raze/source/common/platform/win32/st_start.cpp

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/*
** st_start.cpp
** Handles the startup screen.
**
**---------------------------------------------------------------------------
** Copyright 2006-2007 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 <windows.h>
#include <commctrl.h>
#include "resource.h"
#include "st_start.h"
#include "cmdlib.h"
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#include "i_system.h"
#include "i_input.h"
#include "hardware.h"
#include "filesystem.h"
#include "m_argv.h"
#include "engineerrors.h"
#include "s_music.h"
#include "printf.h"
#include "startupinfo.h"
#include "i_interface.h"
#include "texturemanager.h"
#include "i_mainwindow.h"
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
void ST_Util_SizeWindowForBitmap (int scale);
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
extern HINSTANCE g_hInst;
// PRIVATE DATA DEFINITIONS ------------------------------------------------
// CODE --------------------------------------------------------------------
//==========================================================================
//
// FStartupScreen :: CreateInstance
//
// Initializes the startup screen for the detected game.
// Sets the size of the progress bar and displays the startup screen.
//
//==========================================================================
FStartupScreen *FStartupScreen::CreateInstance(int max_progress, bool showprogress)
{
return new FBasicStartupScreen(max_progress, showprogress);
}
//==========================================================================
//
// FBasicStartupScreen Constructor
//
// Shows a progress bar at the bottom of the window.
//
//==========================================================================
FBasicStartupScreen::FBasicStartupScreen(int max_progress, bool show_bar)
: FStartupScreen(max_progress)
{
if (show_bar)
{
mainwindow.ShowProgressBar(MaxPos);
}
NetMaxPos = 0;
NetCurPos = 0;
}
//==========================================================================
//
// FBasicStartupScreen Destructor
//
// Called just before entering graphics mode to deconstruct the startup
// screen.
//
//==========================================================================
FBasicStartupScreen::~FBasicStartupScreen()
{
mainwindow.HideProgressBar();
KillTimer(mainwindow.GetHandle(), 1337);
}
//==========================================================================
//
// FBasicStartupScreen :: Progress
//
// Bumps the progress meter one notch.
//
//==========================================================================
void FBasicStartupScreen::Progress()
{
if (CurPos < MaxPos)
{
CurPos++;
mainwindow.SetProgressPos(CurPos);
}
}
//==========================================================================
//
// FBasicStartupScreen :: NetInit
//
// Shows the network startup pane if it isn't visible. Sets the message in
// the pane to the one provided. If numplayers is 0, then the progress bar
// is a scrolling marquee style. If numplayers is 1, then the progress bar
// is just a full bar. If numplayers is >= 2, then the progress bar is a
// normal one, and a progress count is also shown in the pane.
//
//==========================================================================
void FBasicStartupScreen::NetInit(const char *message, int numplayers)
{
NetMaxPos = numplayers;
mainwindow.ShowNetStartPane(message, numplayers);
NetMaxPos = numplayers;
NetCurPos = 0;
NetProgress(1); // You always know about yourself
}
//==========================================================================
//
// FBasicStartupScreen :: NetDone
//
// Removes the network startup pane.
//
//==========================================================================
void FBasicStartupScreen::NetDone()
{
mainwindow.HideNetStartPane();
}
//==========================================================================
//
// FBasicStartupScreen :: NetProgress
//
// Sets the network progress meter. If count is 0, it gets bumped by 1.
// Otherwise, it is set to count.
//
//==========================================================================
void FBasicStartupScreen::NetProgress(int count)
{
if (count == 0)
{
NetCurPos++;
}
else
{
NetCurPos = count;
}
mainwindow.SetNetStartProgress(count);
}
//==========================================================================
//
// FBasicStartupScreen :: NetLoop
//
// The timer_callback function is called at least two times per second
// and passed the userdata value. It should return true to stop the loop and
// return control to the caller or false to continue the loop.
//
// ST_NetLoop will return true if the loop was halted by the callback and
// false if the loop was halted because the user wants to abort the
// network synchronization.
//
//==========================================================================
bool FBasicStartupScreen::NetLoop(bool (*timer_callback)(void *), void *userdata)
{
return mainwindow.RunMessageLoop(timer_callback, userdata);
}