- separated the game specific Steam code from the pure backend.

This commit is contained in:
Christoph Oelckers 2020-04-22 22:56:15 +02:00
parent 8473be2a0c
commit d19ac5b260
5 changed files with 228 additions and 226 deletions

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@ -447,6 +447,7 @@ set( PLAT_WIN32_SOURCES
win32/i_rawps2.cpp
win32/i_xinput.cpp
win32/i_main.cpp
win32/i_steam.cpp
win32/i_system.cpp
win32/i_specialpaths.cpp
win32/st_start.cpp

View File

@ -1,29 +1,3 @@
//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1999-2016 Randy Heit
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
//
// DESCRIPTION:
// System specific interface stuff.
//
//-----------------------------------------------------------------------------
#ifndef __I_SYSTEM__
#define __I_SYSTEM__
@ -34,9 +8,10 @@
#define __solaris__ 1
#endif
#include "doomtype.h"
#include <thread>
#include <algorithm>
#include "tarray.h"
#include "zstring.h"
struct ticcmd_t;
struct WadStuff;
@ -51,34 +26,11 @@ void CalculateCPUSpeed(void);
unsigned int I_MakeRNGSeed();
//
// Called by D_DoomLoop,
// called before processing any tics in a frame
// (just after displaying a frame).
// Time consuming syncronous operations
// are performed here (joystick reading).
// Can call D_PostEvent.
//
void I_StartFrame (void);
//
// Called by D_DoomLoop,
// called before processing each tic in a frame.
// Quick syncronous operations are performed here.
// Can call D_PostEvent.
void I_StartTic (void);
// Asynchronous interrupt functions should maintain private queues
// that are read by the synchronous functions
// to be converted into events.
// Either returns a null ticcmd,
// or calls a loadable driver to build it.
// This ticcmd will then be modified by the gameloop
// for normal input.
ticcmd_t *I_BaseTiccmd (void);
// Print a console string
void I_PrintStr (const char *str);
@ -100,7 +52,6 @@ bool I_WriteIniFailed ();
class FGameTexture;
bool I_SetCursor(FGameTexture *);
static inline char *strlwr(char *str)
{
char *ptr = str;

224
src/win32/i_steam.cpp Normal file
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@ -0,0 +1,224 @@
/*
** 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.
**---------------------------------------------------------------------------
**
*/
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <process.h>
#include <time.h>
#include <map>
#include <stdarg.h>
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <mmsystem.h>
#include <richedit.h>
#include <wincrypt.h>
#include <shlwapi.h>
#include "hardware.h"
#include "printf.h"
#include "version.h"
#include "i_sound.h"
#include "resource.h"
#include "stats.h"
#include "v_text.h"
#include "utf8.h"
#include "d_main.h"
#include "d_net.h"
#include "g_game.h"
#include "i_input.h"
#include "c_dispatch.h"
#include "templates.h"
#include "gameconfigfile.h"
#include "v_font.h"
#include "g_level.h"
#include "doomstat.h"
#include "i_system.h"
#include "bitmap.h"
#include "cmdlib.h"
#include "i_interface.h"
//==========================================================================
//
// QueryPathKey
//
// Returns the value of a registry key into the output variable value.
//
//==========================================================================
static bool QueryPathKey(HKEY key, const wchar_t *keypath, const wchar_t *valname, FString &value)
{
HKEY pathkey;
DWORD pathtype;
DWORD pathlen;
LONG res;
value = "";
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
TArray<wchar_t> chars(pathlen + 1, true);
res = RegQueryValueEx(pathkey, valname, 0, NULL, (LPBYTE)chars.Data(), &pathlen);
if (res == ERROR_SUCCESS) value = FString(chars.Data());
}
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;
std::wstring gamepath;
#ifdef _WIN64
std::wstring gogregistrypath = L"Software\\Wow6432Node\\GOG.com\\Games";
#else
// If a 32-bit ZDoom runs on a 64-bit Windows, this will be transparently and
// automatically redirected to the Wow6432Node address instead, so this address
// should be safe to use in all cases.
std::wstring gogregistrypath = L"Software\\GOG.com\\Games";
#endif
// Look for Ultimate Doom
gamepath = gogregistrypath + L"\\1435827232";
if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path))
{
result.Push(path); // directly in install folder
}
// Look for Doom II
gamepath = gogregistrypath + L"\\1435848814";
if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path))
{
result.Push(path + "/doom2"); // in a subdirectory
// If direct support for the Master Levels is ever added, they are in path + /master/wads
}
// Look for Final Doom
gamepath = gogregistrypath + L"\\1435848742";
if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path))
{
// in subdirectories
result.Push(path + "/TNT");
result.Push(path + "/Plutonia");
}
// Look for Doom 3: BFG Edition
gamepath = gogregistrypath + L"\\1135892318";
if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path))
{
result.Push(path + "/base/wads"); // in a subdirectory
}
// Look for Strife: Veteran Edition
gamepath = gogregistrypath + L"\\1432899949";
if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path))
{
result.Push(path); // directly in install folder
}
return result;
}
//==========================================================================
//
// I_GetSteamPath
//
// Check the registry for the path to Steam, so that we can search for
// IWADs that were bought with Steam.
//
//==========================================================================
TArray<FString> I_GetSteamPath()
{
TArray<FString> result;
static const char *const steam_dirs[] =
{
"doom 2/base",
"final doom/base",
"heretic shadow of the serpent riders/base",
"hexen/base",
"hexen deathkings of the dark citadel/base",
"ultimate doom/base",
"DOOM 3 BFG Edition/base/wads",
"Strife"
};
FString path;
if (!QueryPathKey(HKEY_CURRENT_USER, L"Software\\Valve\\Steam", L"SteamPath", path))
{
if (!QueryPathKey(HKEY_LOCAL_MACHINE, L"Software\\Valve\\Steam", L"InstallPath", path))
return result;
}
path += "/SteamApps/common/";
for(unsigned int i = 0; i < countof(steam_dirs); ++i)
{
result.Push(path + steam_dirs[i]);
}
return result;
}

