mirror of
https://github.com/nillerusr/source-engine.git
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301 lines
8.2 KiB
C++
301 lines
8.2 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// The copyright to the contents herein is the property of Valve, L.L.C.
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// The contents may be used and/or copied only with the written permission of
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// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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//=============================================================================
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#ifdef _WIN32
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#if defined( _WIN32 ) && !defined( _X360 )
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#include <windows.h>
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#endif
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#include "appframework/vguimatsysapp.h"
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#include "filesystem.h"
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#include "materialsystem/imaterialsystem.h"
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#include "vgui/ivgui.h"
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#include "vgui/ISurface.h"
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#include "vgui_controls/controls.h"
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#include "vgui/ischeme.h"
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#include "vgui/ilocalize.h"
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#include "tier0/dbg.h"
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#include "tier0/icommandline.h"
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#include "materialsystem/materialsystem_config.h"
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#include "filesystem_init.h"
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#include "VGuiMatSurface/IMatSystemSurface.h"
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#include "inputsystem/iinputsystem.h"
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#include "tier3/tier3.h"
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//-----------------------------------------------------------------------------
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// Create all singleton systems
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//-----------------------------------------------------------------------------
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bool CVguiMatSysApp::Create()
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{
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AppSystemInfo_t appSystems[] =
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{
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{ "inputsystem.dll", INPUTSYSTEM_INTERFACE_VERSION },
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{ "materialsystem.dll", MATERIAL_SYSTEM_INTERFACE_VERSION },
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// NOTE: This has to occur before vgui2.dll so it replaces vgui2's surface implementation
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{ "vguimatsurface.dll", VGUI_SURFACE_INTERFACE_VERSION },
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{ "vgui2.dll", VGUI_IVGUI_INTERFACE_VERSION },
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// Required to terminate the list
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{ "", "" }
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};
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if ( !AddSystems( appSystems ) )
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return false;
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IMaterialSystem *pMaterialSystem = (IMaterialSystem*)FindSystem( MATERIAL_SYSTEM_INTERFACE_VERSION );
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if ( !pMaterialSystem )
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{
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Warning( "CVguiMatSysApp::Create: Unable to connect to necessary interface!\n" );
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return false;
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}
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pMaterialSystem->SetShaderAPI( "shaderapidx9.dll" );
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return true;
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}
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void CVguiMatSysApp::Destroy()
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{
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}
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//-----------------------------------------------------------------------------
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// Window management
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//-----------------------------------------------------------------------------
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void*CVguiMatSysApp::CreateAppWindow( char const *pTitle, bool bWindowed, int w, int h )
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{
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WNDCLASSEX wc;
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memset( &wc, 0, sizeof( wc ) );
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wc.cbSize = sizeof( wc );
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wc.style = CS_OWNDC | CS_DBLCLKS;
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wc.lpfnWndProc = DefWindowProc;
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wc.hInstance = (HINSTANCE)GetAppInstance();
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wc.lpszClassName = "Valve001";
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wc.hIcon = NULL; //LoadIcon( s_HInstance, MAKEINTRESOURCE( IDI_LAUNCHER ) );
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wc.hIconSm = wc.hIcon;
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RegisterClassEx( &wc );
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// Note, it's hidden
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DWORD style = WS_POPUP | WS_CLIPSIBLINGS;
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if ( bWindowed )
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{
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// Give it a frame
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style |= WS_OVERLAPPEDWINDOW;
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style &= ~WS_THICKFRAME;
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}
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// Never a max box
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style &= ~WS_MAXIMIZEBOX;
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RECT windowRect;
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windowRect.top = 0;
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windowRect.left = 0;
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windowRect.right = w;
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windowRect.bottom = h;
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// Compute rect needed for that size client area based on window style
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AdjustWindowRectEx(&windowRect, style, FALSE, 0);
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// Create the window
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void *hWnd = CreateWindow( wc.lpszClassName, pTitle, style, 0, 0,
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windowRect.right - windowRect.left, windowRect.bottom - windowRect.top,
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NULL, NULL, (HINSTANCE)GetAppInstance(), NULL );
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if (!hWnd)
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return NULL;
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int CenterX, CenterY;
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CenterX = (GetSystemMetrics(SM_CXSCREEN) - w) / 2;
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CenterY = (GetSystemMetrics(SM_CYSCREEN) - h) / 2;
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CenterX = (CenterX < 0) ? 0: CenterX;
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CenterY = (CenterY < 0) ? 0: CenterY;
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// In VCR modes, keep it in the upper left so mouse coordinates are always relative to the window.
