mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-15 06:51:36 +00:00
843 lines
20 KiB
C++
843 lines
20 KiB
C++
/*
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** win32video.cpp
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** Code to let ZDoom draw to the screen
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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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#ifdef _DEBUG
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#define D3D_DEBUG_INFO
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#endif
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#define DIRECTDRAW_VERSION 0x0300
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#define DIRECT3D_VERSION 0x0900
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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 <ddraw.h>
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#include <d3d9.h>
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// HEADER FILES ------------------------------------------------------------
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#include <ddraw.h>
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#include <d3d9.h>
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#include <stdio.h>
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#include <ctype.h>
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#define USE_WINDOWS_DWORD
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#include "doomtype.h"
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#include "c_dispatch.h"
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#include "templates.h"
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#include "i_system.h"
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#include "i_video.h"
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#include "v_video.h"
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#include "v_pfx.h"
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#include "stats.h"
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#include "doomerrors.h"
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#include "m_argv.h"
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#include "r_defs.h"
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#include "v_text.h"
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#include "r_swrenderer.h"
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#include "version.h"
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#include "win32iface.h"
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#include "optwin32.h"
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// MACROS ------------------------------------------------------------------
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// TYPES -------------------------------------------------------------------
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IMPLEMENT_CLASS(BaseWinFB, true, false)
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typedef IDirect3D9 *(WINAPI *DIRECT3DCREATE9FUNC)(UINT SDKVersion);
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typedef HRESULT (WINAPI *DIRECTDRAWCREATEFUNC)(GUID FAR *lpGUID, LPDIRECTDRAW FAR *lplpDD, IUnknown FAR *pUnkOuter);
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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void DoBlending (const PalEntry *from, PalEntry *to, int count, int r, int g, int b, int a);
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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static void StopFPSLimit();
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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extern HWND Window;
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extern IVideo *Video;
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extern BOOL AppActive;
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extern int SessionState;
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extern bool FullscreenReset;
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extern bool VidResizing;
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EXTERN_CVAR (Bool, fullscreen)
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EXTERN_CVAR (Float, Gamma)
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EXTERN_CVAR (Bool, cl_capfps)
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static HMODULE D3D9_dll;
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static HMODULE DDraw_dll;
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static UINT FPSLimitTimer;
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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IDirectDraw2 *DDraw;
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IDirect3D9 *D3D;
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IDirect3DDevice9 *D3Device;
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HANDLE FPSLimitEvent;
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CVAR (Bool, vid_forceddraw, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR (Int, vid_adapter, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CUSTOM_CVAR (Int, vid_maxfps, 200, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (vid_maxfps < TICRATE && vid_maxfps != 0)
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{
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vid_maxfps = TICRATE;
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}
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else if (vid_maxfps > 1000)
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{
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vid_maxfps = 1000;
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}
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else if (cl_capfps == 0)
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{
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I_SetFPSLimit(vid_maxfps);
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}
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}
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#if VID_FILE_DEBUG
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FILE *dbg;
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#endif
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// CODE --------------------------------------------------------------------
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Win32Video::Win32Video (int parm)
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: m_Modes (NULL),
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m_IsFullscreen (false),
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m_Adapter (D3DADAPTER_DEFAULT)
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{
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I_SetWndProc();
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if (!InitD3D9())
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{
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InitDDraw();
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}
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}
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Win32Video::~Win32Video ()
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{
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FreeModes ();
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if (DDraw != NULL)
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{
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if (m_IsFullscreen)
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{
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DDraw->SetCooperativeLevel (NULL, DDSCL_NORMAL);
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}
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DDraw->Release();
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DDraw = NULL;
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}
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if (D3D != NULL)
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{
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D3D->Release();
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D3D = NULL;
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}
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STOPLOG;
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}
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bool Win32Video::InitD3D9 ()
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{
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DIRECT3DCREATE9FUNC direct3d_create_9;
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if (vid_forceddraw)
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{
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return false;
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}
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// Load the Direct3D 9 library.
