mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
2fb712af66
* Fix macOS build * Fix *BSD build * Add missing *BSD include
1747 lines
42 KiB
C++
1747 lines
42 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//===========================================================================//
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#if defined( USE_SDL )
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#undef PROTECTED_THINGS_ENABLE
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#include "SDL.h"
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#include "SDL_syswm.h"
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#if defined( OSX )
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#define DONT_DEFINE_BOOL
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#include <objc/message.h>
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#endif
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#endif
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#if defined( WIN32 ) && !defined( _X360 ) && !defined( DX_TO_GL_ABSTRACTION )
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#include "winlite.h"
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#include "xbox/xboxstubs.h"
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#endif
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#if defined( IS_WINDOWS_PC ) && !defined( USE_SDL )
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#include <winsock.h>
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#elif defined(_X360)
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// nothing to include for 360
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#elif defined(OSX)
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#elif defined(LINUX) || defined(PLATFORM_BSD)
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#include "tier0/dynfunction.h"
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#elif defined(_WIN32)
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#include "tier0/dynfunction.h"
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#else
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#error
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#endif
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#include "appframework/ilaunchermgr.h"
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#include "igame.h"
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#include "cl_main.h"
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#include "host.h"
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#include "quakedef.h"
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#include "tier0/vcrmode.h"
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#include "tier0/icommandline.h"
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#include "ivideomode.h"
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#include "gl_matsysiface.h"
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#include "cdll_engine_int.h"
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#include "vgui_baseui_interface.h"
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#include "iengine.h"
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#include "keys.h"
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#include "VGuiMatSurface/IMatSystemSurface.h"
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#include "tier3/tier3.h"
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#include "sound.h"
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#include "vgui_controls/Controls.h"
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#include "vgui_controls/MessageDialog.h"
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#include "sys_dll.h"
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#include "inputsystem/iinputsystem.h"
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#include "inputsystem/ButtonCode.h"
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#ifdef WIN32
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#undef WIN32_LEAN_AND_MEAN
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#include "unicode/unicode.h"
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#endif
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#include "GameUI/IGameUI.h"
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#include "matchmaking.h"
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#include "sv_main.h"
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#include "video/ivideoservices.h"
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#include "sys.h"
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#include "materialsystem/imaterial.h"
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#if defined( _X360 )
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#include "xbox/xbox_win32stubs.h"
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#include "hl2orange.spa.h"
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#endif
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#if defined( LINUX )
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#include "snd_dev_sdl.h"
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#endif
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#ifdef DBGFLAG_ASSERT
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#define AssertExit( _exp ) Assert( _exp )
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#define AssertExitF( _exp ) Assert( _exp )
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#else
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#define AssertExit( _exp ) if ( !( _exp ) ) return;
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#define AssertExitF( _exp ) if ( !( _exp ) ) return false;
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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void S_BlockSound (void);
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void S_UnblockSound (void);
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void ClearIOStates( void );
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//-----------------------------------------------------------------------------
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// Game input events
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//-----------------------------------------------------------------------------
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enum GameInputEventType_t
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{
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IE_Close = IE_FirstAppEvent,
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IE_WindowMove,
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IE_AppActivated,
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};
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#ifdef WIN32
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static IUnicodeWindows *unicode = NULL;
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: Main game interface, including message pump and window creation
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//-----------------------------------------------------------------------------
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class CGame : public IGame
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{
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public:
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CGame( void );
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virtual ~CGame( void );
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bool Init( void *pvInstance );
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bool Shutdown( void );
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bool CreateGameWindow( void );
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void DestroyGameWindow();
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void SetGameWindow( void* hWnd );
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// This is used in edit mode to override the default wnd proc associated w/
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bool InputAttachToGameWindow();
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void InputDetachFromGameWindow();
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void PlayStartupVideos( void );
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// This is the SDL_Window* under SDL, HWND otherwise.
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void* GetMainWindow( void );
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// This will be the HWND under D3D + Windows (both with and without SDL), SDL_Window* everywhere else.
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void* GetMainDeviceWindow( void );
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// This will be the HWND under Windows, the WindowRef under Mac, and (for now) NULL on Linux
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void* GetMainWindowPlatformSpecificHandle( void );
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void** GetMainWindowAddress( void );
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void GetDesktopInfo( int &width, int &height, int &refreshrate );
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void SetWindowXY( int x, int y );
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void SetWindowSize( int w, int h );
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void GetWindowRect( int *x, int *y, int *w, int *h );
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bool IsActiveApp( void );
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void SetCanPostActivateEvents( bool bEnable );
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bool CanPostActivateEvents();
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public:
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#ifdef USE_SDL
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void SetMainWindow( SDL_Window* window );
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#else
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#ifdef WIN32
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LRESULT WindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
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#endif
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void SetMainWindow( HWND window );
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#endif
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void SetActiveApp( bool active );
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bool LoadUnicode();
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void UnloadUnicode();
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// Message handlers.
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public:
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void HandleMsg_WindowMove( const InputEvent_t &event );
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void HandleMsg_ActivateApp( const InputEvent_t &event );
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void HandleMsg_Close( const InputEvent_t &event );
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// Call the appropriate HandleMsg_ function.
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void DispatchInputEvent( const InputEvent_t &event );
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// Dispatch all the queued up messages.
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virtual void DispatchAllStoredGameMessages();
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private:
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void AppActivate( bool fActive );
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void PlayVideoAndWait( const char *filename, bool bNeedHealthWarning = false); // plays a video file and waits till it's done to return. Can be interrupted by user.
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private:
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void AttachToWindow();
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void DetachFromWindow();
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#ifndef _X360
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static const wchar_t CLASSNAME[];
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#else
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static const char CLASSNAME[];
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#endif
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bool m_bExternallySuppliedWindow;
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#if defined( WIN32 )
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HWND m_hWindow;
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#if !defined( USE_SDL )
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HINSTANCE m_hInstance;
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// Stores a wndproc to chain message calls to
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WNDPROC m_ChainedWindowProc;
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RECT m_rcLastRestoredClientRect;
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#endif
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#endif
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#if defined( USE_SDL )
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SDL_Window *m_pSDLWindow;
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#endif
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int m_x;
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int m_y;
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int m_width;
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int m_height;
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bool m_bActiveApp;
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CSysModule *m_hUnicodeModule;
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bool m_bCanPostActivateEvents;
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int m_iDesktopWidth, m_iDesktopHeight, m_iDesktopRefreshRate;
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void UpdateDesktopInformation();
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#ifdef WIN32
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void UpdateDesktopInformation( WPARAM wParam, LPARAM lParam );
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#endif
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};
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static CGame g_Game;
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IGame *game = ( IGame * )&g_Game;
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#if !defined( _X360 )
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const wchar_t CGame::CLASSNAME[] = L"Valve001";
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#else
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const char CGame::CLASSNAME[] = "Valve001";
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#endif
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// In VCR playback mode, it sleeps this amount each frame.
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int g_iVCRPlaybackSleepInterval = 0;
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// During VCR playback, if this is true, then it'll pause at the end of each frame.
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bool g_bVCRSingleStep = false;
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bool g_bWaitingForStepKeyUp = false; // Used to prevent it from running frames while you hold the S key down.
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bool g_bShowVCRPlaybackDisplay = true;
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// These are all the windows messages that can change game state.
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// See CGame::WindowProc for a description of how they work.
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struct GameMessageHandler_t
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{
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int m_nEventType;
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void (CGame::*pFn)( const InputEvent_t &event );
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};
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GameMessageHandler_t g_GameMessageHandlers[] =
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{
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{ IE_AppActivated, &CGame::HandleMsg_ActivateApp },
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{ IE_WindowMove, &CGame::HandleMsg_WindowMove },
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{ IE_Close, &CGame::HandleMsg_Close },
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{ IE_Quit, &CGame::HandleMsg_Close },
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};
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void CGame::AppActivate( bool fActive )
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{
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// If text mode, force it to be active.
