/* ** 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 #include #include #include #include #include #include #define WIN32_LEAN_AND_MEAN #include #include #include #include #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 "gamecontrol.h" #include "i_input.h" #include "c_dispatch.h" #include "templates.h" #include "gameconfigfile.h" #include "v_font.h" #include "i_system.h" #include "textures/bitmap.h" extern bool batchrun; // 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 ---------------------------------------------- void DestroyCustomCursor(); // PRIVATE FUNCTION PROTOTYPES --------------------------------------------- static void CalculateCPUSpeed(); static HCURSOR CreateCompatibleCursor(FBitmap &cursorpic, int leftofs, int topofs); static HCURSOR CreateAlphaCursor(FBitmap &cursorpic, int leftofs, int topofs); static HCURSOR CreateBitmapCursor(int xhot, int yhot, HBITMAP and_mask, HBITMAP color_mask); // EXTERNAL DATA DECLARATIONS ---------------------------------------------- EXTERN_CVAR (Bool, queryiwad); // Used on welcome/IWAD screen. EXTERN_CVAR (Bool, disableautoload) EXTERN_CVAR (Bool, autoloadlights) EXTERN_CVAR (Bool, autoloadbrightmaps) EXTERN_CVAR (Int, vid_preferbackend) 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; int sys_ostype = 0; // PRIVATE DATA DEFINITIONS ------------------------------------------------ static WadStuff *WadList; static int NumWads; static int DefaultWad; static HCURSOR CustomCursor; //========================================================================== // // 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_NT: osname = "NT"; if (info.dwMajorVersion == 5) { if (info.dwMinorVersion == 0) { osname = "2000"; } if (info.dwMinorVersion == 1) { osname = "XP"; sys_ostype = 1; // legacy OS } else if (info.dwMinorVersion == 2) { osname = "Server 2003"; sys_ostype = 1; // legacy OS } } else if (info.dwMajorVersion == 6) { if (info.dwMinorVersion == 0) { osname = (info.wProductType == VER_NT_WORKSTATION) ? "Vista" : "Server 2008"; sys_ostype = 2; // legacy OS } else if (info.dwMinorVersion == 1) { osname = (info.wProductType == VER_NT_WORKSTATION) ? "7" : "Server 2008 R2"; sys_ostype = 2; // supported OS } 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"; sys_ostype = 2; // supported OS } else if (info.dwMinorVersion == 3) { osname = (info.wProductType == VER_NT_WORKSTATION) ? "8.1" : "Server 2012 R2"; sys_ostype = 2; // supported OS } else if (info.dwMinorVersion == 4) { osname = (info.wProductType == VER_NT_WORKSTATION) ? "10 (beta)" : "Server 10 (beta)"; } } else if (info.dwMajorVersion == 10) { osname = (info.wProductType == VER_NT_WORKSTATION) ? "10 (or higher)" : "Server 10 (or higher)"; sys_ostype = 3; // modern OS } break; default: osname = "Unknown OS"; break; } if (!batchrun) Printf ("OS: Windows %s (NT %lu.%lu) Build %lu\n %s\n", osname, info.dwMajorVersion, info.dwMinorVersion, info.dwBuildNumber, info.szCSDVersion); } //========================================================================== // // 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) { 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_PrintStr // // Send output to the list box shown during startup (and hidden during // gameplay). // //========================================================================== static void DoPrintStr(const char *cpt, HWND edit, HANDLE StdOut) { if (edit == nullptr && StdOut == nullptr && !con_debugoutput) return; wchar_t wbuf[256]; 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); } const uint8_t *cptr = (const uint8_t*)cpt; auto outputIt = [&]() { wbuf[bpos] = 0; if (edit != nullptr) { SendMessageW(edit, EM_REPLACESEL, FALSE, (LPARAM)wbuf); } if (con_debugoutput) { OutputDebugStringW(wbuf); } if (StdOut != nullptr) { // Convert back to UTF-8. DWORD bytes_written; if (!FancyStdOut) { FString conout(wbuf); WriteFile(StdOut, conout.GetChars(), (DWORD)conout.Len(), &bytes_written, NULL); } else { WriteConsoleW(StdOut, wbuf, bpos, &bytes_written, nullptr); } } bpos = 0; }; while (int chr = GetCharFromString(cptr)) { if ((chr == TEXTCOLOR_ESCAPE && bpos != 0) || bpos == 255) { outputIt(); } if (chr != TEXTCOLOR_ESCAPE) { if (chr >= 0x1D && chr <= 0x1F) { // The bar characters, most commonly used to indicate map changes chr = 0x2550; // Box Drawings Double Horizontal } wbuf[bpos++] = chr; } else { EColorRange range = V_ParseFontColor(cptr, CR_UNTRANSLATED, CR_YELLOW); if (range != CR_UNDEFINED) { // Change the color of future text added to the control. PalEntry color = V_LogColorFromColorRange(range); if (edit != NULL) { // GDI uses BGR colors, but color is RGB, so swap the R and the