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if ((D3D9_dll = LoadLibraryA ("d3d9.dll")) == NULL)
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{
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return false;
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}
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// Obtain an IDirect3D interface.
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if ((direct3d_create_9 = (DIRECT3DCREATE9FUNC)GetProcAddress (D3D9_dll, "Direct3DCreate9")) == NULL)
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{
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goto closelib;
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}
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if ((D3D = direct3d_create_9 (D3D_SDK_VERSION)) == NULL)
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{
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goto closelib;
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}
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// Select adapter.
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m_Adapter = (vid_adapter < 1 || (UINT)vid_adapter > D3D->GetAdapterCount())
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? D3DADAPTER_DEFAULT : (UINT)vid_adapter - 1u;
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// Check that we have at least PS 1.4 available.
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D3DCAPS9 devcaps;
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if (FAILED(D3D->GetDeviceCaps (m_Adapter, D3DDEVTYPE_HAL, &devcaps)))
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{
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goto d3drelease;
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}
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if ((devcaps.PixelShaderVersion & 0xFFFF) < 0x104)
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{
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goto d3drelease;
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}
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if (!(devcaps.Caps2 & D3DCAPS2_DYNAMICTEXTURES))
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{
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goto d3drelease;
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}
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// Enumerate available display modes.
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FreeModes ();
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AddD3DModes (m_Adapter, D3DFMT_X8R8G8B8);
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AddD3DModes (m_Adapter, D3DFMT_R5G6B5);
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if (Args->CheckParm ("-2"))
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{ // Force all modes to be pixel-doubled.
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ScaleModes (1);
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}
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else if (Args->CheckParm ("-4"))
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{ // Force all modes to be pixel-quadrupled.
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ScaleModes (2);
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}
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else
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{
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AddLowResModes ();
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}
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AddLetterboxModes ();
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if (m_Modes == NULL)
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{ // Too bad. We didn't find any modes for D3D9. We probably won't find any
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// for DDraw either...
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goto d3drelease;
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}
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return true;
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d3drelease:
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D3D->Release();
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D3D = NULL;
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closelib:
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FreeLibrary (D3D9_dll);
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return false;
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}
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void Win32Video::InitDDraw ()
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{
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DIRECTDRAWCREATEFUNC directdraw_create;
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LPDIRECTDRAW ddraw1;
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STARTLOG;
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HRESULT dderr;
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// Load the DirectDraw library.
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if ((DDraw_dll = LoadLibraryA ("ddraw.dll")) == NULL)
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{
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I_FatalError ("Could not load ddraw.dll");
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}
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// Obtain an IDirectDraw interface.
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if ((directdraw_create = (DIRECTDRAWCREATEFUNC)GetProcAddress (DDraw_dll, "DirectDrawCreate")) == NULL)
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{
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I_FatalError ("The system file ddraw.dll is missing the DirectDrawCreate export");
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}
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dderr = directdraw_create (NULL, &ddraw1, NULL);
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if (FAILED(dderr))
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I_FatalError ("Could not create DirectDraw object: %08lx", dderr);
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dderr = ddraw1->QueryInterface (IID_IDirectDraw2, (LPVOID*)&DDraw);
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if (FAILED(dderr))
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{
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ddraw1->Release ();
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DDraw = NULL;
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I_FatalError ("Could not initialize IDirectDraw2 interface: %08lx", dderr);
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}
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// Okay, we have the IDirectDraw2 interface now, so we can release the
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// really old-fashioned IDirectDraw one.
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ddraw1->Release ();
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DDraw->SetCooperativeLevel (Window, DDSCL_NORMAL);
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FreeModes ();
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dderr = DDraw->EnumDisplayModes (0, NULL, this, EnumDDModesCB);
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if (FAILED(dderr))
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{
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DDraw->Release ();
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DDraw = NULL;
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I_FatalError ("Could not enumerate display modes: %08lx", dderr);
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}
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if (m_Modes == NULL)
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{
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DDraw->Release ();
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DDraw = NULL;
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I_FatalError ("DirectDraw returned no display modes.\n\n"
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"If you started " GAMENAME " from a fullscreen DOS box, run it from "
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"a DOS window instead. If that does not work, you may need to reboot.");
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}
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if (Args->CheckParm ("-2"))
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{ // Force all modes to be pixel-doubled.