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@ -71,16 +71,11 @@
#include "v_text.h"
#include "utf8.h"
#include "d_main.h"
#include "d_net.h"
#include "g_game.h"
#include "i_input.h"
#include "c_dispatch.h"
#include "templates.h"
#include "gameconfigfile.h"
#include "v_font.h"
#include "g_level.h"
#include "doomstat.h"
#include "i_system.h"
#include "bitmap.h"
#include "cmdlib.h"
@ -907,144 +902,6 @@ bool I_WriteIniFailed()
return MessageBoxA(Window, errortext.GetChars(), GAMENAME " configuration not saved", MB_ICONEXCLAMATION | MB_RETRYCANCEL) == IDRETRY;
}
//==========================================================================
//
// QueryPathKey
//
// Returns the value of a registry key into the output variable value.
//
//==========================================================================
static bool QueryPathKey(HKEY key, const wchar_t *keypath, const wchar_t *valname, FString &value)
{
HKEY pathkey;
DWORD pathtype;
DWORD pathlen;
LONG res;
value = "";
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
TArray<wchar_t> chars(pathlen + 1, true);
res = RegQueryValueEx(pathkey, valname, 0, NULL, (LPBYTE)chars.Data(), &pathlen);
if (res == ERROR_SUCCESS) value = FString(chars.Data());
}
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;
std::wstring gamepath;
#ifdef _WIN64
std::wstring gogregistrypath = L"Software\\Wow6432Node\\GOG.com\\Games";
#else
// If a 32-bit ZDoom runs on a 64-bit Windows, this will be transparently and
// automatically redirected to the Wow6432Node address instead, so this address
// should be safe to use in all cases.
std::wstring gogregistrypath = L"Software\\GOG.com\\Games";
#endif
// Look for Ultimate Doom
gamepath = gogregistrypath + L"\\1435827232";
if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path))
{
result.Push(path); // directly in install folder
}
// Look for Doom II
gamepath = gogregistrypath + L"\\1435848814";
if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path))
{
result.Push(path + "/doom2"); // in a subdirectory
// If direct support for the Master Levels is ever added, they are in path + /master/wads
}
// Look for Final Doom
gamepath = gogregistrypath + L"\\1435848742";
if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path))
{
// in subdirectories
result.Push(path + "/TNT");
result.Push(path + "/Plutonia");
}
// Look for Doom 3: BFG Edition
gamepath = gogregistrypath + L"\\1135892318";
if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path))
{
result.Push(path + "/base/wads"); // in a subdirectory
}
// Look for Strife: Veteran Edition
gamepath = gogregistrypath + L"\\1432899949";
if (QueryPathKey(HKEY_LOCAL_MACHINE, gamepath.c_str(), L"Path", path))
{
result.Push(path); // directly in install folder
}
return result;
}
//==========================================================================
//
// I_GetSteamPath
//
// Check the registry for the path to Steam, so that we can search for
// IWADs that were bought with Steam.
//
//==========================================================================
TArray<FString> I_GetSteamPath()
{
TArray<FString> result;
static const char *const steam_dirs[] =
{
"doom 2/base",
"final doom/base",
"heretic shadow of the serpent riders/base",
"hexen/base",
"hexen deathkings of the dark citadel/base",
"ultimate doom/base",
"DOOM 3 BFG Edition/base/wads",
"Strife"
};
FString path;
if (!QueryPathKey(HKEY_CURRENT_USER, L"Software\\Valve\\Steam", L"SteamPath", path))
{
if (!QueryPathKey(HKEY_LOCAL_MACHINE, L"Software\\Valve\\Steam", L"InstallPath", path))
return result;
}
path += "/SteamApps/common/";
for(unsigned int i = 0; i < countof(steam_dirs); ++i)
{
result.Push(path + steam_dirs[i]);
}
return result;
}
//==========================================================================
//

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@ -22,40 +22,9 @@ void CalculateCPUSpeed (void);
unsigned int I_MakeRNGSeed();
//
// Called by D_DoomLoop,
// called before processing any tics in a frame
// (just after displaying a frame).
// Time consuming syncronous operations
// are performed here (joystick reading).
// Can call D_PostEvent.
//
void I_StartFrame (void);
//
// Called by D_DoomLoop,
// called before processing each tic in a frame.
// Quick syncronous operations are performed here.
// Can call D_PostEvent.
void I_StartTic (void);
// Asynchronous interrupt functions should maintain private queues
// that are read by the synchronous functions
// to be converted into events.
// Either returns a null ticcmd,
// or calls a loadable driver to build it.
// This ticcmd will then be modified by the gameloop
// for normal input.
ticcmd_t *I_BaseTiccmd (void);
// Called by M_Responder when quit is selected.
// Clean exit, displays sell blurb.
void I_Quit (void);
// Set the mouse cursor. The texture must be 32x32.
class FGameTexture;
bool I_SetCursor(FGameTexture *cursor);