//==========================================================================
double I_GetTimeFrac(uint32 *ms)
{
DWORD now = timeGetTime();
if (ms != NULL)
{
*ms = TicNext;
}
DWORD step = TicNext - TicStart;
if (step == 0)
{
return 1.;
}
else
{
return clamp<double>(double(now - TicStart) / step, 0, 1);
}
}
//==========================================================================
//
// 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)
{
osname = (info.wProductType == VER_NT_WORKSTATION) ? "Vista" : "Server 2008";
}
else if (info.dwMinorVersion == 1)
{
osname = (info.wProductType == VER_NT_WORKSTATION) ? "7" : "Server 2008 R2";
}
else if (info.dwMinorVersion == 2)
{
// Starting with Windows 8.1, you need to specify in your manifest
// the highest version of Windows you support, which will also be the
// highest version of Windows this function returns.
osname = (info.wProductType == VER_NT_WORKSTATION) ? "8" : "Server 2012";
}
else if (info.dwMinorVersion == 3)
{
osname = (info.wProductType == VER_NT_WORKSTATION) ? "8.1" : "Server 2012 R2";
}
else if (info.dwMinorVersion == 4)
{
osname = (info.wProductType == VER_NT_WORKSTATION) ? "10 (or higher)" : "Server 10 (or higher)";
}
}
break;
default:
OSPlatform = os_unknown;
osname = "Unknown OS";
break;
}
if (OSPlatform == os_Win95)
{
if (!batchrun) Printf ("OS: Windows %s %lu.%lu.%lu %s\n",
osname,
info.dwMajorVersion, info.dwMinorVersion,
info.dwBuildNumber & 0xffff, info.szCSDVersion);
}
else
{
if (!batchrun) 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)
{
if (!batchrun) Printf ("(Assuming Windows 2000)\n");
OSPlatform = os_Win2k;
}
}
//==========================================================================
//
// 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;
}
if (!batchrun) 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();
}
C_DeinitConsole();
}
//==========================================================================
//
// I_FatalError
//
// Throw an error that will end the game.
//
//==========================================================================
void 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);
OutputDebugString(errortext);
// 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 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);
OutputDebugString(errortext);
throw CRecoverableError(errortext);
}
//==========================================================================
//
// ToEditControl
//
// Converts string to Unicode and inserts it into the control.
//
//==========================================================================
void ToEditControl(HWND edit, const char *buf, wchar_t *wbuf, int bpos)
{
// Let's just do this ourself. It's not hard, and we can compensate for
// special console characters at the same time.
#if 0
MultiByteToWideChar(1252 /* Western */, 0, buf, bpos, wbuf, countof(wbuf));
wbuf[bpos] = 0;
#else
static wchar_t notlatin1[32] = // code points 0x80-0x9F
{
0x20AC, // Euro sign
0x0081, // Undefined
0x201A, // Single low-9 quotation mark
0x0192, // Latin small letter f with hook
0x201E, // Double low-9 quotation mark
0x2026, // Horizontal ellipsis
0x2020, // Dagger
0x2021, // Double dagger
0x02C6, // Modifier letter circumflex accent
0x2030, // Per mille sign
0x0160, // Latin capital letter S with caron
0x2039, // Single left-pointing angle quotation mark
0x0152, // Latin capital ligature OE
0x008D, // Undefined
0x017D, // Latin capital letter Z with caron
0x008F, // Undefined
0x0090, // Undefined
0x2018, // Left single quotation mark
0x2019, // Right single quotation mark
0x201C, // Left double quotation mark
0x201D, // Right double quotation mark
0x2022, // Bullet
0x2013, // En dash
0x2014, // Em dash
0x02DC, // Small tilde
0x2122, // Trade mark sign
0x0161, // Latin small letter s with caron
0x203A, // Single right-pointing angle quotation mark
0x0153, // Latin small ligature oe
0x009D, // Undefined
0x017E, // Latin small letter z with caron
0x0178 // Latin capital letter Y with diaeresis
};
for (int i = 0; i <= bpos; ++i)
{
wchar_t code = (BYTE)buf[i];
if (code >= 0x1D && code <= 0x1F)
{ // The bar characters, most commonly used to indicate map changes
code = 0x2550; // Box Drawings Double Horizontal
}
else if (code >= 0x80 && code <= 0x9F)
{
code = notlatin1[code - 0x80];
}
wbuf[i] = code;
}
#endif
SendMessageW(edit, EM_REPLACESEL, FALSE, (LPARAM)wbuf);
}
//==========================================================================
//
// I_PrintStr
//
// Send output to the list box shown during startup (and hidden during
// gameplay).