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ScaleModes(1);
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}
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else if (Args->CheckParm ("-4"))
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{ // Force all modes to be pixel-quadrupled.
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ScaleModes(2);
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}
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else
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{
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if (OSPlatform == os_Win95)
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{
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// Windows 95 will let us use Mode X. If we didn't find any linear
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// modes in the loop above, add the Mode X modes here.
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AddMode (320, 200, 8, 200, 0);
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AddMode (320, 240, 8, 240, 0);
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}
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AddLowResModes ();
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}
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AddLetterboxModes ();
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}
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// Returns true if fullscreen, false otherwise
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bool Win32Video::GoFullscreen (bool yes)
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{
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static const char *const yestypes[2] = { "windowed", "fullscreen" };
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HRESULT hr[2];
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int count;
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// FIXME: Do this right for D3D.
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if (D3D != NULL)
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{
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return yes;
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}
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if (m_IsFullscreen == yes)
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return yes;
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for (count = 0; count < 2; ++count)
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{
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LOG1 ("fullscreen: %d\n", yes);
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hr[count] = DDraw->SetCooperativeLevel (Window, !yes ? DDSCL_NORMAL :
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DDSCL_ALLOWMODEX | DDSCL_ALLOWREBOOT | DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN);
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if (SUCCEEDED(hr[count]))
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{
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if (count != 0)
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{
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// Ack! Cannot print because the screen does not exist right now.
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// Printf ("Setting %s mode failed. Error %08lx\n",
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// yestypes[!yes], hr[0]);
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}
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m_IsFullscreen = yes;
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return yes;
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}
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yes = !yes;
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}
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I_FatalError ("Could not set %s mode: %08lx\n"
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"Could not set %s mode: %08lx\n",
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yestypes[yes], hr[0], yestypes[!yes], hr[1]);
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// Appease the compiler, even though we never return if we get here.
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return false;
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}
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// Flips to the GDI surface and clears it
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void Win32Video::BlankForGDI ()
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{
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static_cast<BaseWinFB *> (screen)->Blank ();
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}
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//==========================================================================
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//
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// Win32Video :: DumpAdapters
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//
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// Dumps the list of display adapters to the console. Only meaningful for
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// Direct3D.
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//
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//==========================================================================
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void Win32Video::DumpAdapters()
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{
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using OptWin32::GetMonitorInfoA;
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if (D3D == NULL)
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{
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Printf("Multi-monitor support requires Direct3D.\n");
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return;
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}
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UINT num_adapters = D3D->GetAdapterCount();
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for (UINT i = 0; i < num_adapters; ++i)
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{
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D3DADAPTER_IDENTIFIER9 ai;
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char moreinfo[64] = "";
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if (FAILED(D3D->GetAdapterIdentifier(i, 0, &ai)))
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{
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continue;
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}
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// Strip trailing whitespace from adapter description.
