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117 lines
3.6 KiB
C++
117 lines
3.6 KiB
C++
/*
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** hardware.cpp
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** Somewhat OS-independant interface to the screen, mouse, keyboard, and stick
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#include <mmsystem.h>
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#include "hardware.h"
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#include "c_dispatch.h"
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#include "v_text.h"
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#include "basics.h"
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#include "m_argv.h"
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#include "version.h"
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#include "printf.h"
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#include "win32glvideo.h"
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#ifdef HAVE_VULKAN
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#include "win32vulkanvideo.h"
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#endif
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#include "engineerrors.h"
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#include "i_system.h"
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#include "i_mainwindow.h"
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IVideo *Video;
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// do not include GL headers here, only declare the necessary functions.
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IVideo *gl_CreateVideo();
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void I_RestartRenderer();
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int currentcanvas = -1;
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bool changerenderer;
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void I_ShutdownGraphics ()
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{
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if (screen)
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{
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DFrameBuffer *s = screen;
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screen = NULL;
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delete s;
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}
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if (Video)
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delete Video, Video = NULL;
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}
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void I_InitGraphics ()
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{
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// If the focus window is destroyed, it doesn't go back to the active window.
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// (e.g. because the net pane was up, and a button on it had focus)
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if (GetFocus() == NULL && GetActiveWindow() == mainwindow.GetHandle())
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{
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// Make sure it's in the foreground and focused. (It probably is
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// already foregrounded but may not be focused.)
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SetForegroundWindow(mainwindow.GetHandle());
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SetFocus(mainwindow.GetHandle());
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// Note that when I start a 2-player game on the same machine, the
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// window for the game that isn't focused, active, or foregrounded
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// still receives a WM_ACTIVATEAPP message telling it that it's the
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// active window. The window that is really the active window does
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// not receive a WM_ACTIVATEAPP message, so both games think they
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// are the active app. Huh?
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}
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#ifdef HAVE_VULKAN
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if (V_GetBackend() == 1)
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{
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// first try Vulkan, if that fails OpenGL
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try
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{
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Video = new Win32VulkanVideo();
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}
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catch (CVulkanError &error)
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{
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Printf(TEXTCOLOR_RED "Initialization of Vulkan failed: %s\n", error.what());
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Video = new Win32GLVideo();
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}
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}
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else
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#endif
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{
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Video = new Win32GLVideo();
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}
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// we somehow STILL don't have a display!!
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if (Video == NULL)
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I_FatalError ("Failed to initialize display");
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}
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