B. std::swap(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) { outputIt(); } 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 bufferedConsoleStuff; void I_DebugPrint(const char *cp) { if (IsDebuggerPresent()) { auto wstr = WideString(cp); OutputDebugStringW(wstr.c_str()); } } void I_PrintStr(const char *cp) { 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) { MessageBoxA(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 { WCHAR label[256]; FString newlabel; GetWindowTextW(hDlg, label, countof(label)); FString alabel(label); newlabel.Format(GAMENAME " %s: %s", GetVersionString(), alabel.GetChars()); auto wlabel = newlabel.WideString(); SetWindowTextW(hDlg, wlabel.c_str()); } // [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, vid_fullscreen ? BST_CHECKED : BST_UNCHECKED, 0 ); switch (vid_preferbackend) { case 1: SendDlgItemMessage( hDlg, IDC_WELCOME_VULKAN2, BM_SETCHECK, BST_CHECKED, 0 ); break; case 2: SendDlgItemMessage( hDlg, IDC_WELCOME_VULKAN3, BM_SETCHECK, BST_CHECKED, 0 ); break; default: SendDlgItemMessage( hDlg, IDC_WELCOME_VULKAN1, BM_SETCHECK, BST_CHECKED, 0 ); break; } // [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()); SetDlgItemTextA (hDlg, IDC_WELCOME_VERSION, szString); // Populate the list with all the IWADs found ctrl = GetDlgItem(hDlg, IDC_IWADLIST); for (i = 0; i < NumWads; i++) { const char *filepart = strrchr(WadList[i].Path, '/'); if (filepart == NULL) filepart = WadList[i].Path; else filepart++; FStringf work("%s (%s)", WadList[i].Name.GetChars(), filepart); std::wstring wide = work.WideString(); SendMessage(ctrl, LB_ADDSTRING, 0, (LPARAM)wide.c_str()); 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_fullscreen = SendDlgItemMessage( hDlg, IDC_WELCOME_FULLSCREEN, BM_GETCHECK, 0, 0 ) == BST_CHECKED; if (SendDlgItemMessage(hDlg, IDC_WELCOME_VULKAN3, BM_GETCHECK, 0, 0) == BST_CHECKED) vid_preferbackend = 2; else if (SendDlgItemMessage(hDlg, IDC_WELCOME_VULKAN2, BM_GETCHECK, 0, 0) == BST_CHECKED) vid_preferbackend = 1; else if (SendDlgItemMessage(hDlg, IDC_WELCOME_VULKAN1, BM_GETCHECK, 0, 0) == BST_CHECKED) vid_preferbackend = 0; // [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) { auto image = cursorpic->GetBgraBitmap(nullptr); // Must be no larger than 32x32. (is this still necessary? if (image.GetWidth() > 32 || image.GetHeight() > 32) { return false; } // Fixme: This should get a raw image, not a texture. (Once raw images get implemented.) int lo = cursorpic->GetLeftOffset(); int to = cursorpic->GetTopOffset(); cursor = CreateAlphaCursor(image, lo, to); if (cursor == NULL) { cursor = CreateCompatibleCursor(image, lo, to); } if (cursor == NULL) { return false; } // Replace the existing cursor with the new one. DestroyCustomCursor(); CustomCursor = cursor; } 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(FBitmap &bmp, int leftofs, int topofs) { int picwidth = bmp.GetWidth(); int picheight = bmp.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); const uint8_t *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 uint8_t *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(leftofs, topofs, and_mask, xor_mask); } //========================================================================== // // CreateAlphaCursor // // Creates a cursor with a full alpha channel. // //========================================================================== static HCURSOR CreateAlphaCursor(FBitmap &source, int leftofs, int topofs) { HDC dc; BITMAPV5HEADER bi; HBITMAP color, mono; void *bits; // Find closest integer scale factor for the monitor DPI HDC screenDC = GetDC(0); int dpi = GetDeviceCaps(screenDC, LOGPIXELSX); int scale = std::max((dpi + 96 / 2 - 1) / 96, 1); ReleaseDC(0, screenDC); memset(&bi, 0, sizeof(bi)); bi.bV5Size = sizeof(bi); 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. 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 Blit will use GDI's orientation. if (scale == 1) { FBitmap bmp((uint8_t *)bits + 31 * 32 * 4, -32 * 4, 32, 32); bmp.Blit(0, 0, source); } else { TArray unscaled; unscaled.Resize(32 * 32); for (int i = 0; i < 32 * 32; i++) unscaled[i] = 0; FBitmap bmp((uint8_t *)&unscaled[0] + 31 * 32 * 4, -32 * 4, 32, 32); bmp.Blit(0, 0, source); 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]; } } } return CreateBitmapCursor(leftofs * scale, topofs * 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 // //========================================================================== 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 MessageBoxA(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) { static_assert(sizeof(WIN32_FIND_DATAW) == sizeof(fileinfo->FindData), "Findata size