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for (char *p = ai.Description + strlen(ai.Description) - 1;
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p >= ai.Description && isspace(*p);
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--p)
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{
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*p = '\0';
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}
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HMONITOR hm = D3D->GetAdapterMonitor(i);
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MONITORINFOEX mi;
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mi.cbSize = sizeof(mi);
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assert(GetMonitorInfo); // Missing in NT4, but so is D3D
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if (GetMonitorInfo(hm, &mi))
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{
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mysnprintf(moreinfo, countof(moreinfo), " [%ldx%ld @ (%ld,%ld)]%s",
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mi.rcMonitor.right - mi.rcMonitor.left,
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mi.rcMonitor.bottom - mi.rcMonitor.top,
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mi.rcMonitor.left, mi.rcMonitor.top,
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mi.dwFlags & MONITORINFOF_PRIMARY ? " (Primary)" : "");
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}
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Printf("%s%u. %s%s\n",
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i == m_Adapter ? TEXTCOLOR_BOLD : "",
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i + 1, ai.Description, moreinfo);
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}
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}
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// Mode enumeration --------------------------------------------------------
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HRESULT WINAPI Win32Video::EnumDDModesCB (LPDDSURFACEDESC desc, void *data)
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{
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((Win32Video *)data)->AddMode (desc->dwWidth, desc->dwHeight, 8, desc->dwHeight, 0);
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return DDENUMRET_OK;
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}
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void Win32Video::AddD3DModes (UINT adapter, D3DFORMAT format)
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{
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UINT modecount, i;
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D3DDISPLAYMODE mode;
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modecount = D3D->GetAdapterModeCount (adapter, format);
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for (i = 0; i < modecount; ++i)
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{
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if (D3D_OK == D3D->EnumAdapterModes (adapter, format, i, &mode))
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{
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AddMode (mode.Width, mode.Height, 8, mode.Height, 0);
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}
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}
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}
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//==========================================================================
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//
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// Win32Video :: AddLowResModes
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//
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// Recent NVidia drivers no longer support resolutions below 640x480, even
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// if you try to add them as a custom resolution. With D3DFB, pixel doubling
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// is quite easy to do and hardware-accelerated. If you have 1280x800, then
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// you can have 320x200, but don't be surprised if it shows up as widescreen
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// on a widescreen monitor, since that's what it is.
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//
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//==========================================================================
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void Win32Video::AddLowResModes()
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{
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ModeInfo *mode, *nextmode;
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for (mode = m_Modes; mode != NULL; mode = nextmode)
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{
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nextmode = mode->next;
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if (mode->realheight == mode->height &&
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mode->doubling == 0 &&
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mode->height >= 200*2 &&
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mode->height <= 480*2 &&
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mode->width >= 320*2 &&
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mode->width <= 640*2)
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{
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AddMode (mode->width / 2, mode->height / 2, mode->bits, mode->height / 2, 1);
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}
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}
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for (mode = m_Modes; mode != NULL; mode = nextmode)
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{
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nextmode = mode->next;
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if (mode->realheight == mode->height &&
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mode->doubling == 0 &&
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mode->height >= 200*4 &&
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mode->height <= 480*4 &&
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mode->width >= 320*4 &&
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mode->width <= 640*4)
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{
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AddMode (mode->width / 4, mode->height / 4, mode->bits, mode->height / 4, 2);
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}
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}
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}
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// Add 16:9 and 16:10 resolutions you can use in a window or letterboxed
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void Win32Video::AddLetterboxModes ()
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{
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ModeInfo *mode, *nextmode;
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for (mode = m_Modes; mode != NULL; mode = nextmode)
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{
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nextmode = mode->next;
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if (mode->realheight == mode->height && mode->height * 4/3 == mode->width)
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{
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if (mode->width >= 360)
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{
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AddMode (mode->width, mode->width * 9/16, mode->bits, mode->height, mode->doubling);
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}
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if (mode->width > 640)
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{
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AddMode (mode->width, mode->width * 10/16, mode->bits, mode->height, mode->doubling);
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}
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}
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}
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}
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void Win32Video::AddMode (int x, int y, int bits, int y2, int doubling)
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{
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// Reject modes that do not meet certain criteria.
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if ((x & 1) != 0 ||
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y > MAXHEIGHT ||
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x > MAXWIDTH ||
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y < 200 ||
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x < 320)
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{
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return;
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}
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|
|
ModeInfo **probep = &m_Modes;
|
|
ModeInfo *probe = m_Modes;
|
|
|
|
// This mode may have been already added to the list because it is
|
|
// enumerated multiple times at different refresh rates. If it's
|
|
// not present, add it to the right spot in the list; otherwise, do nothing.
|
|
// Modes are sorted first by width, then by height, then by depth. In each
|
|
// case the order is ascending.