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SetWindowPos( (HWND)hWnd, NULL, CenterX, CenterY, 0, 0,
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SWP_NOSIZE | SWP_NOZORDER | SWP_SHOWWINDOW | SWP_DRAWFRAME);
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return hWnd;
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}
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//-----------------------------------------------------------------------------
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// Pump messages
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//-----------------------------------------------------------------------------
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void CVguiMatSysApp::AppPumpMessages()
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{
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g_pInputSystem->PollInputState();
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}
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//-----------------------------------------------------------------------------
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// Sets up the game path
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//-----------------------------------------------------------------------------
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bool CVguiMatSysApp::SetupSearchPaths( const char *pStartingDir, bool bOnlyUseStartingDir, bool bIsTool )
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{
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if ( !BaseClass::SetupSearchPaths( pStartingDir, bOnlyUseStartingDir, bIsTool ) )
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return false;
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g_pFullFileSystem->AddSearchPath( GetGameInfoPath(), "SKIN", PATH_ADD_TO_HEAD );
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return true;
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}
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//-----------------------------------------------------------------------------
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// Init, shutdown
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//-----------------------------------------------------------------------------
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bool CVguiMatSysApp::PreInit( )
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{
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if ( !BaseClass::PreInit() )
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return false;
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if ( !g_pFullFileSystem || !g_pMaterialSystem || !g_pInputSystem || !g_pMatSystemSurface )
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{
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Warning( "CVguiMatSysApp::PreInit: Unable to connect to necessary interface!\n" );
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return false;
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}
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// Add paths...
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if ( !SetupSearchPaths( NULL, false, true ) )
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return false;
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const char *pArg;
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int iWidth = 1024;
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int iHeight = 768;
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bool bWindowed = (CommandLine()->CheckParm( "-fullscreen" ) == NULL);
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if (CommandLine()->CheckParm( "-width", &pArg ))
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{
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iWidth = atoi( pArg );
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}
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if (CommandLine()->CheckParm( "-height", &pArg ))
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{
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iHeight = atoi( pArg );
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}
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m_nWidth = iWidth;
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m_nHeight = iHeight;
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m_HWnd = CreateAppWindow( GetAppName(), bWindowed, iWidth, iHeight );
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if ( !m_HWnd )
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return false;
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g_pInputSystem->AttachToWindow( m_HWnd );
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g_pMatSystemSurface->AttachToWindow( m_HWnd );
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// NOTE: If we specifically wanted to use a particular shader DLL, we set it here...
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//m_pMaterialSystem->SetShaderAPI( "shaderapidx8" );
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// Get the adapter from the command line....
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const char *pAdapterString;
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int adapter = 0;
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if (CommandLine()->CheckParm( "-adapter", &pAdapterString ))
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{
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adapter = atoi( pAdapterString );
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}
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int adapterFlags = 0;
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if ( CommandLine()->CheckParm( "-ref" ) )
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{
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adapterFlags |= MATERIAL_INIT_REFERENCE_RASTERIZER;
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}
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if ( AppUsesReadPixels() )
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{
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adapterFlags |= MATERIAL_INIT_ALLOCATE_FULLSCREEN_TEXTURE;
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}
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g_pMaterialSystem->SetAdapter( adapter, adapterFlags );
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return true;
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}
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void CVguiMatSysApp::PostShutdown()
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{
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if ( g_pMatSystemSurface && g_pInputSystem )
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{
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g_pMatSystemSurface->AttachToWindow( NULL );
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g_pInputSystem->DetachFromWindow( );
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}
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BaseClass::PostShutdown();
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}
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//-----------------------------------------------------------------------------
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// Gets the window size
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//-----------------------------------------------------------------------------
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int CVguiMatSysApp::GetWindowWidth() const
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{
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return m_nWidth;
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}
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int CVguiMatSysApp::GetWindowHeight() const
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{
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return m_nHeight;
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}
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//-----------------------------------------------------------------------------
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// Returns the window
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//-----------------------------------------------------------------------------
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void* CVguiMatSysApp::GetAppWindow()
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{
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return m_HWnd;
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}
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//-----------------------------------------------------------------------------
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// Sets the video mode
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//-----------------------------------------------------------------------------
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bool CVguiMatSysApp::SetVideoMode( )
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{
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MaterialSystem_Config_t config;
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if ( CommandLine()->CheckParm( "-fullscreen" ) )
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{
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config.SetFlag( MATSYS_VIDCFG_FLAGS_WINDOWED, false );
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}
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else
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{
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config.SetFlag( MATSYS_VIDCFG_FLAGS_WINDOWED, true );
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}
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if ( CommandLine()->CheckParm( "-resizing" ) )
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{
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config.SetFlag( MATSYS_VIDCFG_FLAGS_RESIZING, true );
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}
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if ( CommandLine()->CheckParm( "-mat_vsync" ) )
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{
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config.SetFlag( MATSYS_VIDCFG_FLAGS_NO_WAIT_FOR_VSYNC, false );
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}
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config.m_nAASamples = CommandLine()->ParmValue( "-mat_antialias", 1 );
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config.m_nAAQuality = CommandLine()->ParmValue( "-mat_aaquality", 0 );
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config.m_VideoMode.m_Width = config.m_VideoMode.m_Height = 0;
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config.m_VideoMode.m_Format = IMAGE_FORMAT_BGRX8888;
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config.m_VideoMode.m_RefreshRate = 0;
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config.SetFlag( MATSYS_VIDCFG_FLAGS_STENCIL, true );
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bool modeSet = g_pMaterialSystem->SetMode( m_HWnd, config );
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if (!modeSet)
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{
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Error( "Unable to set mode\n" );
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return false;
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}
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g_pMaterialSystem->OverrideConfig( config, false );
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return true;
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}
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#endif // _WIN32
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