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if ( g_bTextMode )
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{
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fActive = true;
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}
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// Don't bother if we're already in the correct state
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if ( IsActiveApp() == fActive )
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return;
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// Don't let video modes changes queue up another activate event
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SetCanPostActivateEvents( false );
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#ifndef SWDS
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if ( videomode )
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{
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if ( fActive )
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{
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videomode->RestoreVideo();
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}
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else
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{
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videomode->ReleaseVideo();
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}
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}
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if ( host_initialized )
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{
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if ( fActive )
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{
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// Clear keyboard states (should be cleared already but...)
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// VGui_ActivateMouse will reactivate the mouse soon.
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ClearIOStates();
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UpdateMaterialSystemConfig();
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}
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else
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{
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// Clear keyboard input and deactivate the mouse while we're away.
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ClearIOStates();
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if ( g_ClientDLL )
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{
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g_ClientDLL->IN_DeactivateMouse();
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}
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}
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}
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#endif // SWDS
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SetActiveApp( fActive );
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#ifdef _XBOX
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if ( host_initialized )
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{
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ClearIOStates();
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if ( fActive )
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{
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UpdateMaterialSystemConfig();
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}
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}
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SetActiveApp( fActive );
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#endif
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// Allow queueing of activation events
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SetCanPostActivateEvents( true );
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}
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void CGame::HandleMsg_WindowMove( const InputEvent_t &event )
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{
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game->SetWindowXY( event.m_nData, event.m_nData2 );
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#ifndef SWDS
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videomode->UpdateWindowPosition();
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#endif
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}
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void CGame::HandleMsg_ActivateApp( const InputEvent_t &event )
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{
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AppActivate( event.m_nData ? true : false );
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}
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void CGame::HandleMsg_Close( const InputEvent_t &event )
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{
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if ( eng->GetState() == IEngine::DLL_ACTIVE )
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{
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eng->SetQuitting( IEngine::QUIT_TODESKTOP );
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}
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}
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void CGame::DispatchInputEvent( const InputEvent_t &event )
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{
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switch( event.m_nType & 0xFFFF )
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{
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// Handle button events specially,
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// since we have all manner of crazy filtering going on when dealing with them
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case IE_ButtonPressed:
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case IE_ButtonDoubleClicked:
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case IE_ButtonReleased:
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Key_Event( event );
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break;
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case IE_FingerDown:
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case IE_FingerUp:
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case IE_FingerMotion:
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if( g_ClientDLL )
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g_ClientDLL->IN_TouchEvent( event.m_nType, event.m_nData, event.m_nData2, event.m_nData3 );
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default:
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// Let vgui have the first whack at events
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if ( g_pMatSystemSurface && g_pMatSystemSurface->HandleInputEvent( event ) )
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break;
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for ( int i=0; i < ARRAYSIZE( g_GameMessageHandlers ); i++ )
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{
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if ( g_GameMessageHandlers[i].m_nEventType == event.m_nType )
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{
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(this->*g_GameMessageHandlers[i].pFn)( event );
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break;
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}
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}
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break;
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}
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}
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void CGame::DispatchAllStoredGameMessages()
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{
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#if !defined( NO_VCR )
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if ( VCRGetMode() == VCR_Playback )
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{
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InputEvent_t event;
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while ( VCRHook_PlaybackGameMsg( &event ) )
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{
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event.m_nTick = g_pInputSystem->GetPollTick();
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DispatchInputEvent( event );
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}
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}
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else
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{
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int nEventCount = g_pInputSystem->GetEventCount();
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const InputEvent_t* pEvents = g_pInputSystem->GetEventData( );
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for ( int i = 0; i < nEventCount; ++i )
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{
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VCRHook_RecordGameMsg( pEvents[i] );
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DispatchInputEvent( pEvents[i] );
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}
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VCRHook_RecordEndGameMsg();
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}
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#else
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int nEventCount = g_pInputSystem->GetEventCount();
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const InputEvent_t* pEvents = g_pInputSystem->GetEventData( );
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for ( int i = 0; i < nEventCount; ++i )
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{
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DispatchInputEvent( pEvents[i] );
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}
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#endif
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}
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void VCR_EnterPausedState()
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{
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// Turn this off in case they're in single-step mode.
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g_bVCRSingleStep = false;
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#ifdef WIN32
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// This is cheesy, but GetAsyncKeyState is blocked (in protected_things.h)
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// from being accidentally used, so we get it through it by getting its pointer directly.
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static HINSTANCE hInst = LoadLibrary( "user32.dll" );
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if ( !hInst )
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return;
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typedef SHORT (WINAPI *GetAsyncKeyStateFn)( int vKey );
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static GetAsyncKeyStateFn pfn = (GetAsyncKeyStateFn)GetProcAddress( hInst, "GetAsyncKeyState" );
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if ( !pfn )
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return;
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// In this mode, we enter a wait state where we only pay attention to R and Q.
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while ( 1 )
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{
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if ( pfn( 'R' ) & 0x8000 )
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break;
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if ( pfn( 'Q' ) & 0x8000 )
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TerminateProcess( GetCurrentProcess(), 1 );
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if ( pfn( 'S' ) & 0x8000 )
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{
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if ( !g_bWaitingForStepKeyUp )
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{
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// Do a single step.
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g_bVCRSingleStep = true;
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g_bWaitingForStepKeyUp = true; // Don't do another single step until they release the S key.
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break;
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}
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}
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else
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{
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// Ok, they released the S key, so we'll process it next time the key goes down.
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g_bWaitingForStepKeyUp = false;
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}
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Sleep( 2 );
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}
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#else
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Assert( !"Impl me" );
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#endif
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}
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#ifdef WIN32
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void VCR_HandlePlaybackMessages(
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HWND hWnd,
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UINT uMsg,
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WPARAM wParam,
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LPARAM lParam
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)
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{
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if ( uMsg == WM_KEYDOWN )
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{
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if ( wParam == VK_SUBTRACT || wParam == 0xbd )
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{
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g_iVCRPlaybackSleepInterval += 5;
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}
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else if ( wParam == VK_ADD || wParam == 0xbb )
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{
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g_iVCRPlaybackSleepInterval -= 5;
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}
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else if ( toupper( wParam ) == 'Q' )
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{
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TerminateProcess( GetCurrentProcess(), 1 );
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}
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else if ( toupper( wParam ) == 'P' )
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{
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VCR_EnterPausedState();
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}
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else if ( toupper( wParam ) == 'S' && !g_bVCRSingleStep )
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{
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g_bWaitingForStepKeyUp = true;
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VCR_EnterPausedState();
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}
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else if ( toupper( wParam ) == 'D' )
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{
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g_bShowVCRPlaybackDisplay = !g_bShowVCRPlaybackDisplay;
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}
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g_iVCRPlaybackSleepInterval = clamp( g_iVCRPlaybackSleepInterval, 0, 500 );
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}
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}
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//-----------------------------------------------------------------------------
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// Calls the default window procedure
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// FIXME: It would be nice to remove the need for this, which we can do
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// if we can make unicode work when running inside hammer.
