/* ** i_main.cpp ** System-specific startup code. Eventually calls D_DoomMain. ** **--------------------------------------------------------------------------- ** Copyright 1998-2009 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ // HEADER FILES ------------------------------------------------------------ #define WIN32_LEAN_AND_MEAN #include #include #include #include #include #ifdef _MSC_VER #pragma warning(disable:4244) #endif //#include #define NOTIFY_FOR_THIS_SESSION 0 #ifdef _MSC_VER #include #include #include #endif #include "resource.h" #include "engineerrors.h" #include "hardware.h" #include "m_argv.h" #include "i_module.h" #include "c_console.h" #include "version.h" #include "i_input.h" #include "filesystem.h" #include "cmdlib.h" #include "s_soundinternal.h" #include "vm.h" #include "i_system.h" #include "gstrings.h" #include "s_music.h" #include "stats.h" #include "st_start.h" #include "i_interface.h" #include "startupinfo.h" #include "printf.h" // MACROS ------------------------------------------------------------------ // The main window's title. #ifdef _M_X64 #define X64 " 64-bit" #else #define X64 "" #endif // TYPES ------------------------------------------------------------------- // EXTERNAL FUNCTION PROTOTYPES -------------------------------------------- LRESULT CALLBACK WndProc (HWND, UINT, WPARAM, LPARAM); void CreateCrashLog (const char *custominfo, DWORD customsize, HWND richedit); void DisplayCrashLog (); void I_FlushBufferedConsoleStuff(); void DestroyCustomCursor(); int GameMain(); // PUBLIC FUNCTION PROTOTYPES ---------------------------------------------- // PRIVATE FUNCTION PROTOTYPES --------------------------------------------- // EXTERNAL DATA DECLARATIONS ---------------------------------------------- extern EXCEPTION_POINTERS CrashPointers; extern UINT TimerPeriod; // PUBLIC DATA DEFINITIONS ------------------------------------------------- // The command line arguments. FArgs *Args; HINSTANCE g_hInst; DWORD SessionID; HANDLE MainThread; DWORD MainThreadID; HANDLE StdOut; bool FancyStdOut, AttachedStdOut; bool ConWindowHidden; // The main window HWND Window; // The subwindows used for startup and error output HWND ConWindow, GameTitleWindow; HWND ErrorPane, ProgressBar, NetStartPane, StartupScreen, ErrorIcon; HFONT GameTitleFont; LONG GameTitleFontHeight; LONG DefaultGUIFontHeight; LONG ErrorIconChar; FModule Kernel32Module{"Kernel32"}; FModule Shell32Module{"Shell32"}; FModule User32Module{"User32"}; // PRIVATE DATA DEFINITIONS ------------------------------------------------ static const WCHAR WinClassName[] = WGAMENAME "MainWindow"; static HMODULE hwtsapi32; // handle to wtsapi32.dll // CODE -------------------------------------------------------------------- //========================================================================== // // UnCOM // // Called by atexit if CoInitialize() succeeded. // //========================================================================== static void UnCOM (void) { CoUninitialize (); } //========================================================================== // // UnWTS // // Called by atexit if RegisterSessionNotification() succeeded. // //========================================================================== static void UnWTS (void) { if (hwtsapi32 != 0) { typedef BOOL (WINAPI *ursn)(HWND); ursn unreg = (ursn)GetProcAddress (hwtsapi32, "WTSUnRegisterSessionNotification"); if (unreg != 0) { unreg (Window); } FreeLibrary (hwtsapi32); hwtsapi32 = 0; } } //========================================================================== // // LayoutErrorPane // // Lays out the error pane to the desired width, returning the required // height. // //========================================================================== static int LayoutErrorPane (HWND pane, int w) { HWND ctl; RECT rectc; // Right-align the Quit button. ctl = GetDlgItem (pane, IDOK); GetClientRect (ctl, &rectc); // Find out how big it is. MoveWindow (ctl, w - rectc.right - 1, 1, rectc.right, rectc.bottom, TRUE); InvalidateRect (ctl, NULL, TRUE); // Return the needed height for this layout return rectc.bottom + 2; } //========================================================================== // // LayoutNetStartPane // // Lays out the