mismatch"); auto widespec = WideString(filespec); fileinfo->UTF8Name = ""; return FindFirstFileW(widespec.c_str(), (LPWIN32_FIND_DATAW)&fileinfo->FindData); } //========================================================================== // // I_FindNext // // Return the next file in a pattern matching sequence. // //========================================================================== int I_FindNext(void *handle, findstate_t *fileinfo) { fileinfo->UTF8Name = ""; return !FindNextFileW((HANDLE)handle, (LPWIN32_FIND_DATAW)&fileinfo->FindData); } //========================================================================== // // I_FindClose // // Finish a pattern matching sequence. // //========================================================================== int I_FindClose(void *handle) { return FindClose((HANDLE)handle); } //========================================================================== // // I_FindName // // Returns the name for an entry // //========================================================================== const char *I_FindName(findstate_t *fileinfo) { if (fileinfo->UTF8Name.IsEmpty()) fileinfo->UTF8Name = fileinfo->FindData.Name; return fileinfo->UTF8Name.GetChars(); } //========================================================================== // // 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 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 /SteamApps/common/. // //========================================================================== TArray I_GetGogPaths() { TArray 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 I_GetSteamPath() { TArray 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; } //========================================================================== // // 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 = GetModuleHandleA("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), (uint8_t *)&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(const FString &shortpath) { std::wstring wshortpath = shortpath.WideString(); DWORD buffsize = GetLongPathNameW(wshortpath.c_str(), nullptr, 0); if (buffsize == 0) { // nothing to change (it doesn't exist, maybe?) return shortpath; } TArray buff(buffsize, true); DWORD buffsize2 = GetLongPathNameW(wshortpath.c_str(), buff.Data(), buffsize); if (buffsize2 >= buffsize) { // Failure! Just return the short path return shortpath; } FString longpath(buff.Data()); return longpath; } #ifdef _USING_V110_SDK71_ //========================================================================== // // _stat64i32 // // Work around an issue where stat() function doesn't work // with Windows XP compatible toolset. // It uses GetFileInformationByHandleEx() which requires Windows Vista. // //========================================================================== int _wstat64i32(const wchar_t *path, struct _stat64i32 *buffer) { WIN32_FILE_ATTRIBUTE_DATA data; if(!GetFileAttributesExW(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 = (*(uint64_t*)&data.ftLastAccessTime) / 10000000 - 11644473600LL; buffer->st_mtime = (*(uint64_t*)&data.ftLastWriteTime) / 10000000 - 11644473600LL; buffer->st_ctime = (*(uint64_t*)&data.ftCreationTime) / 10000000 - 11644473600LL; return 0; } #endif struct NumaNode { uint64_t affinityMask = 0; int threadCount = 0; }; static TArray numaNodes; static void SetupNumaNodes() { if (numaNodes.Size() == 0) { // Query processors in the system DWORD_PTR processMask = 0, systemMask = 0; BOOL result = GetProcessAffinityMask(GetCurrentProcess(), &processMask, &systemMask); if (result) { // Find the numa node each processor belongs to std::map nodes; for (int i = 0; i < sizeof(DWORD_PTR) * 8; i++) { DWORD_PTR processorMask = (((DWORD_PTR)1) << i); if (processMask & processorMask) { UCHAR nodeNumber = 0; result = GetNumaProcessorNode(i, &nodeNumber); if (nodeNumber != 0xff) { nodes[nodeNumber].affinityMask |= (uint64_t)processorMask; nodes[nodeNumber].threadCount++; } } } // Convert map to a list for (const auto &it : nodes) { numaNodes.Push(it.second); } } // Fall back to a single node if something went wrong if (numaNodes.Size() == 0) { NumaNode node; node.threadCount = std::thread::hardware_concurrency(); if (node.threadCount == 0) node.threadCount = 1; numaNodes.Push(node); } } } int I_GetNumaNodeCount() { SetupNumaNodes(); return numaNodes.Size(); } int I_GetNumaNodeThreadCount(int numaNode) { SetupNumaNodes(); return numaNodes[numaNode].threadCount; } void I_SetThreadNumaNode(std::thread &thread, int numaNode) { if (numaNodes.Size() > 1) { HANDLE handle = (HANDLE)thread.native_handle(); SetThreadAffinityMask(handle, (DWORD_PTR)numaNodes[numaNode].affinityMask); } }