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//-----------------------------------------------------------------------------
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static LRESULT WINAPI CallDefaultWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
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{
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if ( unicode )
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return unicode->DefWindowProcW( hWnd, uMsg, wParam, lParam );
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return DefWindowProc( hWnd, uMsg, wParam, lParam );
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}
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: The user has accepted an invitation to a game, we need to detect if
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// it's TF2 and restart properly if it is
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//-----------------------------------------------------------------------------
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void XBX_HandleInvite( DWORD nUserId )
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{
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#ifdef _X360
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// Grab our invite info
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XINVITE_INFO inviteInfo;
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DWORD dwError = XInviteGetAcceptedInfo( nUserId, &inviteInfo );
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if ( dwError != ERROR_SUCCESS )
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return;
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// We only care if we're asked to join an Orange Box session
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if ( inviteInfo.dwTitleID != TITLEID_THE_ORANGE_BOX )
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{
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// Do the normal "we've been invited to a game" behavior
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return;
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}
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// Otherwise, launch depending on our current MOD
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if ( !Q_stricmp( GetCurrentMod(), "tf" ) )
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{
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// We're already running TF2, so just join the session
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if ( nUserId != XBX_GetPrimaryUserId() )
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{
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// Switch users, the other had the invite
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XBX_SetPrimaryUserId( nUserId );
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}
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// Kick off our join
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g_pMatchmaking->JoinInviteSession( &(inviteInfo.hostInfo) );
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}
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|
else
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{
|
|
// Save off our session ID for later retrieval
|
|
// NOTE: We may need to actually save off the inviter's XID and search for them later on if we took too long or the
|
|
// session they were a part of went away
|
|
|
|
XBX_SetInviteSessionId( inviteInfo.hostInfo.sessionID );
|
|
XBX_SetInvitedUserId( nUserId );
|
|
|
|
// Quit via the menu path "QuitNoConfirm"
|
|
EngineVGui()->SystemNotification( SYSTEMNOTIFY_INVITE_SHUTDOWN );
|
|
|
|
}
|
|
#endif //_X360
|
|
}
|
|
|
|
#if defined( WIN32 ) && !defined( USE_SDL )
|
|
//-----------------------------------------------------------------------------
|
|
// Main windows procedure
|
|
//-----------------------------------------------------------------------------
|
|
LRESULT CGame::WindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
|
|
|
|
{
|
|
LRESULT lRet = 0;
|
|
HDC hdc;
|
|
PAINTSTRUCT ps;
|
|
|
|
//
|
|
// NOTE: the way this function works is to handle all messages that just call through to
|
|
// Windows or provide data to it.
|
|
//
|
|
// Any messages that change the engine's internal state (like key events) are stored in a list
|
|
// and processed at the end of the frame. This is necessary for VCR mode to work correctly because
|
|
// Windows likes to pump messages during some of its API calls like SetWindowPos, and unless we add
|
|
// custom code around every Windows API call so VCR mode can trap the wndproc calls, VCR mode can't
|
|
// reproduce the calls to the wndproc.
|
|
//
|
|
|
|
if ( eng->GetQuitting() != IEngine::QUIT_NOTQUITTING )
|
|
return CallWindowProc( m_ChainedWindowProc, hWnd, uMsg, wParam, lParam );
|
|
|
|
// If we're playing back, listen to a couple input things used to drive VCR mode
|
|
if ( VCRGetMode() == VCR_Playback )
|
|
{
|
|
VCR_HandlePlaybackMessages( hWnd, uMsg, wParam, lParam );
|
|
}
|
|
|
|
//
|
|
// Note: NO engine state should be changed in here while in VCR record or playback.
|
|
// We can send whatever we want to Windows, but if we change its state in here instead of
|
|
// in DispatchAllStoredGameMessages, the playback may not work because Windows messages
|
|
// are not deterministic, so you might get different messages during playback than you did during record.
|
|
//
|
|
InputEvent_t event;
|
|
memset( &event, 0, sizeof(event) );
|
|
event.m_nTick = g_pInputSystem->GetPollTick();
|
|
|
|
switch ( uMsg )
|
|
{
|
|
case WM_CREATE:
|
|
::SetForegroundWindow( hWnd );
|
|
break;
|
|
|
|
case WM_ACTIVATEAPP:
|
|
{
|
|
if ( CanPostActivateEvents() )
|
|
{
|
|
bool bActivated = ( wParam == 1 );
|
|
event.m_nType = IE_AppActivated;
|
|
event.m_nData = bActivated;
|
|
g_pInputSystem->PostUserEvent( event );
|
|
}
|
|
}
|
|
break;
|
|
|
|
case WM_POWERBROADCAST:
|
|
// Don't go into Sleep mode when running engine, we crash on resume for some reason (as
|
|
// do half of the apps I have running usually anyway...)
|
|
if ( wParam == PBT_APMQUERYSUSPEND )
|
|
{
|
|
Msg( "OS requested hibernation, ignoring request.\n" );
|
|
return BROADCAST_QUERY_DENY;
|
|
}
|
|
|
|
lRet = CallWindowProc( m_ChainedWindowProc, hWnd, uMsg, wParam, lParam );
|
|
break;
|
|
|
|
case WM_SYSCOMMAND:
|
|
if ( ( wParam == SC_MONITORPOWER ) || ( wParam == SC_KEYMENU ) || ( wParam == SC_SCREENSAVE ) )
|
|
return lRet;
|
|
|
|
if ( wParam == SC_CLOSE )
|
|
{
|
|
#if !defined( NO_VCR )
|
|
// handle the close message, but make sure
|
|
// it's not because we accidently hit ALT-F4
|
|
if ( HIBYTE(VCRHook_GetKeyState(VK_LMENU)) || HIBYTE(VCRHook_GetKeyState(VK_RMENU) ) )
|
|
return lRet;
|
|
#endif
|
|
Cbuf_Clear();
|
|
Cbuf_AddText( "quit\n" );
|
|
}
|
|
|
|
#ifndef SWDS
|
|
if ( VCRGetMode() == VCR_Disabled )
|
|
{
|
|
S_BlockSound();
|
|
S_ClearBuffer();
|
|
}
|
|
#endif
|
|
|
|
lRet = CallWindowProc( m_ChainedWindowProc, hWnd, uMsg, wParam, lParam );
|
|
|
|
#ifndef SWDS
|
|
if ( VCRGetMode() == VCR_Disabled )
|
|
{
|
|
S_UnblockSound();
|
|
}
|
|
#endif
|
|
break;
|
|
|
|
case WM_CLOSE:
|
|
// Handle close messages
|
|
event.m_nType = IE_Close;
|
|
g_pInputSystem->PostUserEvent( event );
|
|
return 0;
|
|
|
|
case WM_MOVE:
|
|
event.m_nType = IE_WindowMove;
|
|
event.m_nData = (short)LOWORD(lParam);
|
|
event.m_nData2 = (short)HIWORD(lParam);
|
|
g_pInputSystem->PostUserEvent( event );
|
|
break;
|
|
|
|
case WM_SIZE:
|
|
if ( wParam != SIZE_MINIMIZED )
|
|
{
|
|
// Update restored client rect
|
|
::GetClientRect( hWnd, &m_rcLastRestoredClientRect );
|
|
}
|
|
else
|
|
{
|
|
#ifndef _X360
|
|
// Fix the window rect to have same client area as it used to have
|
|
// before it got minimized
|
|
RECT rcWindow;
|
|
::GetWindowRect( hWnd, &rcWindow );
|
|
|
|
rcWindow.right = rcWindow.left + m_rcLastRestoredClientRect.right;
|
|
rcWindow.bottom = rcWindow.top + m_rcLastRestoredClientRect.bottom;
|
|
|
|
::AdjustWindowRect( &rcWindow, ::GetWindowLong( hWnd, GWL_STYLE ), FALSE );
|
|
::MoveWindow( hWnd, rcWindow.left, rcWindow.top,
|
|
rcWindow.right - rcWindow.left, rcWindow.bottom - rcWindow.top, FALSE );
|
|
#endif
|
|
}
|
|
break;
|
|
|
|
case WM_SYSCHAR:
|
|
// keep Alt-Space from happening
|
|
break;
|
|
|
|
case WM_COPYDATA:
|
|
// Hammer -> engine remote console command.