|
|
for (; probe != 0; probep = &probe->next, probe = probe->next)
|
|
{
|
|
if (probe->width > x) break;
|
|
if (probe->width < x) continue;
|
|
// Width is equal
|
|
if (probe->height > y) break;
|
|
if (probe->height < y) continue;
|
|
// Height is equal
|
|
if (probe->bits > bits) break;
|
|
if (probe->bits < bits) continue;
|
|
// Bits is equal
|
|
return;
|
|
}
|
|
|
|
*probep = new ModeInfo (x, y, bits, y2, doubling);
|
|
(*probep)->next = probe;
|
|
}
|
|
|
|
void Win32Video::FreeModes ()
|
|
{
|
|
ModeInfo *mode = m_Modes;
|
|
|
|
while (mode)
|
|
{
|
|
ModeInfo *tempmode = mode;
|
|
mode = mode->next;
|
|
delete tempmode;
|
|
}
|
|
m_Modes = NULL;
|
|
}
|
|
|
|
// For every mode, set its scaling factor. Modes that end up with too
|
|
// small a display area are discarded.
|
|
|
|
void Win32Video::ScaleModes (int doubling)
|
|
{
|
|
ModeInfo *mode, **prev;
|
|
|
|
prev = &m_Modes;
|
|
mode = m_Modes;
|
|
|
|
while (mode != NULL)
|
|
{
|
|
assert(mode->doubling == 0);
|
|
mode->width >>= doubling;
|
|
mode->height >>= doubling;
|
|
mode->realheight >>= doubling;
|
|
mode->doubling = doubling;
|
|
if ((mode->width & 7) != 0 || mode->width < 320 || mode->height < 200)
|
|
{ // Mode became too small. Delete it.
|
|
*prev = mode->next;
|
|
delete mode;
|
|
}
|
|
else
|
|
{
|
|
prev = &mode->next;
|
|
}
|
|
mode = *prev;
|
|
}
|
|
}
|
|
|
|
void Win32Video::StartModeIterator (int bits, bool fs)
|
|
{
|
|
m_IteratorMode = m_Modes;
|
|
m_IteratorBits = bits;
|
|
m_IteratorFS = fs;
|
|
}
|
|
|
|
bool Win32Video::NextMode (int *width, int *height, bool *letterbox)
|
|
{
|
|
if (m_IteratorMode)
|
|
{
|
|
while (m_IteratorMode && m_IteratorMode->bits != m_IteratorBits)
|
|
{
|
|
m_IteratorMode = m_IteratorMode->next;
|
|
}
|
|
|
|
if (m_IteratorMode)
|
|
{
|
|
*width = m_IteratorMode->width;
|
|
*height = m_IteratorMode->height;
|
|
if (letterbox != NULL) *letterbox = m_IteratorMode->realheight != m_IteratorMode->height;
|
|
m_IteratorMode = m_IteratorMode->next;
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
DFrameBuffer *Win32Video::CreateFrameBuffer (int width, int height, bool fullscreen, DFrameBuffer *old)
|
|
{
|
|
static int retry = 0;
|
|
static int owidth, oheight;
|
|
|
|
BaseWinFB *fb;
|
|
PalEntry flashColor;
|
|
int flashAmount;
|
|
|
|
if (fullscreen)
|
|
{
|
|
I_ClosestResolution(&width, &height, D3D ? 32 : 8);
|
|
}
|
|
|
|
LOG4 ("CreateFB %d %d %d %p\n", width, height, fullscreen, old);
|
|
|
|
if (old != NULL)
|
|
{ // Reuse the old framebuffer if its attributes are the same
|
|
BaseWinFB *fb = static_cast<BaseWinFB *> (old);
|
|
if (fb->Width == width &&
|
|
fb->Height == height &&
|
|
fb->Windowed == !fullscreen)
|
|
{
|
|
return old;
|
|
}
|
|
old->GetFlash (flashColor, flashAmount);
|
|
old->ObjectFlags |= OF_YesReallyDelete;
|
|
if (old == screen) screen = NULL;
|
|
delete old;
|
|
}
|
|
else
|
|
{
|
|
flashColor = 0;
|
|
flashAmount = 0;
|
|
}
|
|
|
|
if (D3D != NULL)
|
|
{
|
|
fb = new D3DFB (m_Adapter, width, height, fullscreen);
|
|
}
|
|
else
|
|
{
|
|
fb = new DDrawFB (width, height, fullscreen);
|
|
}
|
|
LOG1 ("New fb created @ %p\n", fb);
|
|
|
|
// If we could not create the framebuffer, try again with slightly
|
|
// different parameters in this order:
|
|
// 1. Try with the closest size
|
|
// 2. Try in the opposite screen mode with the original size
|
|
// 3. Try in the opposite screen mode with the closest size
|
|
// This is a somewhat confusing mass of recursion here.