network startup pane to the specified width, returning // its required height. // //========================================================================== int LayoutNetStartPane (HWND pane, int w) { HWND ctl; RECT margin, rectc; int staticheight, barheight; // Determine margin sizes. SetRect (&margin, 7, 7, 0, 0); MapDialogRect (pane, &margin); // Stick the message text in the upper left corner. ctl = GetDlgItem (pane, IDC_NETSTARTMESSAGE); GetClientRect (ctl, &rectc); MoveWindow (ctl, margin.left, margin.top, rectc.right, rectc.bottom, TRUE); // Stick the count text in the upper right corner. ctl = GetDlgItem (pane, IDC_NETSTARTCOUNT); GetClientRect (ctl, &rectc); MoveWindow (ctl, w - rectc.right - margin.left, margin.top, rectc.right, rectc.bottom, TRUE); staticheight = rectc.bottom; // Stretch the progress bar to fill the entire width. ctl = GetDlgItem (pane, IDC_NETSTARTPROGRESS); barheight = GetSystemMetrics (SM_CYVSCROLL); MoveWindow (ctl, margin.left, margin.top*2 + staticheight, w - margin.left*2, barheight, TRUE); // Center the abort button underneath the progress bar. ctl = GetDlgItem (pane, IDCANCEL); GetClientRect (ctl, &rectc); MoveWindow (ctl, (w - rectc.right) / 2, margin.top*3 + staticheight + barheight, rectc.right, rectc.bottom, TRUE); return margin.top*4 + staticheight + barheight + rectc.bottom; } //========================================================================== // // LayoutMainWindow // // Lays out the main window with the game title and log controls and // possibly the error pane and progress bar. // //========================================================================== void LayoutMainWindow (HWND hWnd, HWND pane) { RECT rect; int errorpaneheight = 0; int bannerheight = 0; int progressheight = 0; int netpaneheight = 0; int leftside = 0; int w, h; GetClientRect (hWnd, &rect); w = rect.right; h = rect.bottom; if (GameStartupInfo.Name.IsNotEmpty() && GameTitleWindow != NULL) { bannerheight = GameTitleFontHeight + 5; MoveWindow (GameTitleWindow, 0, 0, w, bannerheight, TRUE); InvalidateRect (GameTitleWindow, NULL, FALSE); } if (ProgressBar != NULL) { // Base the height of the progress bar on the height of a scroll bar // arrow, just as in the progress bar example. progressheight = GetSystemMetrics (SM_CYVSCROLL); MoveWindow (ProgressBar, 0, h - progressheight, w, progressheight, TRUE); } if (NetStartPane != NULL) { netpaneheight = LayoutNetStartPane (NetStartPane, w); SetWindowPos (NetStartPane, HWND_TOP, 0, h - progressheight - netpaneheight, w, netpaneheight, SWP_SHOWWINDOW); } if (pane != NULL) { errorpaneheight = LayoutErrorPane (pane, w); SetWindowPos (pane, HWND_TOP, 0, h - progressheight - netpaneheight - errorpaneheight, w, errorpaneheight, 0); } if (ErrorIcon != NULL) { leftside = GetSystemMetrics (SM_CXICON) + 6; MoveWindow (ErrorIcon, 0, bannerheight, leftside, h - bannerheight - errorpaneheight - progressheight - netpaneheight, TRUE); } // If there is a startup screen, it covers the log window if (StartupScreen != NULL) { SetWindowPos (StartupScreen, HWND_TOP, leftside, bannerheight, w - leftside, h - bannerheight - errorpaneheight - progressheight - netpaneheight, SWP_SHOWWINDOW); InvalidateRect (StartupScreen, NULL, FALSE); MoveWindow (ConWindow, 0, 0, 0, 0, TRUE); } else { // The log window uses whatever space is left. MoveWindow (ConWindow, leftside, bannerheight, w - leftside, h - bannerheight - errorpaneheight - progressheight - netpaneheight, TRUE); } } //========================================================================== // // I_SetIWADInfo // //========================================================================== void I_SetIWADInfo() { // Make the startup banner show itself LayoutMainWindow(Window, NULL); } //========================================================================== // // LConProc // // The main window's WndProc during startup. During gameplay, the WndProc // in i_input.cpp is used instead. // //========================================================================== LRESULT CALLBACK LConProc (HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { HWND view; HDC hdc; HBRUSH hbr; HGDIOBJ oldfont; RECT rect; SIZE size; LOGFONT lf; TEXTMETRIC tm; HINSTANCE inst = (HINSTANCE)(LONG_PTR)GetWindowLongPtr(hWnd, GWLP_HINSTANCE); DRAWITEMSTRUCT *drawitem; CHARFORMAT2W format; switch (msg) { case WM_CREATE: // Create game title static control memset (&lf, 0, sizeof(lf)); hdc = GetDC (hWnd); lf.lfHeight = -MulDiv(12, GetDeviceCaps(hdc, LOGPIXELSY), 72); lf.lfCharSet = ANSI_CHARSET; lf.lfWeight = FW_BOLD; lf.lfPitchAndFamily = VARIABLE_PITCH | FF_ROMAN; wcscpy (lf.lfFaceName, L"Trebuchet MS"); GameTitleFont = CreateFontIndirect (&lf); oldfont = SelectObject (hdc, GetStockObject (DEFAULT_GUI_FONT)); GetTextMetrics (hdc, &tm); DefaultGUIFontHeight = tm.tmHeight; if (GameTitleFont == NULL) { GameTitleFontHeight = DefaultGUIFontHeight; } else { SelectObject (hdc, GameTitleFont); GetTextMetrics (hdc, &tm); GameTitleFontHeight = tm.tmHeight; } SelectObject (hdc, oldfont); // Create log read-only edit control view = CreateWindowExW (WS_EX_NOPARENTNOTIFY, L"RichEdit20W", nullptr, WS_CHILD | WS_VISIBLE | WS_VSCROLL | ES_LEFT | ES_MULTILINE | WS_CLIPSIBLINGS, 0, 0, 0, 0, hWnd, NULL, inst, NULL); HRESULT hr; hr = GetLastError(); if (view == NULL) { ReleaseDC (hWnd, hdc); return -1; } SendMessage (view, EM_SETREADONLY, TRUE, 0); SendMessage (view, EM_EXLIMITTEXT, 0, 0x7FFFFFFE); SendMessage (view, EM_SETBKGNDCOLOR, 0, RGB(70,70,70)); // Setup default font for the log. //SendMessage (view, WM_SETFONT, (WPARAM)GetStockObject (DEFAULT_GUI_FONT), FALSE); format.cbSize = sizeof(format); format.dwMask = CFM_BOLD | CFM_COLOR | CFM_FACE | CFM_SIZE | CFM_CHARSET; format.dwEffects = 0; format.yHeight = 200; format.crTextColor = RGB(223,223,223); format.bCharSet = ANSI_CHARSET; format.bPitchAndFamily = FF_SWISS | VARIABLE_PITCH; wcscpy(format.szFaceName, L"DejaVu Sans"); // At least I have it. :p SendMessageW(view, EM_SETCHARFORMAT, SCF_ALL, (LPARAM)&format); ConWindow = view; ReleaseDC (hWnd, hdc); view = CreateWindowExW (WS_EX_NOPARENTNOTIFY, L"STATIC", NULL, WS_CHILD | WS_VISIBLE | WS_CLIPSIBLINGS | SS_OWNERDRAW, 0, 0, 0, 0, hWnd, nullptr, inst, nullptr); if (view == nullptr) { return -1; } SetWindowLong (view, GWL_ID, IDC_STATIC_TITLE); GameTitleWindow = view; return 0; case WM_SIZE: if (wParam != SIZE_MAXHIDE && wParam != SIZE_MAXSHOW) { LayoutMainWindow (hWnd, ErrorPane); } return 0; case WM_DRAWITEM: // Draw title banner. if (wParam == IDC_STATIC_TITLE && GameStartupInfo.Name.IsNotEmpty()) { const PalEntry *c; // Draw the game title strip at the top of the window. drawitem = (LPDRAWITEMSTRUCT)lParam; // Draw the background. rect = drawitem->rcItem; rect.bottom -= 1; c = (const PalEntry *)&GameStartupInfo.BkColor; hbr = CreateSolidBrush (RGB(c->r,c->g,c->b)); FillRect (drawitem->hDC, &drawitem->rcItem, hbr); DeleteObject (hbr); // Calculate width of the title string. SetTextAlign (drawitem->hDC, TA_TOP); oldfont = SelectObject (drawitem->hDC, GameTitleFont != NULL ? GameTitleFont : (HFONT)GetStockObject (DEFAULT_GUI_FONT)); auto widename = GameStartupInfo.Name.WideString(); GetTextExtentPoint32W (drawitem->hDC, widename.c_str(), (int)widename.length(), &size); // Draw the title. c = (const PalEntry *)&GameStartupInfo.FgColor; SetTextColor (drawitem->hDC, RGB(c->r,c->g,c->b)); SetBkMode (drawitem->hDC, TRANSPARENT); TextOutW (drawitem->hDC, rect.left + (rect.right - rect.left - size.cx) / 2, 2, widename.c_str(), (int)widename.length()); SelectObject (drawitem->hDC, oldfont); return TRUE; } // Draw startup screen else if (wParam == IDC_STATIC_STARTUP) { if (StartupScreen != NULL) { drawitem = (LPDRAWITEMSTRUCT)lParam; rect = drawitem->rcItem; // Windows expects DIBs to be bottom-up but ours is top-down, // so flip it vertically while drawing it. StretchDIBits (drawitem->hDC, rect.left, rect.bottom - 1, rect.right - rect.left, rect.top - rect.bottom, 0, 0, StartupBitmap->bmiHeader.biWidth, StartupBitmap->bmiHeader.biHeight, ST_Util_BitsForBitmap(StartupBitmap), reinterpret_cast(StartupBitmap), DIB_RGB_COLORS, SRCCOPY); // If the title banner is gone, then this is an ENDOOM screen, so draw a short prompt // where the command prompt would have been in DOS. if (GameTitleWindow == NULL) { auto quitmsg = WideString(GStrings("TXT_QUITENDOOM")); SetTextColor (drawitem->hDC, RGB(240,240,240)); SetBkMode (drawitem->hDC, TRANSPARENT); oldfont = SelectObject (drawitem->hDC, (HFONT)GetStockObject (DEFAULT_GUI_FONT)); TextOutW (drawitem->hDC, 3, drawitem->rcItem.bottom - DefaultGUIFontHeight - 3, quitmsg.c_str(), (int)quitmsg.length()); SelectObject (drawitem->hDC, oldfont); } return TRUE; } } // Draw stop icon. else if (wParam == IDC_ICONPIC) { HICON icon; POINTL char_pos; drawitem = (LPDRAWITEMSTRUCT)lParam; // This background color should match the edit control's. hbr = CreateSolidBrush (RGB(70,70,70)); FillRect (drawitem->hDC, &drawitem->rcItem, hbr); DeleteObject (hbr); // Draw the icon aligned with the first line of error text. SendMessage (ConWindow, EM_POSFROMCHAR, (WPARAM)&char_pos, ErrorIconChar); icon = (HICON)LoadImage (0, IDI_ERROR, IMAGE_ICON, 0, 0, LR_DEFAULTSIZE | LR_SHARED); DrawIcon (drawitem->hDC, 6, char_pos.y, icon); return TRUE; } return FALSE; case WM_COMMAND: if (ErrorIcon != NULL && (HWND)lParam == ConWindow && HIWORD(wParam) == EN_UPDATE) { // Be sure to redraw the error icon if the edit control changes. InvalidateRect (ErrorIcon, NULL, TRUE); return 0; } break; case WM_CLOSE: PostQuitMessage (0); break; case WM_DESTROY: if (GameTitleFont != NULL) { DeleteObject (GameTitleFont); } break; } return DefWindowProc (hWnd, msg, wParam, lParam); } //========================================================================== // // ErrorPaneProc // // DialogProc for the error pane. // //========================================================================== INT_PTR CALLBACK ErrorPaneProc (HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam) { switch (msg) { case WM_INITDIALOG: // Appear in the main window. LayoutMainWindow (GetParent (hDlg), hDlg); return TRUE; case WM_COMMAND: // There is only one button, and it's "Ok" and makes us quit. if (HIWORD(wParam) == BN_CLICKED) { PostQuitMessage (0); return TRUE; } break; } return FALSE; } //========================================================================== // // I_SetWndProc // // Sets the main WndProc, hides all the child windows, and starts up // in-game input. // //========================================================================== void I_SetWndProc() { if (GetWindowLongPtr (Window, GWLP_USERDATA) == 0) { SetWindowLongPtr (Window, GWLP_USERDATA, 1); SetWindowLongPtr (Window, GWLP_WNDPROC, (WLONG_PTR)WndProc); ShowWindow (ConWindow, SW_HIDE); ConWindowHidden = true; ShowWindow (GameTitleWindow, SW_HIDE); I_InitInput (Window); } } //========================================================================== // // RestoreConView // // Returns the main window to its startup state. // //========================================================================== void RestoreConView() { HDC screenDC = GetDC(0); int dpi = GetDeviceCaps(screenDC, LOGPIXELSX); ReleaseDC(0, screenDC); int width = (512 * dpi + 96 / 2) / 96; int height = (384 * dpi + 96 / 2) / 96; // Make sure the window has a frame in case it was fullscreened. SetWindowLongPtr (Window, GWL_STYLE, WS_VISIBLE|WS_OVERLAPPEDWINDOW); if (GetWindowLong (Window, GWL_EXSTYLE) & WS_EX_TOPMOST) { SetWindowPos (Window, HWND_BOTTOM, 0, 0, width, height, SWP_DRAWFRAME | SWP_NOCOPYBITS | SWP_NOMOVE); SetWindowPos (Window, HWND_TOP, 0, 0, 0, 0, SWP_NOCOPYBITS | SWP_NOMOVE | SWP_NOSIZE); } else { SetWindowPos (Window, NULL, 0, 0, width, height, SWP_DRAWFRAME | SWP_NOCOPYBITS | SWP_NOMOVE | SWP_NOZORDER); } SetWindowLongPtr (Window, GWLP_WNDPROC, (WLONG_PTR)LConProc); ShowWindow (ConWindow, SW_SHOW); ConWindowHidden = false; ShowWindow (GameTitleWindow, SW_SHOW); I_ShutdownInput (); // Make sure the mouse pointer is available. // Make sure the progress bar isn't visible. DeleteStartupScreen(); } //========================================================================== // // ShowErrorPane // // Shows an error message, preferably in the main window, but it can // use a normal message box too. // //========================================================================== void ShowErrorPane(const char *text) { auto widetext = WideString(text); if (Window == nullptr || ConWindow == nullptr) { if (text != NULL) { MessageBoxW (Window, widetext.c_str(), WGAMENAME " Fatal Error", MB_OK|MB_ICONSTOP|MB_TASKMODAL); } return; } if (StartScreen != NULL) // Ensure that the network pane is hidden. { StartScreen->NetDone(); } if (text != NULL) { FStringf caption("Fatal Error - " GAMENAME " %s " X64 " (%s)", GetVersionString(), GetGitTime()); auto wcaption = caption.WideString(); SetWindowTextW (Window, wcaption.c_str()); ErrorIcon = CreateWindowExW (WS_EX_NOPARENTNOTIFY, L"STATIC", NULL, WS_CHILD | WS_VISIBLE | WS_CLIPSIBLINGS | SS_OWNERDRAW, 0, 0, 0, 0, Window, NULL, g_hInst, NULL); if (ErrorIcon != NULL) { SetWindowLong (ErrorIcon, GWL_ID, IDC_ICONPIC); } } ErrorPane = CreateDialogParam (g_hInst, MAKEINTRESOURCE(IDD_ERRORPANE), Window, ErrorPaneProc, (LONG_PTR)NULL); if (text != NULL) { CHARRANGE end; CHARFORMAT2 oldformat, newformat; PARAFORMAT2 paraformat; // Append the error message to the log. end.cpMax = end.cpMin = GetWindowTextLength (ConWindow); SendMessage (ConWindow, EM_EXSETSEL, 0, (LPARAM)&end); // Remember current charformat. oldformat.cbSize = sizeof(oldformat); SendMessage (ConWindow, EM_GETCHARFORMAT, SCF_SELECTION, (LPARAM)&oldformat); // Use bigger font and standout colors. newformat.cbSize = sizeof(newformat); newformat.dwMask = CFM_BOLD | CFM_COLOR | CFM_SIZE; newformat.dwEffects = CFE_BOLD; newformat.yHeight = oldformat.yHeight * 5 / 4; newformat.crTextColor = RGB(255,170,170); SendMessage (ConWindow, EM_SETCHARFORMAT, SCF_SELECTION, (LPARAM)&newformat); // Indent the rest of the text to make the error message stand out a little more. paraformat.cbSize = sizeof(paraformat); paraformat.dwMask = PFM_STARTINDENT | PFM_OFFSETINDENT | PFM_RIGHTINDENT; paraformat.dxStartIndent = paraformat.dxOffset = paraformat.dxRightIndent = 120; SendMessage (ConWindow, EM_SETPARAFORMAT, 0, (LPARAM)¶format); SendMessageW (ConWindow, EM_REPLACESEL, FALSE, (LPARAM)L"\n"); // Find out where the error lines start for the error icon display control. SendMessage (ConWindow, EM_EXGETSEL, 0, (LPARAM)&end); ErrorIconChar = end.cpMax; // Now start adding the actual error message. SendMessageW (ConWindow, EM_REPLACESEL, FALSE, (LPARAM)L"Execution could not continue.\n\n"); // Restore old charformat but with light yellow text. oldformat.crTextColor = RGB(255,255,170); SendMessage (ConWindow, EM_SETCHARFORMAT, SCF_SELECTION, (LPARAM)&oldformat); // Add the error text. SendMessageW (ConWindow, EM_REPLACESEL, FALSE, (LPARAM)widetext.c_str()); // Make sure the error text is not scrolled below the window. SendMessage (ConWindow, EM_LINESCROLL, 0, SendMessage (ConWindow, EM_GETLINECOUNT, 0, 0)); // The above line scrolled everything off the screen, so pretend to move the scroll // bar thumb, which clamps to not show any extra lines if it doesn't need to. SendMessage (ConWindow, EM_SCROLL, SB_PAGEDOWN, 0); } BOOL bRet; MSG msg; while ((bRet = GetMessage(&msg, NULL, 0, 0)) != 0) { if (bRet == -1) { MessageBoxW (Window, widetext.c_str(), WGAMENAME " Fatal Error", MB_OK|MB_ICONSTOP|MB_TASKMODAL); return; } else if (!IsDialogMessage (ErrorPane, &msg)) { TranslateMessage (&msg); DispatchMessage (&msg); } } } void PeekThreadedErrorPane() { // Allow SendMessage from another thread to call its message handler so that it can display the crash dialog MSG msg; PeekMessage(&msg, 0, 0, 0, PM_NOREMOVE); } static void UnTbp() { timeEndPeriod(TimerPeriod); } //========================================================================== // // DoMain // //========================================================================== int DoMain (HINSTANCE hInstance) { LONG WinWidth, WinHeight; int height, width, x, y; RECT cRect; TIMECAPS tc; DEVMODE displaysettings; // Do not use the multibyte __argv here because we want UTF-8 arguments // and those can only be done by converting the Unicode variants. Args = new FArgs(); auto argc = __argc; auto wargv = __wargv; for (int i = 0; i < argc; i++) { Args->AppendArg(FString(wargv[i])); } // Load Win32 modules Kernel32Module.Load({"kernel32.dll"}); Shell32Module.Load({"shell32.dll"}); User32Module.Load({"user32.dll"}); // Under XP, get our session ID so we can know when the user changes/locks sessions. // Since we need to remain binary compatible with older versions of Windows, we // need to extract the ProcessIdToSessionId function from kernel32.dll manually. HMODULE kernel = GetModuleHandleA ("kernel32.dll"); if (Args->CheckParm("-stdout")) { // As a GUI application, we don't normally get a console when we start. // If we were run from the shell and