|
|
// Return true to indicate that the message was handled.
|
|
Cbuf_AddText( (const char *)(((COPYDATASTRUCT *)lParam)->lpData) );
|
|
Cbuf_AddText( "\n" );
|
|
lRet = 1;
|
|
break;
|
|
|
|
#if defined( _X360 )
|
|
case WM_XREMOTECOMMAND:
|
|
Cbuf_AddText( (const char*)lParam );
|
|
Cbuf_AddText( "\n" );
|
|
break;
|
|
|
|
case WM_SYS_STORAGEDEVICESCHANGED:
|
|
if ( !EngineVGui()->IsGameUIVisible() )
|
|
{
|
|
EngineVGui()->ActivateGameUI();
|
|
}
|
|
EngineVGui()->SystemNotification( SYSTEMNOTIFY_STORAGEDEVICES_CHANGED );
|
|
break;
|
|
|
|
case WM_XMP_PLAYBACKCONTROLLERCHANGED:
|
|
S_EnableMusic( lParam != 0 );
|
|
break;
|
|
|
|
case WM_LIVE_INVITE_ACCEPTED:
|
|
XBX_HandleInvite( LOWORD( lParam ) );
|
|
break;
|
|
|
|
case WM_SYS_SIGNINCHANGED:
|
|
if ( XUserGetSigninState( XBX_GetPrimaryUserId() ) == eXUserSigninState_NotSignedIn )
|
|
{
|
|
// X360TBD: User signed out - pause the game?
|
|
}
|
|
EngineVGui()->SystemNotification( lParam ? SYSTEMNOTIFY_USER_SIGNEDIN : SYSTEMNOTIFY_USER_SIGNEDOUT );
|
|
break;
|
|
|
|
case WM_SYS_UI:
|
|
if ( lParam )
|
|
{
|
|
// Don't activate it if it's already active (a sub window may be active)
|
|
// Multiplayer doesn't want the UI to appear, since it can't pause anyway
|
|
if ( !EngineVGui()->IsGameUIVisible() && g_ServerGlobalVariables.maxClients == 1 )
|
|
{
|
|
Cbuf_AddText( "gameui_activate" );
|
|
}
|
|
}
|
|
EngineVGui()->SystemNotification( lParam ? SYSTEMNOTIFY_XUIOPENING : SYSTEMNOTIFY_XUICLOSED );
|
|
break;
|
|
|
|
case WM_SYS_MUTELISTCHANGED:
|
|
g_pMatchmaking->UpdateMuteList();
|
|
break;
|
|
|
|
case WM_SYS_INPUTDEVICESCHANGED:
|
|
{
|
|
XINPUT_CAPABILITIES caps;
|
|
if ( XInputGetCapabilities( XBX_GetPrimaryUserId(), XINPUT_FLAG_GAMEPAD, &caps ) == ERROR_DEVICE_NOT_CONNECTED )
|
|
{
|
|
if ( EngineVGui()->IsGameUIVisible() == false )
|
|
{
|
|
EngineVGui()->ActivateGameUI();
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
#endif
|
|
|
|
case WM_PAINT:
|
|
hdc = BeginPaint(hWnd, &ps);
|
|
RECT rcClient;
|
|
GetClientRect( hWnd, &rcClient );
|
|
#ifndef SWDS
|
|
// Only renders stuff if running -noshaderapi
|
|
if ( videomode )
|
|
{
|
|
videomode->DrawNullBackground( hdc, rcClient.right, rcClient.bottom );
|
|
}
|
|
#endif
|
|
EndPaint(hWnd, &ps);
|
|
break;
|
|
|
|
#ifndef _X360
|
|
case WM_DISPLAYCHANGE:
|
|
if ( !m_iDesktopHeight || !m_iDesktopWidth )
|
|
{
|
|
UpdateDesktopInformation( wParam, lParam );
|
|
}
|
|
break;
|
|
#endif
|
|
|
|
case WM_IME_NOTIFY:
|
|
switch ( wParam )
|
|
{
|
|
default:
|
|
break;
|
|
|
|
#ifndef SWDS
|
|
case 14:
|
|
if ( !videomode->IsWindowedMode() )
|
|
return 0;
|
|
break;
|
|
#endif
|
|
}
|
|
return CallWindowProc( m_ChainedWindowProc, hWnd, uMsg, wParam, lParam);
|
|
|
|
default:
|
|
lRet = CallWindowProc( m_ChainedWindowProc, hWnd, uMsg, wParam, lParam );
|
|
break;
|
|
}
|
|
|
|
// return 0 if handled message, 1 if not
|
|
return lRet;
|
|
}
|
|
#elif defined(OSX) || defined(LINUX) || defined(_WIN32) || defined(PLATFORM_BSD)
|
|
|
|
#else
|
|
#error
|
|
#endif
|
|
|
|
|
|
#if defined( WIN32 ) && !defined( USE_SDL )
|
|
//-----------------------------------------------------------------------------
|
|
// Creates the game window
|
|
//-----------------------------------------------------------------------------
|
|
static LRESULT WINAPI HLEngineWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
|
|
{
|
|
return g_Game.WindowProc( hWnd, uMsg, wParam, lParam );
|
|
}
|
|
|
|
#define DEFAULT_EXE_ICON 101
|
|
|
|
static void DoSomeSocketStuffInOrderToGetZoneAlarmToNoticeUs( void )
|
|
{
|
|
#ifdef IS_WINDOWS_PC
|
|
WSAData wsaData;
|
|
if ( ! WSAStartup( 0x0101, &wsaData ) )
|
|
{
|
|
SOCKET tmpSocket = socket( AF_INET, SOCK_DGRAM, 0 );
|
|
if ( tmpSocket != INVALID_SOCKET )
|
|
{
|
|
char Options[]={ 1 };
|
|
setsockopt( tmpSocket, SOL_SOCKET, SO_BROADCAST, Options, sizeof(Options));
|
|
char pszHostName[256];
|
|
gethostname( pszHostName, sizeof( pszHostName ) );
|
|
hostent *hInfo = gethostbyname( pszHostName );
|
|
if ( hInfo )
|
|
{
|
|
sockaddr_in myIpAddress;
|
|
memset( &myIpAddress, 0, sizeof( myIpAddress ) );
|
|
myIpAddress.sin_family = AF_INET;
|
|
myIpAddress.sin_port = htons( 27015 ); // our normal server port
|
|
myIpAddress.sin_addr.S_un.S_un_b.s_b1 = hInfo->h_addr_list[0][0];
|
|
myIpAddress.sin_addr.S_un.S_un_b.s_b2 = hInfo->h_addr_list[0][1];
|
|
myIpAddress.sin_addr.S_un.S_un_b.s_b3 = hInfo->h_addr_list[0][2];
|
|
myIpAddress.sin_addr.S_un.S_un_b.s_b4 = hInfo->h_addr_list[0][3];
|
|
if ( bind( tmpSocket, ( sockaddr * ) &myIpAddress, sizeof( myIpAddress ) ) != -1 )
|
|
{
|
|
if ( sendto( tmpSocket, pszHostName, 1, 0, ( sockaddr *) &myIpAddress, sizeof( myIpAddress ) ) == -1 )
|
|
{
|
|
// error?