//
//==========================================================================
static void DoPrintStr(const char *cp, HWND edit, HANDLE StdOut)
{
if (edit == NULL && StdOut == NULL)
return;
char buf[256];
wchar_t wbuf[countof(buf)];
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)
{
ToEditControl(edit, buf, wbuf, bpos);
}
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.
swapvalues(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)
{
ToEditControl(edit, buf, wbuf, bpos);
}
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);
}
}
static TArray<FString> bufferedConsoleStuff;
void I_DebugPrint(const char *cp)
{
OutputDebugStringA(cp);
}
void I_PrintStr(const char *cp)
{
if (con_debugoutput)
{
// Strip out any color escape sequences before writing to debug output
char * copy = new char[strlen(cp)+1];
const char * srcp = cp;
char * dstp = copy;
while (*srcp != 0)
{
if (*srcp!=0x1c && *srcp!=0x1d && *srcp!=0x1e && *srcp!=0x1f)
{
*dstp++=*srcp++;
}
else
{
if (srcp[1]!=0) srcp+=2;
else break;
}
}
*dstp=0;
OutputDebugStringA(copy);
delete [] copy;
}
if (ConWindowHidden)
{
bufferedConsoleStuff.Push(cp);
DoPrintStr(cp, NULL, StdOut);
}
else
{
DoPrintStr(cp, ConWindow, StdOut);
}
}
void I_FlushBufferedConsoleStuff()
{
for (unsigned i = 0; i < bufferedConsoleStuff.Size(); i++)
{
DoPrintStr(bufferedConsoleStuff[i], ConWindow, NULL);
}
bufferedConsoleStuff.Clear();
}
//==========================================================================
//
// 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 " %s: %s", GetVersionString(), label);
SetWindowText(hDlg, newlabel.GetChars());
}
// [SP] Upstreamed from Zandronum
char szString[256];
// Check the current video settings.
SendDlgItemMessage( hDlg, vid_renderer ? IDC_WELCOME_OPENGL : IDC_WELCOME_SOFTWARE, BM_SETCHECK, BST_CHECKED, 0 );
SendDlgItemMessage( hDlg, IDC_WELCOME_FULLSCREEN, BM_SETCHECK, fullscreen ? BST_CHECKED : BST_UNCHECKED, 0 );
// [SP] This is our's
SendDlgItemMessage( hDlg, IDC_WELCOME_NOAUTOLOAD, BM_SETCHECK, disableautoload ? BST_CHECKED : BST_UNCHECKED, 0 );
SendDlgItemMessage( hDlg, IDC_WELCOME_LIGHTS, BM_SETCHECK, autoloadlights ? BST_CHECKED : BST_UNCHECKED, 0 );
SendDlgItemMessage( hDlg, IDC_WELCOME_BRIGHTMAPS, BM_SETCHECK, autoloadbrightmaps ? BST_CHECKED : BST_UNCHECKED, 0 );
// Set up our version string.
sprintf(szString, "Version %s.", GetVersionString());
SetDlgItemText (hDlg, IDC_WELCOME_VERSION, szString);
// 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)", WadList[i].Name.GetChars(), 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);
// [SP] Upstreamed from Zandronum
vid_renderer = SendDlgItemMessage( hDlg, IDC_WELCOME_OPENGL, BM_GETCHECK, 0, 0 ) == BST_CHECKED;
fullscreen = SendDlgItemMessage( hDlg, IDC_WELCOME_FULLSCREEN, BM_GETCHECK, 0, 0 ) == BST_CHECKED;
// [SP] This is our's.
disableautoload = SendDlgItemMessage( hDlg, IDC_WELCOME_NOAUTOLOAD, BM_GETCHECK, 0, 0 ) == BST_CHECKED;
autoloadlights = SendDlgItemMessage( hDlg, IDC_WELCOME_LIGHTS, BM_GETCHECK, 0, 0 ) == BST_CHECKED;
autoloadbrightmaps = SendDlgItemMessage( hDlg, IDC_WELCOME_BRIGHTMAPS, BM_GETCHECK, 0, 0 ) == BST_CHECKED;
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_SetCursor
//
// Returns true if the cursor was successfully changed.