are on XP+, we can attach to its // console. Otherwise, we can create a new one. If we already have a // stdout handle, then we have been redirected and should just use that // handle instead of creating a console window. StdOut = GetStdHandle(STD_OUTPUT_HANDLE); if (StdOut != NULL) { // It seems that running from a shell always creates a std output // for us, even if it doesn't go anywhere. (Running from Explorer // does not.) If we can get file information for this handle, it's // a file or pipe, so use it. Otherwise, pretend it wasn't there // and find a console to use instead. BY_HANDLE_FILE_INFORMATION info; if (!GetFileInformationByHandle(StdOut, &info)) { StdOut = NULL; } } if (StdOut == NULL) { if (AttachConsole(ATTACH_PARENT_PROCESS)) { StdOut = GetStdHandle(STD_OUTPUT_HANDLE); DWORD foo; WriteFile(StdOut, "\n", 1, &foo, NULL); AttachedStdOut = true; } if (StdOut == NULL && AllocConsole()) { StdOut = GetStdHandle(STD_OUTPUT_HANDLE); } // These two functions do not exist in Windows XP. BOOL (WINAPI* p_GetCurrentConsoleFontEx)(HANDLE hConsoleOutput, BOOL bMaximumWindow, PCONSOLE_FONT_INFOEX lpConsoleCurrentFontEx); BOOL (WINAPI* p_SetCurrentConsoleFontEx)(HANDLE hConsoleOutput, BOOL bMaximumWindow, PCONSOLE_FONT_INFOEX lpConsoleCurrentFontEx); p_SetCurrentConsoleFontEx = (decltype(p_SetCurrentConsoleFontEx))GetProcAddress(kernel, "SetCurrentConsoleFontEx"); p_GetCurrentConsoleFontEx = (decltype(p_GetCurrentConsoleFontEx))GetProcAddress(kernel, "GetCurrentConsoleFontEx"); if (p_SetCurrentConsoleFontEx && p_GetCurrentConsoleFontEx) { CONSOLE_FONT_INFOEX cfi; cfi.cbSize = sizeof(cfi); if (p_GetCurrentConsoleFontEx(StdOut, false, &cfi)) { if (*cfi.FaceName == 0) // If the face name is empty, the default (useless) raster font is actoive. { //cfi.dwFontSize = { 8, 14 }; wcscpy(cfi.FaceName, L"Lucida Console"); cfi.FontFamily = FF_DONTCARE; p_SetCurrentConsoleFontEx(StdOut, false, &cfi); } } } FancyStdOut = true; } } // Set the timer to be as accurate as possible if (timeGetDevCaps (&tc, sizeof(tc)) != TIMERR_NOERROR) TimerPeriod = 1; // Assume minimum resolution of 1 ms else TimerPeriod = tc.wPeriodMin; timeBeginPeriod (TimerPeriod); atexit(UnTbp); // Figure out what directory the program resides in. WCHAR progbuff[1024]; if (GetModuleFileNameW(nullptr, progbuff, sizeof progbuff) == 0) { MessageBoxA(nullptr, "Fatal", "Could not determine program location.", MB_ICONEXCLAMATION|MB_OK); exit(-1); } progbuff[1023] = '\0'; if (auto lastsep = wcsrchr(progbuff, '\\')) { lastsep[1] = '\0'; } progdir = progbuff; FixPathSeperator(progdir); HDC screenDC = GetDC(0); int dpi = GetDeviceCaps(screenDC, LOGPIXELSX); ReleaseDC(0, screenDC); width = (512 * dpi + 96 / 2) / 96; height = (384 * dpi + 96 / 2) / 96; // Many Windows structures that specify their size do so with the first // element. DEVMODE is not one of those structures. memset (&displaysettings, 0, sizeof(displaysettings)); displaysettings.dmSize = sizeof(displaysettings); EnumDisplaySettings (NULL, ENUM_CURRENT_SETTINGS, &displaysettings); x = (displaysettings.dmPelsWidth - width) / 2; y = (displaysettings.dmPelsHeight - height) / 2; if (Args->CheckParm ("-0")) { x = y = 0; } WNDCLASS WndClass; WndClass.style = 0; WndClass.lpfnWndProc = LConProc; WndClass.cbClsExtra = 0; WndClass.cbWndExtra = 0; WndClass.hInstance = hInstance; WndClass.hIcon = LoadIcon (hInstance, MAKEINTRESOURCE(IDI_ICON1)); WndClass.hCursor = LoadCursor (NULL, IDC_ARROW); WndClass.hbrBackground = NULL; WndClass.lpszMenuName = NULL; WndClass.lpszClassName = WinClassName; /* register this new class with Windows */ if (!RegisterClass((LPWNDCLASS)&WndClass)) { MessageBoxA(nullptr, "Could not register window class", "Fatal", MB_ICONEXCLAMATION|MB_OK); exit(-1); } /* create window */ FStringf caption("" GAMENAME " %s " X64 " (%s)", GetVersionString(), GetGitTime()); std::wstring wcaption = caption.WideString(); Window = CreateWindowExW( WS_EX_APPWINDOW, WinClassName, wcaption.c_str(), WS_OVERLAPPEDWINDOW | WS_VISIBLE | WS_CLIPCHILDREN, x, y, width, height, (HWND) NULL, (HMENU) NULL, hInstance, NULL); if (!Window) { MessageBoxA(nullptr, "Unable to create main window", "Fatal", MB_ICONEXCLAMATION|MB_OK); exit(-1); } if (kernel != NULL) { typedef BOOL (WINAPI *pts)(DWORD, DWORD *); pts pidsid = (pts)GetProcAddress (kernel, "ProcessIdToSessionId"); if (pidsid != 0) { if (!pidsid (GetCurrentProcessId(), &SessionID)) { SessionID = 0; } hwtsapi32 = LoadLibraryA ("wtsapi32.dll"); if (hwtsapi32 != 0) { FARPROC reg = GetProcAddress (hwtsapi32, "WTSRegisterSessionNotification"); if (reg == 0 || !