|
|
}
|
|
|
|
}
|
|
}
|
|
closesocket( tmpSocket );
|
|
}
|
|
WSACleanup();
|
|
}
|
|
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
bool CGame::CreateGameWindow( void )
|
|
{
|
|
// get the window name
|
|
char windowName[256];
|
|
windowName[0] = 0;
|
|
KeyValues *modinfo = new KeyValues("ModInfo");
|
|
if (modinfo->LoadFromFile(g_pFileSystem, "gameinfo.txt"))
|
|
{
|
|
Q_strncpy( windowName, modinfo->GetString("game"), sizeof(windowName) );
|
|
}
|
|
|
|
if (!windowName[0])
|
|
{
|
|
Q_strncpy( windowName, "HALF-LIFE 2", sizeof(windowName) );
|
|
}
|
|
|
|
if ( IsOpenGL() )
|
|
{
|
|
#ifdef TOGLES
|
|
V_strcat( windowName, " - OpenGLES", sizeof( windowName ) );
|
|
#else
|
|
V_strcat( windowName, " - OpenGL", sizeof( windowName ) );
|
|
#endif
|
|
}
|
|
|
|
#if PIX_ENABLE || defined( PIX_INSTRUMENTATION )
|
|
// PIX_ENABLE/PIX_INSTRUMENTATION is a big slowdown (that should never be checked in, but sometimes is by accident), so add this to the Window title too.
|
|
V_strcat( windowName, " - PIX_ENABLE", sizeof( windowName ) );
|
|
#endif
|
|
|
|
const char *p = CommandLine()->ParmValue( "-window_name_suffix", "" );
|
|
if ( p && V_strlen( p ) )
|
|
{
|
|
V_strcat( windowName, " - ", sizeof( windowName ) );
|
|
V_strcat( windowName, p, sizeof( windowName ) );
|
|
}
|
|
|
|
#if defined( WIN32 ) && !defined( USE_SDL )
|
|
#ifndef SWDS
|
|
if ( IsPC() )
|
|
{
|
|
if ( !LoadUnicode() )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
#if !defined( _X360 )
|
|
WNDCLASSW wc;
|
|
#else
|
|
WNDCLASS wc;
|
|
#endif
|
|
memset( &wc, 0, sizeof( wc ) );
|
|
|
|
wc.style = CS_OWNDC | CS_DBLCLKS;
|
|
wc.lpfnWndProc = static_cast<WNDPROC>(CallDefaultWindowProc);
|
|
wc.hInstance = m_hInstance;
|
|
wc.lpszClassName = CLASSNAME;
|
|
|
|
// find the icon file in the filesystem
|
|
if ( IsPC() )
|
|
{
|
|
char localPath[ MAX_PATH ];
|
|
if ( g_pFileSystem->GetLocalPath( "resource/game.ico", localPath, sizeof(localPath) ) )
|
|
{
|
|
g_pFileSystem->GetLocalCopy( localPath );
|
|
wc.hIcon = (HICON)::LoadImage(NULL, localPath, IMAGE_ICON, 0, 0, LR_LOADFROMFILE | LR_DEFAULTSIZE);
|
|
}
|
|
else
|
|
{
|
|
wc.hIcon = (HICON)LoadIcon( GetModuleHandle( 0 ), MAKEINTRESOURCE( DEFAULT_EXE_ICON ) );
|
|
}
|
|
}
|
|
|
|
|
|
#ifndef SWDS
|
|
char const *pszGameType = modinfo->GetString( "type" );
|
|
if ( pszGameType && Q_stristr( pszGameType, "multiplayer" ) )
|
|
DoSomeSocketStuffInOrderToGetZoneAlarmToNoticeUs();
|
|
#endif
|
|
|
|
wchar_t uc[512];
|
|
if ( IsPC() )
|
|
{
|
|
::MultiByteToWideChar(CP_UTF8, 0, windowName, -1, uc, sizeof( uc ) / sizeof(wchar_t));
|
|
}
|
|
|
|
modinfo->deleteThis();
|
|
modinfo = NULL;
|
|
// Oops, we didn't clean up the class registration from last cycle which
|
|
// might mean that the wndproc pointer is bogus
|
|
#ifndef _X360
|
|
unicode->UnregisterClassW( CLASSNAME, m_hInstance );
|
|
// Register it again
|
|
unicode->RegisterClassW( &wc );
|
|
#else
|
|
RegisterClass( &wc );
|
|
#endif
|
|
|
|
// Note, it's hidden
|
|
DWORD style = WS_POPUP | WS_CLIPSIBLINGS;
|
|
|
|
// Give it a frame if we want a border
|
|
if ( videomode->IsWindowedMode() )
|
|
{
|
|
if( !CommandLine()->FindParm( "-noborder" ) )
|
|
{
|
|
style |= WS_OVERLAPPEDWINDOW;
|
|
style &= ~WS_THICKFRAME;
|
|
}
|
|
}
|
|
|
|
// Never a max box
|
|
style &= ~WS_MAXIMIZEBOX;
|
|
|
|
int w, h;
|
|
|
|
// Create a full screen size window by default, it'll get resized later anyway
|
|
w = GetSystemMetrics( SM_CXSCREEN );
|
|
h = GetSystemMetrics( SM_CYSCREEN );
|
|
|
|
// Create the window
|
|
DWORD exFlags = 0;
|
|
if ( g_bTextMode )
|
|
{
|
|
style &= ~WS_VISIBLE;
|
|
exFlags |= WS_EX_TOOLWINDOW; // So it doesn't show up in the taskbar.
|
|
}
|
|
|
|
#if !defined( _X360 )
|
|
HWND hwnd = unicode->CreateWindowExW( exFlags, CLASSNAME, uc, style,
|
|
0, 0, w, h, NULL, NULL, m_hInstance, NULL );
|
|
// NOTE: On some cards, CreateWindowExW slams the FPU control word
|
|
SetupFPUControlWord();
|
|
#else
|
|
HWND hwnd = CreateWindowEx( exFlags, CLASSNAME, windowName, style,
|
|
0, 0, w, h, NULL, NULL, m_hInstance, NULL );
|
|
#endif
|
|
|
|
if ( !hwnd )
|
|
{
|
|
Error( "Fatal Error: Unable to create game window!" );
|
|
return false;
|
|
}
|
|
|
|
SetMainWindow( hwnd );
|
|
|
|
AttachToWindow( );
|
|
return true;
|
|
#else
|
|
return true;
|
|
#endif
|
|
#elif defined( USE_SDL )
|
|
bool windowed = videomode->IsWindowedMode();
|
|
|
|
modinfo->deleteThis();
|
|
modinfo = NULL;
|
|
|
|
if ( !g_pLauncherMgr->CreateGameWindow( windowName, windowed, 0, 0 ) )
|
|
{
|
|
Error( "Fatal Error: Unable to create game window!" );
|
|
return false;
|
|
}
|
|
|
|
char localPath[ MAX_PATH ];
|
|
if ( g_pFileSystem->GetLocalPath( "resource/game-icon.bmp", localPath, sizeof(localPath) ) )
|
|
{
|
|
g_pFileSystem->GetLocalCopy( localPath );
|
|
g_pLauncherMgr->SetApplicationIcon( localPath );
|
|
}
|
|
|
|
SetMainWindow( (SDL_Window*)g_pLauncherMgr->GetWindowRef() );
|
|
|
|
AttachToWindow( );
|
|
return true;
|
|
#else
|
|
#error
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Destroys the game window
|
|
//-----------------------------------------------------------------------------
|
|
void CGame::DestroyGameWindow()
|
|
{
|
|
#if defined( USE_SDL )
|
|
g_pLauncherMgr->DestroyGameWindow();
|
|
#else
|
|
#ifndef DEDICATED
|
|
// Destroy all things created when the window was created
|
|
if ( !m_bExternallySuppliedWindow )
|
|
{
|
|
DetachFromWindow( );
|
|
|
|
if ( m_hWindow )
|
|
{
|
|
DestroyWindow( m_hWindow );
|
|
m_hWindow = (HWND)0;
|
|
}
|
|
|
|
#if !defined( _X360 )
|
|
unicode->UnregisterClassW( CLASSNAME, m_hInstance );
|
|
UnloadUnicode();
|
|
#else
|
|
UnregisterClass( CLASSNAME, m_hInstance );