//
//==========================================================================
bool I_SetCursor(FTexture *cursorpic)
{
HCURSOR cursor;
if (cursorpic != NULL && cursorpic->UseType != FTexture::TEX_Null &&
(screen == NULL || !screen->Is8BitMode()))
{
// Must be no larger than 32x32.
if (cursorpic->GetWidth() > 32 || cursorpic->GetHeight() > 32)
{
return false;
}
cursor = CreateAlphaCursor(cursorpic);
if (cursor == NULL)
{
cursor = CreateCompatibleCursor(cursorpic);
}
if (cursor == NULL)
{
return false;
}
// Replace the existing cursor with the new one.
DestroyCustomCursor();
CustomCursor = cursor;
atterm(DestroyCustomCursor);
}
else
{
DestroyCustomCursor();
cursor = LoadCursor(NULL, IDC_ARROW);
}
SetClassLongPtr(Window, GCLP_HCURSOR, (LONG_PTR)cursor);
if (NativeMouse)
{
POINT pt;
RECT client;
// If the mouse pointer is within the window's client rect, set it now.
if (GetCursorPos(&pt) && GetClientRect(Window, &client) &&
ClientToScreen(Window, (LPPOINT)&client.left) &&
ClientToScreen(Window, (LPPOINT)&client.right))
{
if (pt.x >= client.left && pt.x < client.right &&
pt.y >= client.top && pt.y < client.bottom)
{
SetCursor(cursor);
}
}
}
return true;
}
//==========================================================================
//
// CreateCompatibleCursor
//
// Creates a cursor with a 1-bit alpha channel.
//
//==========================================================================
static HCURSOR CreateCompatibleCursor(FTexture *cursorpic)
{
int picwidth = cursorpic->GetWidth();
int picheight = cursorpic->GetHeight();
// Create bitmap masks for the cursor from the texture.
HDC dc = GetDC(NULL);
if (dc == NULL)
{
return nullptr;
}
HDC and_mask_dc = CreateCompatibleDC(dc);
HDC xor_mask_dc = CreateCompatibleDC(dc);
HBITMAP and_mask = CreateCompatibleBitmap(dc, 32, 32);
HBITMAP xor_mask = CreateCompatibleBitmap(dc, 32, 32);
ReleaseDC(NULL, dc);
SelectObject(and_mask_dc, and_mask);
SelectObject(xor_mask_dc, xor_mask);
// Initialize with an invisible cursor.
SelectObject(and_mask_dc, GetStockObject(WHITE_PEN));
SelectObject(and_mask_dc, GetStockObject(WHITE_BRUSH));
Rectangle(and_mask_dc, 0, 0, 32, 32);
SelectObject(xor_mask_dc, GetStockObject(BLACK_PEN));
SelectObject(xor_mask_dc, GetStockObject(BLACK_BRUSH));
Rectangle(xor_mask_dc, 0, 0, 32, 32);
FBitmap bmp;
const BYTE *pixels;
bmp.Create(picwidth, picheight);
cursorpic->CopyTrueColorPixels(&bmp, 0, 0);
pixels = bmp.GetPixels();
// Copy color data from the source texture to the cursor bitmaps.
for (int y = 0; y < picheight; ++y)
{
for (int x = 0; x < picwidth; ++x)
{
const BYTE *bgra = &pixels[x*4 + y*bmp.GetPitch()];
if (bgra[3] != 0)
{
SetPixelV(and_mask_dc, x, y, RGB(0,0,0));
SetPixelV(xor_mask_dc, x, y, RGB(bgra[2], bgra[1], bgra[0]));
}
}
}
DeleteDC(and_mask_dc);
DeleteDC(xor_mask_dc);
// Create the cursor from the bitmaps.
return CreateBitmapCursor(cursorpic->LeftOffset, cursorpic->TopOffset, and_mask, xor_mask);
}
//==========================================================================
//
// CreateAlphaCursor
//
// Creates a cursor with a full alpha channel.
//
//==========================================================================
static HCURSOR CreateAlphaCursor(FTexture *cursorpic)
{
HDC dc;
BITMAPV5HEADER bi;
HBITMAP color, mono;
void *bits;
2016-12-10 00:09:20 +00:00
// Find closest integer scale factor for the monitor DPI
HDC screenDC = GetDC(0);
int dpi = GetDeviceCaps(screenDC, LOGPIXELSX);
int scale = MAX((dpi + 96 / 2 - 1) / 96, 1);
ReleaseDC(0, screenDC);
memset(&bi, 0, sizeof(bi));
bi.bV5Size = sizeof(bi);
2016-12-10 00:09:20 +00:00
bi.bV5Width = 32 * scale;
bi.bV5Height = 32 * scale;
bi.bV5Planes = 1;
bi.bV5BitCount = 32;
bi.bV5Compression = BI_BITFIELDS;
bi.bV5RedMask = 0x00FF0000;
bi.bV5GreenMask = 0x0000FF00;
bi.bV5BlueMask = 0x000000FF;
bi.bV5AlphaMask = 0xFF000000;
dc = GetDC(NULL);
if (dc == NULL)
{
return NULL;
}
// Create the DIB section with an alpha channel.