((BOOL(WINAPI *)(HWND, DWORD))reg) (Window, NOTIFY_FOR_THIS_SESSION)) { FreeLibrary (hwtsapi32); hwtsapi32 = 0; } else { atexit (UnWTS); } } } } GetClientRect (Window, &cRect); WinWidth = cRect.right; WinHeight = cRect.bottom; CoInitialize (NULL); atexit (UnCOM); int ret = GameMain (); DestroyCustomCursor(); if (ret == 1337) // special exit code for 'norun'. { if (!batchrun) { if (FancyStdOut && !AttachedStdOut) { // Outputting to a new console window: Wait for a keypress before quitting. DWORD bytes; HANDLE stdinput = GetStdHandle(STD_INPUT_HANDLE); ShowWindow(Window, SW_HIDE); WriteFile(StdOut, "Press any key to exit...", 24, &bytes, NULL); FlushConsoleInputBuffer(stdinput); SetConsoleMode(stdinput, 0); ReadConsole(stdinput, &bytes, 1, &bytes, NULL); } else if (StdOut == NULL) { ShowErrorPane(NULL); } } } return ret; } void I_ShowFatalError(const char *msg) { I_ShutdownGraphics (); RestoreConView (); S_StopMusic(true); I_FlushBufferedConsoleStuff(); if (CVMAbortException::stacktrace.IsNotEmpty()) { Printf("%s", CVMAbortException::stacktrace.GetChars()); } if (!batchrun) { ShowErrorPane(msg); } else { Printf("%s\n", msg); } } // Here is how the error logging system works. // // To catch exceptions that occur in secondary threads, CatchAllExceptions is // set as the UnhandledExceptionFilter for this process. It records the state // of the thread at the time of the crash using CreateCrashLog and then queues // an APC on the primary thread. When the APC executes, it raises a software // exception that gets caught by the __try/__except block in WinMain. // I_GetEvent calls SleepEx to put the primary thread in a waitable state // periodically so that the APC has a chance to execute. // // Exceptions on the primary thread are caught by the __try/__except block in // WinMain. Not only does it record the crash information, it also shuts // everything down and displays a dialog with the information present. If a // console log is being produced, the information will also be appended to it. // // If a debugger is running, CatchAllExceptions never executes, so secondary // thread exceptions will always be caught by the debugger. For the primary // thread, IsDebuggerPresent is called to determine if a debugger is present. // Note that this function is not present on Windows 95, so we cannot // statically link to it. // // To make this work with MinGW, you will need to use inline assembly // because GCC offers no native support for Windows' SEH. //========================================================================== // // SleepForever // //========================================================================== void SleepForever () { Sleep (INFINITE); } //========================================================================== // // ExitMessedUp // // An exception occurred while exiting, so don't do any standard processing. // Just die. // //========================================================================== LONG WINAPI ExitMessedUp (LPEXCEPTION_POINTERS foo) { ExitProcess (1000); } //========================================================================== // // ExitFatally // //========================================================================== void CALLBACK ExitFatally (ULONG_PTR dummy) { SetUnhandledExceptionFilter (ExitMessedUp); I_ShutdownGraphics (); RestoreConView (); DisplayCrashLog (); exit(-1); } //========================================================================== // // CatchAllExceptions // //========================================================================== namespace { CONTEXT MainThreadContext; } LONG WINAPI CatchAllExceptions (LPEXCEPTION_POINTERS info) { #ifdef _DEBUG if (info->ExceptionRecord->ExceptionCode == EXCEPTION_BREAKPOINT) { return EXCEPTION_CONTINUE_SEARCH; } #endif static bool caughtsomething = false; if (caughtsomething) return EXCEPTION_EXECUTE_HANDLER; caughtsomething = true; char *custominfo = (char *)HeapAlloc (GetProcessHeap(), 0, 16384); CrashPointers = *info; if (sysCallbacks && sysCallbacks->CrashInfo && custominfo) sysCallbacks->CrashInfo(custominfo, 16384, "\r\n"); CreateCrashLog (custominfo, (DWORD)strlen(custominfo), ConWindow); // If the main thread crashed, then make it clean up after itself. // Otherwise, put the crashing thread to sleep and signal the main thread to clean up. if (GetCurrentThreadId() == MainThreadID) { #ifdef _M_X64 *info->ContextRecord = MainThreadContext; #else info->ContextRecord->Eip = (DWORD_PTR)ExitFatally; #endif // _M_X64 } else { #ifndef _M_X64 info->ContextRecord->Eip = (DWORD_PTR)SleepForever; #else info->ContextRecord->Rip = (DWORD_PTR)SleepForever; #endif QueueUserAPC (ExitFatally, MainThread, 0); } return EXCEPTION_CONTINUE_EXECUTION; } //========================================================================== // // infiniterecursion // // Debugging routine for testing the crash logger. // //========================================================================== #ifdef _DEBUG static void infiniterecursion(int foo) { if (foo) { infiniterecursion(foo); } } #endif // Setting this to 'true' allows getting the standard notification for a crash // which offers the very important feature to open a debugger and see the crash in context right away. CUSTOM_CVAR(Bool, disablecrashlog, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) { SetUnhandledExceptionFilter(!*self ? CatchAllExceptions : nullptr); } //========================================================================== // // WinMain // //========================================================================== int WINAPI wWinMain (HINSTANCE hInstance, HINSTANCE nothing, LPWSTR cmdline, int nCmdShow) { g_hInst = hInstance; InitCommonControls (); // Load some needed controls and be pretty under XP // We need to load riched20.dll so that we can create the control. if (NULL == LoadLibraryA ("riched20.dll")) { // This should only happen on basic Windows 95 installations, but since we // don't support Windows 95, we have no obligation to provide assistance in // getting it installed. MessageBoxA(NULL, "Could not load riched20.dll", GAMENAME " Error", MB_OK | MB_ICONSTOP); return 0; } #if !defined(__GNUC__) && defined(_DEBUG) if (__argc == 2 && __wargv != nullptr && wcscmp (__wargv[1], L"TestCrash") == 0) { __try { *(int *)0 = 0; } __except(CrashPointers = *GetExceptionInformation(), CreateCrashLog ("TestCrash", 9, NULL), EXCEPTION_EXECUTE_HANDLER) { } DisplayCrashLog (); return 0; } if (__argc == 2 && __wargv != nullptr && wcscmp (__wargv[1], L"TestStackCrash") == 0) { __try { infiniterecursion(1); } __except(CrashPointers = *GetExceptionInformation(), CreateCrashLog ("TestStackCrash", 14, NULL), EXCEPTION_EXECUTE_HANDLER) { } DisplayCrashLog (); return 0; } #endif MainThread = INVALID_HANDLE_VALUE; DuplicateHandle (GetCurrentProcess(), GetCurrentThread(), GetCurrentProcess(), &MainThread, 0, FALSE, DUPLICATE_SAME_ACCESS); MainThreadID = GetCurrentThreadId(); #ifndef _DEBUG if (MainThread != INVALID_HANDLE_VALUE) { SetUnhandledExceptionFilter (CatchAllExceptions); #ifdef _M_X64 static bool setJumpResult = false; RtlCaptureContext(&MainThreadContext); if (setJumpResult) { ExitFatally(0); return 0; } setJumpResult = true; #endif // _M_X64 } #endif #if defined(_DEBUG) && defined(_MSC_VER) // Uncomment this line to make the Visual C++ CRT check the heap before // every allocation and deallocation. This will be slow, but it can be a // great help in finding problem areas. //_CrtSetDbgFlag (_CRTDBG_ALLOC_MEM_DF | _CRTDBG_CHECK_ALWAYS_DF); // Enable leak checking at exit. _CrtSetDbgFlag (_CrtSetDbgFlag(0) | _CRTDBG_LEAK_CHECK_DF); // Use this to break at a specific allocation number. //_crtBreakAlloc = 227524; #endif int ret = DoMain (hInstance); CloseHandle (MainThread); MainThread = INVALID_HANDLE_VALUE; return ret; } // each platform has its own specific version of this function. void I_SetWindowTitle(const char* caption) { std::wstring widecaption; if (!caption) { FStringf default_caption("" GAMENAME " %s " X64 " (%s)", GetVersionString(), GetGitTime()); widecaption = default_caption.WideString(); } else { widecaption = WideString(caption); } SetWindowText(Window, widecaption.c_str()); }