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
m_hWindow = (HWND)0;
|
|
m_bExternallySuppliedWindow = false;
|
|
}
|
|
#endif // !defined( SWDS )
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// This is used in edit mode to specify a particular game window (created by hammer)
|
|
//-----------------------------------------------------------------------------
|
|
void CGame::SetGameWindow( void *hWnd )
|
|
{
|
|
m_bExternallySuppliedWindow = true;
|
|
#if defined( USE_SDL )
|
|
SDL_RaiseWindow( (SDL_Window *)hWnd );
|
|
#else
|
|
SetMainWindow( (HWND)hWnd );
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
void CGame::AttachToWindow()
|
|
{
|
|
#if defined( WIN32 )
|
|
if ( !m_hWindow )
|
|
return;
|
|
#if !defined( USE_SDL )
|
|
m_ChainedWindowProc = (WNDPROC)GetWindowLongPtrW( m_hWindow, GWLP_WNDPROC );
|
|
SetWindowLongPtrW( m_hWindow, GWLP_WNDPROC, (LONG_PTR)HLEngineWindowProc );
|
|
#endif
|
|
#endif // WIN32
|
|
|
|
if ( g_pInputSystem )
|
|
{
|
|
// Attach the input system window proc
|
|
#if defined( WIN32 )
|
|
g_pInputSystem->AttachToWindow( (void *)m_hWindow );
|
|
#else
|
|
g_pInputSystem->AttachToWindow( (void *)m_pSDLWindow );
|
|
#endif
|
|
g_pInputSystem->EnableInput( true );
|
|
g_pInputSystem->EnableMessagePump( false );
|
|
}
|
|
|
|
if ( g_pMatSystemSurface )
|
|
{
|
|
// Attach the vgui matsurface window proc
|
|
#if defined( WIN32 )
|
|
g_pMatSystemSurface->AttachToWindow( (void *)m_hWindow, true );
|
|
#else
|
|
g_pMatSystemSurface->AttachToWindow( (void *)m_pSDLWindow, true );
|
|
#endif
|
|
g_pMatSystemSurface->EnableWindowsMessages( true );
|
|
}
|
|
}
|
|
|
|
void CGame::DetachFromWindow()
|
|
{
|
|
#if defined( WIN32 ) && !defined( USE_SDL )
|
|
if ( !m_hWindow || !m_ChainedWindowProc )
|
|
{
|
|
m_ChainedWindowProc = NULL;
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
if ( g_pMatSystemSurface )
|
|
{
|
|
// Detach the vgui matsurface window proc
|
|
g_pMatSystemSurface->AttachToWindow( NULL );
|
|
}
|
|
|
|
if ( g_pInputSystem )
|
|
{
|
|
// Detach the input system window proc
|
|
g_pInputSystem->EnableInput( false );
|
|
g_pInputSystem->DetachFromWindow( );
|
|
}
|
|
|
|
#if defined( WIN32 ) && !defined( USE_SDL )
|
|
Assert( (WNDPROC)GetWindowLongPtrW( m_hWindow, GWLP_WNDPROC ) == HLEngineWindowProc );
|
|
SetWindowLongPtrW( m_hWindow, GWLP_WNDPROC, (LONG_PTR)m_ChainedWindowProc );
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// This is used in edit mode to override the default wnd proc associated w/
|
|
// the game window specified in SetGameWindow.
|
|
//-----------------------------------------------------------------------------
|
|
bool CGame::InputAttachToGameWindow()
|
|
{
|
|
// We can't use this feature unless we didn't control the creation of the window
|
|
if ( !m_bExternallySuppliedWindow )
|
|
return true;
|
|
|
|
AttachToWindow();
|
|
|
|
#ifndef DEDICATED
|
|
vgui::surface()->OnScreenSizeChanged( videomode->GetModeStereoWidth(), videomode->GetModeStereoHeight() );
|
|
#endif
|
|
|
|
// We don't get WM_ACTIVATEAPP messages in this case; simulate one.
|
|
AppActivate( true );
|
|
|
|
#if defined( WIN32 ) && !defined( USE_SDL )
|
|
// Capture + hide the mouse
|
|
SetCapture( m_hWindow );
|
|
#elif defined( USE_SDL )
|
|
Assert( !"Impl me" );
|
|
return false;
|
|
#else
|
|
#error
|
|
#endif
|
|
return true;
|
|
}
|
|
|
|
void CGame::InputDetachFromGameWindow()
|
|
{
|
|
// We can't use this feature unless we didn't control the creation of the window
|
|
if ( !m_bExternallySuppliedWindow )
|
|
return;
|
|
|
|
#if defined( WIN32 ) && !defined( USE_SDL )
|
|
if ( !m_ChainedWindowProc )
|
|
return;
|
|
|
|
// Release + show the mouse
|
|
ReleaseCapture();
|
|
#elif defined( USE_SDL )
|
|
Assert( !"Impl me" );
|
|
#else
|
|
#error "have no idea what OS we are building for"
|
|
#endif
|
|
|
|
// We don't get WM_ACTIVATEAPP messages in this case; simulate one.
|
|
AppActivate( false );
|
|
|
|
DetachFromWindow();
|
|
}
|
|
|
|
void CGame::PlayStartupVideos( void )
|
|
{
|
|
if ( IsX360() || Plat_IsInBenchmarkMode() )
|
|
return;
|
|
|
|
#ifndef SWDS
|
|
|
|
// Wait for the mode to change and stabilized
|
|
// FIXME: There's really no way to know when this is completed, so we have to guess a time that will mostly be correct
|
|
if ( videomode->IsWindowedMode() == false )
|
|
{
|
|
Sys_Sleep( 1000 );
|
|
}
|
|
|
|
bool bEndGame = CommandLine()->CheckParm( "-endgamevid" );
|
|
bool bRecap = CommandLine()->CheckParm( "-recapvid" ); // FIXME: This is a temp addition until the movie playback is centralized -- jdw
|
|
|
|
bool bNeedHealthWarning = false;
|
|
|
|
const char *HealthFile = "media/HealthWarning.txt";
|
|
|
|
FileHandle_t hFile;
|
|
|
|
COM_OpenFile( HealthFile, &hFile );
|
|
|
|
//There is no access to steam at this point so we are checking for the presence of an empty file that will only exist in the chinese depot
|
|
if ( hFile != FILESYSTEM_INVALID_HANDLE )
|
|
{
|
|
bNeedHealthWarning = true;
|
|
COM_CloseFile( hFile );
|
|
}
|
|
|
|
if (!bNeedHealthWarning && !bEndGame && !bRecap && (CommandLine()->CheckParm("-dev") || CommandLine()->CheckParm("-novid") || CommandLine()->CheckParm("-allowdebug")))
|
|
return;
|
|
|
|
const char *pszFile = "media/StartupVids.txt";
|
|
if ( bEndGame )
|
|
{
|
|
// Don't go back into the map that triggered this.
|
|
CommandLine()->RemoveParm( "+map" );
|
|
CommandLine()->RemoveParm( "+load" );
|
|
|
|
pszFile = "media/EndGameVids.txt";
|
|
}
|
|
else if ( bRecap )
|
|
{
|
|
pszFile = "media/RecapVids.txt";
|
|
}
|
|
|
|
int vidFileLength;
|
|
|
|
// have to use the malloc memory allocation option in COM_LoadFile since the memory system isn't set up at this point.