color = CreateDIBSection(dc, (BITMAPINFO *)&bi, DIB_RGB_COLORS, &bits, NULL, 0);
ReleaseDC(NULL, dc);
if (color == NULL)
{
return NULL;
}
// Create an empty mask bitmap, since CreateIconIndirect requires this.
2016-12-10 00:09:20 +00:00
mono = CreateBitmap(32 * scale, 32 * scale, 1, 1, NULL);
if (mono == NULL)
{
DeleteObject(color);
return NULL;
}
// Copy cursor to the color bitmap. Note that GDI bitmaps are upside down compared
// to normal conventions, so we create the FBitmap pointing at the last row and use
// a negative pitch so that CopyTrueColorPixels will use GDI's orientation.
2016-12-10 00:09:20 +00:00
if (scale == 1)
{
FBitmap bmp((BYTE *)bits + 31 * 32 * 4, -32 * 4, 32, 32);
cursorpic->CopyTrueColorPixels(&bmp, 0, 0);
}
else
{
TArray<uint32_t> unscaled;
unscaled.Resize(32 * 32);
for (int i = 0; i < 32 * 32; i++) unscaled[i] = 0;
FBitmap bmp((BYTE *)&unscaled[0] + 31 * 32 * 4, -32 * 4, 32, 32);
2016-12-10 00:09:20 +00:00
cursorpic->CopyTrueColorPixels(&bmp, 0, 0);
uint32_t *scaled = (uint32_t*)bits;
for (int y = 0; y < 32 * scale; y++)
{
for (int x = 0; x < 32 * scale; x++)
{
scaled[x + y * 32 * scale] = unscaled[x / scale + y / scale * 32];
}
}
}
2016-12-10 00:09:20 +00:00
return CreateBitmapCursor(cursorpic->LeftOffset * scale, cursorpic->TopOffset * scale, mono, color);
}
//==========================================================================
//
// CreateBitmapCursor
//
// Create the cursor from the bitmaps. Deletes the bitmaps before returning.
//
//==========================================================================
static HCURSOR CreateBitmapCursor(int xhot, int yhot, HBITMAP and_mask, HBITMAP color_mask)
{
ICONINFO iconinfo =
{
FALSE, // fIcon
(DWORD)xhot, // xHotspot
(DWORD)yhot, // yHotspot
and_mask, // hbmMask
color_mask // hbmColor
};
HCURSOR cursor = CreateIconIndirect(&iconinfo);
// Delete the bitmaps.
DeleteObject(and_mask);
DeleteObject(color_mask);
return cursor;
}
//==========================================================================
//
// DestroyCustomCursor
//
//==========================================================================
static void DestroyCustomCursor()
{
if (CustomCursor != NULL)
{
DestroyCursor(CustomCursor);
CustomCursor = NULL;
}
}
//==========================================================================
//
// 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 pathkey;
DWORD pathtype;
DWORD pathlen;
LONG res;
if(ERROR_SUCCESS == RegOpenKeyEx(key, keypath, 0, KEY_QUERY_VALUE, &pathkey))
{
if (ERROR_SUCCESS == RegQueryValueEx(pathkey, 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(pathkey, valname, 0, NULL, (LPBYTE)chars, &pathlen);
value.UnlockBuffer();
if (res != ERROR_SUCCESS)
{
value = "";
}
}
RegCloseKey(pathkey);
}
return value.IsNotEmpty();
}
//==========================================================================
//
// I_GetGogPaths
//
// Check the registry for GOG installation paths, so we can search for IWADs
// that were bought from GOG.com. This is a bit different from the Steam
// version because each game has its own independent installation path, no
// such thing as <steamdir>/SteamApps/common/<GameName>.
//
//==========================================================================
TArray<FString> I_GetGogPaths()
{
TArray<FString> result;
FString path;
FString gamepath;
#ifdef _WIN64
FString gogregistrypath = "Software\\Wow6432Node\\GOG.com\\Games";
#else
// If a 32-bit ZDoom runs on a 64-bit Windows, this will be transparently and
// automatically redirected to the Wow6432Node address instead, so this address
// should be safe to use in all cases.
