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