|
|
const char *buffer = (char *) COM_LoadFile( pszFile, 5, &vidFileLength );
|
|
|
|
if ((buffer == NULL) || (vidFileLength == 0))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// hide cursor while playing videos
|
|
#if defined( USE_SDL )
|
|
g_pLauncherMgr->SetMouseVisible( false );
|
|
#elif defined( WIN32 )
|
|
::ShowCursor( FALSE );
|
|
#endif
|
|
|
|
#if defined( LINUX )
|
|
extern void VAudioInit();
|
|
VAudioInit();
|
|
Audio_CreateSDLAudioDevice();
|
|
#endif
|
|
|
|
const char *start = buffer;
|
|
|
|
while( true )
|
|
{
|
|
start = COM_Parse(start);
|
|
if ( Q_strlen( com_token ) <= 0 )
|
|
{
|
|
break;
|
|
}
|
|
|
|
// get the path to the media file and play it.
|
|
char localPath[MAX_PATH];
|
|
|
|
g_pFileSystem->GetLocalPath( com_token, localPath, sizeof(localPath) );
|
|
|
|
PlayVideoAndWait( localPath, bNeedHealthWarning );
|
|
localPath[0] = 0; // just to make sure we don't play the same avi file twice in the case that one movie is there but another isn't.
|
|
}
|
|
|
|
// show cursor again
|
|
#if defined( USE_SDL )
|
|
g_pLauncherMgr->SetMouseVisible( true );
|
|
#elif defined( WIN32 )
|
|
::ShowCursor( TRUE );
|
|
#endif
|
|
|
|
// call free on the buffer since the buffer was malloc'd in COM_LoadFile
|
|
free( (void *)buffer );
|
|
|
|
#endif // SWDS
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Plays a video until the video completes or ESC is pressed
|
|
// Input : *filename - Name of the file (relative to the filesystem)
|
|
//-----------------------------------------------------------------------------
|
|
void CGame::PlayVideoAndWait( const char *filename, bool bNeedHealthWarning )
|
|
{
|
|
// do we have a filename and a video system, and not on a console?
|
|
if ( !filename || !filename[0] || g_pVideo == NULL )
|
|
return;
|
|
|
|
// is it the valve logo file?
|
|
bool bIsValveLogo = ( Q_strstr( filename, "valve.") != NULL );
|
|
|
|
//Chinese health messages appears for 11 seconds, so we force a minimum delay time for those
|
|
float forcedMinTime = ( bIsValveLogo && bNeedHealthWarning ) ? 11.0f : -1.0f;
|
|
|
|
#if defined( WIN32 ) && !defined ( _X360 ) && !defined( USE_SDL )
|
|
// Black out the back of the screen once at the beginning of each video (since we're not scaling to fit)
|
|
HDC dc = ::GetDC( m_hWindow );
|
|
|
|
RECT rect;
|
|
rect.top = 0;
|
|
rect.bottom = m_height;
|
|
rect.left = 0;
|
|
rect.right = m_width;
|
|
|
|
HBRUSH hBlackBrush = (HBRUSH) ::GetStockObject( BLACK_BRUSH );
|
|
::SetViewportOrgEx( dc, 0, 0, NULL );
|
|
::FillRect( dc, &rect, hBlackBrush );
|
|
::ReleaseDC( (HWND) GetMainWindow(), dc );
|
|
|
|
#else
|
|
// need OS specific way to clear screen
|
|
|
|
#endif
|
|
|
|
VideoResult_t status = g_pVideo->PlayVideoFileFullScreen( filename, "GAME", GetMainWindowPlatformSpecificHandle (),
|
|
m_width, m_height, m_iDesktopWidth, m_iDesktopHeight, videomode->IsWindowedMode(),
|
|
forcedMinTime, VideoPlaybackFlags::DEFAULT_FULLSCREEN_OPTIONS | VideoPlaybackFlags::FILL_WINDOW );
|
|
|
|
// Everything ok?
|
|
if ( status == VideoResult::SUCCESS )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// We don't worry if it could not find something to could play
|
|
if ( status == VideoResult::VIDEO_FILE_NOT_FOUND )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Debug Builds, we want an error looked at by a developer, Release builds just send a message to the spew
|
|
#ifdef _DEBUG
|
|
Error( "Error %d occurred attempting to play video file %s\n", (int) status, filename );
|
|
#else
|
|
Msg( "Error %d occurred attempting to play video file %s\n", (int) status, filename );
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Constructor
|
|
//-----------------------------------------------------------------------------
|
|
CGame::CGame()
|
|
{
|
|
#if defined( USE_SDL )
|
|
m_pSDLWindow = 0;
|
|
#endif
|
|
|
|
#if defined( WIN32 )
|
|
#if !defined( USE_SDL )
|
|
unicode = NULL;
|
|
m_hUnicodeModule = NULL;
|
|
m_hInstance = 0;
|
|
m_ChainedWindowProc = NULL;
|
|
#endif
|
|
|
|
m_hWindow = 0;
|
|
#endif
|
|
|
|
m_x = m_y = 0;
|
|
m_width = m_height = 0;
|
|
m_bActiveApp = false;
|
|
m_bCanPostActivateEvents = true;
|
|
m_iDesktopWidth = 0;
|
|
m_iDesktopHeight = 0;
|
|
m_iDesktopRefreshRate = 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Destructor
|
|
//-----------------------------------------------------------------------------
|
|
CGame::~CGame()
|
|
{
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CGame::Init( void *pvInstance )
|
|
{
|
|
m_bExternallySuppliedWindow = false;
|
|
|
|
#if defined( WIN32 ) && !defined( USE_SDL )
|
|
OSVERSIONINFO vinfo;
|
|
vinfo.dwOSVersionInfoSize = sizeof(vinfo);
|
|
|
|
if ( !GetVersionEx( &vinfo ) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ( vinfo.dwPlatformId == VER_PLATFORM_WIN32s )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
m_hInstance = (HINSTANCE)pvInstance;
|
|
#endif
|
|
return true;
|
|
}
|
|
|
|
|
|
bool CGame::Shutdown( void )
|
|
{
|
|
#if defined( WIN32 ) && !defined( USE_SDL )
|
|
m_hInstance = 0;
|
|
#endif
|
|
return true;
|
|
}
|
|
|
|
bool CGame::LoadUnicode( void )
|
|
{
|
|
#ifdef WIN32
|
|
m_hUnicodeModule = Sys_LoadModule( "unicode" );
|
|
if ( !m_hUnicodeModule )
|
|
{
|
|
Error( "Unable to load unicode.dll" );
|
|
return false;
|
|
}
|
|
|
|
CreateInterfaceFn factory = Sys_GetFactory( m_hUnicodeModule );
|
|
if ( !factory )
|
|
{
|
|
Error( "Unable to get factory from unicode.dll" );
|
|
return false;
|
|
}
|
|
|
|
unicode = ( IUnicodeWindows * )factory( VENGINE_UNICODEINTERFACE_VERSION, NULL );
|
|
if ( !unicode )
|
|
{
|
|
Error( "Unable to load interface '%s' from unicode.dll", VENGINE_UNICODEINTERFACE_VERSION );
|
|
return false;
|
|
}
|
|
#endif
|
|
|
|
return true;
|
|
}
|
|
|
|
void CGame::UnloadUnicode()
|
|
{
|
|
#ifdef WIN32
|
|
unicode = NULL;
|
|
|
|
if ( m_hUnicodeModule )
|
|
{
|
|
Sys_UnloadModule( m_hUnicodeModule );
|
|
m_hUnicodeModule = NULL;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void *CGame::GetMainWindow( void )
|
|
{
|
|
#ifdef USE_SDL
|
|
return (void*)m_pSDLWindow;
|
|
#else
|
|
return GetMainWindowPlatformSpecificHandle();
|
|
#endif
|
|
}
|
|
|
|
void *CGame::GetMainDeviceWindow( void )
|
|
{
|
|
#if defined( DX_TO_GL_ABSTRACTION ) && defined( USE_SDL )
|
|
return (void*)m_pSDLWindow;
|
|
#else
|
|
return (void*)m_hWindow;
|
|
#endif
|
|
}
|
|
|
|
void *CGame::GetMainWindowPlatformSpecificHandle( void )
|
|
{
|
|
#ifdef WIN32
|
|
return (void*)m_hWindow;
|
|
#else
|
|
SDL_SysWMinfo pInfo;
|
|
SDL_VERSION( &pInfo.version );
|
|
if ( !SDL_GetWindowWMInfo( (SDL_Window*)m_pSDLWindow, &pInfo ) )
|
|
{
|
|
Error( "Fatal Error: Unable to get window info from SDL." );
|
|
return NULL;
|
|
}
|
|
|
|
#ifdef OSX
|
|
id nsWindow = (id)pInfo.info.cocoa.window;
|
|
SEL selector = sel_registerName("windowRef");
|
|
id windowRef = ((id(*)(id, SEL))objc_msgSend)( nsWindow, selector );
|
|
return windowRef;
|
|
#else
|
|
// Not used on Linux.