FString gogregistrypath = "Software\\GOG.com\\Games";
#endif
// Look for Ultimate Doom
gamepath = gogregistrypath + "\\1435827232";
if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.GetChars(), "Path", path))
{
result.Push(path); // directly in install folder
}
// Look for Doom II
gamepath = gogregistrypath + "\\1435848814";
if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.GetChars(), "Path", path))
{
result.Push(path + "/doom2"); // in a subdirectory
// If direct support for the Master Levels is ever added, they are in path + /master/wads
}
// Look for Final Doom
gamepath = gogregistrypath + "\\1435848742";
if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.GetChars(), "Path", path))
{
// in subdirectories
result.Push(path + "/TNT");
result.Push(path + "/Plutonia");
}
// Look for Strife: Veteran Edition
gamepath = gogregistrypath + "\\1432899949";
if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.GetChars(), "Path", path))
{
result.Push(path); // directly in install folder
}
return result;
}
//==========================================================================
//
// I_GetSteamPath
//
// Check the registry for the path to Steam, so that we can search for
// IWADs that were bought with Steam.
//
//==========================================================================
TArray<FString> I_GetSteamPath()
{
TArray<FString> result;
static const char *const steam_dirs[] =
{
"doom 2/base",
"final doom/base",
"heretic shadow of the serpent riders/base",
"hexen/base",
"hexen deathkings of the dark citadel/base",
"ultimate doom/base",
"DOOM 3 BFG Edition/base/wads",
"Strife"
};
FString path;
if (!QueryPathKey(HKEY_CURRENT_USER, "Software\\Valve\\Steam", "SteamPath", path))
{
if (!QueryPathKey(HKEY_LOCAL_MACHINE, "Software\\Valve\\Steam", "InstallPath", path))
return result;
}
path += "/SteamApps/common/";
for(unsigned int i = 0; i < countof(steam_dirs); ++i)
{
result.Push(path + steam_dirs[i]);
}
return result;
}
//==========================================================================
//
// 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;
}
//==========================================================================
//
// I_GetLongPathName
//
// Returns the long version of the path, or the original if there isn't
// anything worth changing.
//
//==========================================================================
FString I_GetLongPathName(FString shortpath)
{
using OptWin32::GetLongPathNameA;
// Doesn't exist on NT4
if (!GetLongPathNameA)
return shortpath;
DWORD buffsize = GetLongPathNameA(shortpath.GetChars(), NULL, 0);
if (buffsize == 0)
{ // nothing to change (it doesn't exist, maybe?)
return shortpath;
}
TCHAR *buff = new TCHAR[buffsize];
DWORD buffsize2 = GetLongPathNameA(shortpath.GetChars(), buff, buffsize);
if (buffsize2 >= buffsize)
{ // Failure! Just return the short path
delete[] buff;
return shortpath;
}
FString longpath(buff, buffsize2);
delete[] buff;
return longpath;
}
#if _MSC_VER == 1900 && defined(_USING_V110_SDK71_)
//==========================================================================
//
// VS14Stat
//
// Work around an issue where stat doesn't work with v140_xp. This was
// supposedly fixed, but as of Update 1 continues to not function on XP.
//
//==========================================================================
#include <sys/stat.h>
int VS14Stat(const char *path, struct _stat64i32 *buffer)
{
WIN32_FILE_ATTRIBUTE_DATA data;
if(!GetFileAttributesEx(path, GetFileExInfoStandard, &data))
return -1;
buffer->st_ino = 0;
buffer->st_mode = ((data.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) ? S_IFDIR : S_IFREG)|
((data.dwFileAttributes & FILE_ATTRIBUTE_READONLY) ? S_IREAD : S_IREAD|S_IWRITE);
buffer->st_dev = buffer->st_rdev = 0;
buffer->st_nlink = 1;
buffer->st_uid = 0;
buffer->st_gid = 0;
buffer->st_size = data.nFileSizeLow;
buffer->st_atime = (*(QWORD*)&data.ftLastAccessTime) / 10000000 - 11644473600LL;
buffer->st_mtime = (*(QWORD*)&data.ftLastWriteTime) / 10000000 - 11644473600LL;
buffer->st_ctime = (*(QWORD*)&data.ftCreationTime) / 10000000 - 11644473600LL;
return 0;
}
#endif