qzdoom/src/win32/hardware.cpp
2018-07-28 10:05:50 +02:00

218 lines
6 KiB
C++

/*
** hardware.cpp
** Somewhat OS-independant interface to the screen, mouse, keyboard, and stick
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#define _WIN32_WINNT 0x0501
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <mmsystem.h>
#include "hardware.h"
#include "c_dispatch.h"
#include "v_text.h"
#include "doomstat.h"
#include "m_argv.h"
#include "version.h"
#include "win32glvideo.h"
#include "swrenderer/r_swrenderer.h"
EXTERN_CVAR(Int, vid_maxfps)
extern HWND Window;
IVideo *Video;
// do not include GL headers here, only declare the necessary functions.
IVideo *gl_CreateVideo();
void I_RestartRenderer();
int currentcanvas = -1;
int currentgpuswitch = -1;
bool changerenderer;
// Optimus/Hybrid switcher
CUSTOM_CVAR(Int, vid_gpuswitch, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
if (self != currentgpuswitch)
{
switch (self)
{
case 0:
Printf("Selecting default GPU...\n");
break;
case 1:
Printf("Selecting high-performance dedicated GPU...\n");
break;
case 2:
Printf("Selecting power-saving integrated GPU...\n");
break;
default:
Printf("Unknown option (%d) - falling back to 'default'\n", *vid_gpuswitch);
self = 0;
break;
}
Printf("You must restart " GAMENAME " for this change to take effect.\n");
}
}
void I_ShutdownGraphics ()
{
if (screen)
{
DFrameBuffer *s = screen;
screen = NULL;
delete s;
}
if (Video)
delete Video, Video = NULL;
}
void I_InitGraphics ()
{
// todo: implement ATI version of this. this only works for nvidia notebooks, for now.
currentgpuswitch = vid_gpuswitch;
if (currentgpuswitch == 1)
putenv("SHIM_MCCOMPAT=0x800000001"); // discrete
else if (currentgpuswitch == 2)
putenv("SHIM_MCCOMPAT=0x800000000"); // integrated
// If the focus window is destroyed, it doesn't go back to the active window.
// (e.g. because the net pane was up, and a button on it had focus)
if (GetFocus() == NULL && GetActiveWindow() == Window)
{
// Make sure it's in the foreground and focused. (It probably is
// already foregrounded but may not be focused.)
SetForegroundWindow(Window);
SetFocus(Window);
// Note that when I start a 2-player game on the same machine, the
// window for the game that isn't focused, active, or foregrounded
// still receives a WM_ACTIVATEAPP message telling it that it's the
// active window. The window that is really the active window does
// not receive a WM_ACTIVATEAPP message, so both games think they
// are the active app. Huh?
}
Video = new Win32GLVideo();
if (Video == NULL)
I_FatalError ("Failed to initialize display");
atterm (I_ShutdownGraphics);
}
static UINT FPSLimitTimer;
HANDLE FPSLimitEvent;
//==========================================================================
//
// SetFPSLimit
//
// Initializes an event timer to fire at a rate of <limit>/sec. The video
// update will wait for this timer to trigger before updating.
//
// Pass 0 as the limit for unlimited.
// Pass a negative value for the limit to use the value of vid_maxfps.
//
//==========================================================================
static void StopFPSLimit()
{
I_SetFPSLimit(0);
}
void I_SetFPSLimit(int limit)
{
if (limit < 0)
{
limit = vid_maxfps;
}
// Kill any leftover timer.
if (FPSLimitTimer != 0)
{
timeKillEvent(FPSLimitTimer);
FPSLimitTimer = 0;
}
if (limit == 0)
{ // no limit
if (FPSLimitEvent != NULL)
{
CloseHandle(FPSLimitEvent);
FPSLimitEvent = NULL;
}
DPrintf(DMSG_NOTIFY, "FPS timer disabled\n");
}
else
{
if (FPSLimitEvent == NULL)
{
FPSLimitEvent = CreateEvent(NULL, FALSE, TRUE, NULL);
if (FPSLimitEvent == NULL)
{ // Could not create event, so cannot use timer.
Printf(DMSG_WARNING, "Failed to create FPS limitter event\n");
return;
}
}
atterm(StopFPSLimit);
// Set timer event as close as we can to limit/sec, in milliseconds.
UINT period = 1000 / limit;
FPSLimitTimer = timeSetEvent(period, 0, (LPTIMECALLBACK)FPSLimitEvent, 0, TIME_PERIODIC | TIME_CALLBACK_EVENT_SET);
if (FPSLimitTimer == 0)
{
CloseHandle(FPSLimitEvent);
FPSLimitEvent = NULL;
Printf("Failed to create FPS limiter timer\n");
return;
}
DPrintf(DMSG_NOTIFY, "FPS timer set to %u ms\n", period);
}
}
//==========================================================================
//
// StopFPSLimit
//
// Used for cleanup during application shutdown.
//
//==========================================================================
void I_FPSLimit()
{
if (FPSLimitEvent != NULL)
{
WaitForSingleObject(FPSLimitEvent, 1000);
}
}