|
|
return NULL;
|
|
#endif
|
|
|
|
#endif // !WIN32
|
|
}
|
|
|
|
|
|
void** CGame::GetMainWindowAddress( void )
|
|
{
|
|
#ifdef WIN32
|
|
return (void**)&m_hWindow;
|
|
#else
|
|
return NULL;
|
|
#endif
|
|
}
|
|
|
|
void CGame::GetDesktopInfo( int &width, int &height, int &refreshrate )
|
|
{
|
|
#if defined( USE_SDL )
|
|
|
|
width = 640;
|
|
height = 480;
|
|
refreshrate = 0;
|
|
|
|
// Go through all the displays and return the size of the largest.
|
|
for( int i = 0; i < SDL_GetNumVideoDisplays(); i++ )
|
|
{
|
|
SDL_Rect rect;
|
|
|
|
if ( !SDL_GetDisplayBounds( i, &rect ) )
|
|
{
|
|
if ( ( rect.w > width ) || ( ( rect.w == width ) && ( rect.h > height ) ) )
|
|
{
|
|
width = rect.w;
|
|
height = rect.h;
|
|
}
|
|
}
|
|
}
|
|
#else
|
|
// order of initialization means that this might get called early. In that case go ahead and grab the current
|
|
// screen window and setup based on that.
|
|
// we need to do this when initializing the base list of video modes, for example
|
|
if ( m_iDesktopWidth == 0 )
|
|
{
|
|
HDC dc = ::GetDC( NULL );
|
|
width = ::GetDeviceCaps(dc, HORZRES);
|
|
height = ::GetDeviceCaps(dc, VERTRES);
|
|
refreshrate = ::GetDeviceCaps(dc, VREFRESH);
|
|
::ReleaseDC( NULL, dc );
|
|
return;
|
|
}
|
|
width = m_iDesktopWidth;
|
|
height = m_iDesktopHeight;
|
|
refreshrate = m_iDesktopRefreshRate;
|
|
#endif
|
|
}
|
|
|
|
void CGame::UpdateDesktopInformation( )
|
|
{
|
|
#if defined( USE_SDL )
|
|
// Get the size of the display we will be displayed fullscreen on.
|
|
static ConVarRef sdl_displayindex( "sdl_displayindex" );
|
|
int displayIndex = sdl_displayindex.IsValid() ? sdl_displayindex.GetInt() : 0;
|
|
|
|
SDL_DisplayMode mode;
|
|
SDL_GetDesktopDisplayMode( displayIndex, &mode );
|
|
|
|
m_iDesktopWidth = mode.w;
|
|
m_iDesktopHeight = mode.h;
|
|
m_iDesktopRefreshRate = mode.refresh_rate;
|
|
#else
|
|
HDC dc = ::GetDC( m_hWindow );
|
|
m_iDesktopWidth = ::GetDeviceCaps(dc, HORZRES);
|
|
m_iDesktopHeight = ::GetDeviceCaps(dc, VERTRES);
|
|
m_iDesktopRefreshRate = ::GetDeviceCaps(dc, VREFRESH);
|
|
::ReleaseDC( m_hWindow, dc );
|
|
#endif
|
|
}
|
|
|
|
#ifdef WIN32
|
|
void CGame::UpdateDesktopInformation( WPARAM wParam, LPARAM lParam )
|
|
{
|
|
m_iDesktopWidth = LOWORD( lParam );
|
|
m_iDesktopHeight = HIWORD( lParam );
|
|
}
|
|
#endif
|
|
|
|
#ifndef USE_SDL
|
|
void CGame::SetMainWindow( HWND window )
|
|
{
|
|
m_hWindow = window;
|
|
|
|
// update our desktop info (since the results will change if we are going to fullscreen mode)
|
|
if ( !m_iDesktopWidth || !m_iDesktopHeight )
|
|
{
|
|
UpdateDesktopInformation();
|
|
}
|
|
}
|
|
#else
|
|
void CGame::SetMainWindow( SDL_Window* window )
|
|
{
|
|
#if defined( WIN32 )
|
|
// For D3D, we need to access the underlying HWND of the SDL_Window.
|
|
// We also can't do this in GetMainDeviceWindow and just use that, because for some reason
|
|
// people use GetMainWindowAddress and store that pointer to our member.
|
|
SDL_SysWMinfo pInfo;
|
|
SDL_VERSION( &pInfo.version );
|
|
if ( !SDL_GetWindowWMInfo( (SDL_Window*)g_pLauncherMgr->GetWindowRef(), &pInfo ) )
|
|
{
|
|
Error( "Fatal Error: Unable to get window info from SDL." );
|
|
return;
|
|
}
|
|
|
|
m_hWindow = pInfo.info.win.window;
|
|
#endif
|
|
|
|
m_pSDLWindow = window;
|
|
|
|
// update our desktop info (since the results will change if we are going to fullscreen mode)
|
|
if ( !m_iDesktopWidth || !m_iDesktopHeight )
|
|
{
|
|
UpdateDesktopInformation();
|
|
}
|
|
}
|
|
#endif
|
|
|
|
void CGame::SetWindowXY( int x, int y )
|
|
{
|
|
m_x = x;
|
|
m_y = y;
|
|
}
|
|
|
|
void CGame::SetWindowSize( int w, int h )
|
|
{
|
|
m_width = w;
|
|
m_height = h;
|
|
}
|
|
|
|
void CGame::GetWindowRect( int *x, int *y, int *w, int *h )
|
|
{
|
|
if ( x )
|
|
{
|
|
*x = m_x;
|
|
}
|
|
if ( y )
|
|
{
|
|
*y = m_y;
|
|
}
|
|
if ( w )
|
|
{
|
|
*w = m_width;
|
|
}
|
|
if ( h )
|
|
{
|
|
*h = m_height;
|
|
}
|
|
}
|
|
|
|
bool CGame::IsActiveApp( void )
|
|
{
|
|
return m_bActiveApp;
|
|
}
|
|
|
|
void CGame::SetCanPostActivateEvents( bool bEnabled )
|
|
{
|
|
m_bCanPostActivateEvents = bEnabled;
|
|
}
|
|
|
|
bool CGame::CanPostActivateEvents()
|
|
{
|
|
return m_bCanPostActivateEvents;
|
|
}
|
|
|
|
void CGame::SetActiveApp( bool active )
|
|
{
|
|
m_bActiveApp = active;
|
|
}
|
|
|