|
|
|
|
while (fb == NULL || !fb->IsValid ())
|
|
{
|
|
static HRESULT hr;
|
|
|
|
if (fb != NULL)
|
|
{
|
|
if (retry == 0)
|
|
{
|
|
hr = fb->GetHR ();
|
|
}
|
|
fb->ObjectFlags |= OF_YesReallyDelete;
|
|
delete fb;
|
|
|
|
LOG1 ("fb is bad: %08lx\n", hr);
|
|
}
|
|
else
|
|
{
|
|
LOG ("Could not create fb at all\n");
|
|
}
|
|
screen = NULL;
|
|
|
|
LOG1 ("Retry number %d\n", retry);
|
|
|
|
switch (retry)
|
|
{
|
|
case 0:
|
|
owidth = width;
|
|
oheight = height;
|
|
case 2:
|
|
// Try a different resolution. Hopefully that will work.
|
|
I_ClosestResolution (&width, &height, 8);
|
|
LOG2 ("Retry with size %d,%d\n", width, height);
|
|
break;
|
|
|
|
case 1:
|
|
// Try changing fullscreen mode. Maybe that will work.
|
|
width = owidth;
|
|
height = oheight;
|
|
fullscreen = !fullscreen;
|
|
LOG1 ("Retry with fullscreen %d\n", fullscreen);
|
|
break;
|
|
|
|
default:
|
|
// I give up!
|
|
LOG3 ("Could not create new screen (%d x %d): %08lx", owidth, oheight, hr);
|
|
I_FatalError ("Could not create new screen (%d x %d): %08lx", owidth, oheight, hr);
|
|
}
|
|
|
|
++retry;
|
|
fb = static_cast<DDrawFB *>(CreateFrameBuffer (width, height, fullscreen, NULL));
|
|
}
|
|
retry = 0;
|
|
|
|
fb->SetFlash (flashColor, flashAmount);
|
|
return fb;
|
|
}
|
|
|
|
void Win32Video::SetWindowedScale (float scale)
|
|
{
|
|
// FIXME
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// BaseWinFB :: ScaleCoordsFromWindow
|
|
//
|
|
// Given coordinates in window space, return coordinates in what the game
|
|
// thinks screen space is.
|
|
//
|
|
//==========================================================================
|
|
|
|
void BaseWinFB::ScaleCoordsFromWindow(int16_t &x, int16_t &y)
|
|
{
|
|
RECT rect;
|
|
|
|
int TrueHeight = GetTrueHeight();
|
|
if (GetClientRect(Window, &rect))
|
|
{
|
|
x = int16_t(x * Width / (rect.right - rect.left));
|
|
y = int16_t(y * TrueHeight / (rect.bottom - rect.top));
|
|
}
|
|
// Subtract letterboxing borders
|
|
y -= (TrueHeight - Height) / 2;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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.
|
|
//
|
|
//==========================================================================
|
|
|
|
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 limitter timer\n");
|
|
return;
|
|
}
|
|
DPrintf(DMSG_NOTIFY, "FPS timer set to %u ms\n", period);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// StopFPSLimit
|
|
//
|
|
// Used for cleanup during application shutdown.
|
|
//
|
|
//==========================================================================
|
|
|
|
static void StopFPSLimit()
|
|
{
|
|
I_SetFPSLimit(0);
|
|
}
|