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//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
//=============================================================================
#ifdef _WIN32
#include "appframework/matsysapp.h"
#include "FileSystem.h"
#include "materialsystem/IMaterialSystem.h"
#include "tier0/dbg.h"
#include "tier0/icommandline.h"
#include "materialsystem/MaterialSystem_Config.h"
#include "filesystem_init.h"
#include "inputsystem/iinputsystem.h"
#include "tier2/tier2.h"
#include "videocfg/videocfg.h"
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CMatSysApp::CMatSysApp() { }
//-----------------------------------------------------------------------------
// Create all singleton systems
//-----------------------------------------------------------------------------
bool CMatSysApp::Create() { AppSystemInfo_t appSystems[] = { { "inputsystem.dll", INPUTSYSTEM_INTERFACE_VERSION }, { "materialsystem.dll", MATERIAL_SYSTEM_INTERFACE_VERSION },
// Required to terminate the list
{ "", "" } };
if ( !AddSystems( appSystems ) ) return false;
IMaterialSystem *pMaterialSystem = (IMaterialSystem*)FindSystem( MATERIAL_SYSTEM_INTERFACE_VERSION );
if ( !pMaterialSystem ) { Warning( "CMatSysApp::Create: Unable to connect to necessary interface!\n" ); return false; }
pMaterialSystem->SetShaderAPI( "shaderapidx9.dll" ); return true; }
void CMatSysApp::Destroy() { }
//-----------------------------------------------------------------------------
// Pump messages
//-----------------------------------------------------------------------------
void CMatSysApp::AppPumpMessages() { g_pInputSystem->PollInputState(); }
//-----------------------------------------------------------------------------
// Sets up the game path
//-----------------------------------------------------------------------------
bool CMatSysApp::SetupSearchPaths( const char *pStartingDir, bool bOnlyUseStartingDir, bool bIsTool ) { if ( !BaseClass::SetupSearchPaths( pStartingDir, bOnlyUseStartingDir, bIsTool ) ) return false;
g_pFullFileSystem->AddSearchPath( GetGameInfoPath(), "SKIN", PATH_ADD_TO_HEAD ); return true; }
//-----------------------------------------------------------------------------
// Init, shutdown
//-----------------------------------------------------------------------------
bool CMatSysApp::PreInit( ) { if ( !BaseClass::PreInit() ) return false;
if ( !g_pFullFileSystem || !g_pMaterialSystem || !g_pInputSystem ) { Warning( "CMatSysApp::PreInit: Unable to connect to necessary interface!\n" ); return false; }
// Add paths...
if ( !SetupSearchPaths( NULL, false, true ) ) return false;
const char *pArg; int iWidth = 1024; int iHeight = 768; bool bWindowed = (CommandLine()->CheckParm( "-fullscreen" ) == NULL); if (CommandLine()->CheckParm( "-width", &pArg )) { iWidth = atoi( pArg ); } if (CommandLine()->CheckParm( "-height", &pArg )) { iHeight = atoi( pArg ); }
m_nWidth = iWidth; m_nHeight = iHeight; m_HWnd = CreateAppWindow( GetAppInstance(), GetAppName(), bWindowed, iWidth, iHeight, false ); if ( !m_HWnd ) return false;
g_pInputSystem->AttachToWindow( m_HWnd );
// NOTE: If we specifically wanted to use a particular shader DLL, we set it here...
//m_pMaterialSystem->SetShaderAPI( "shaderapidx8" );
// Get the adapter from the command line....
const char *pAdapterString; int adapter = 0; if (CommandLine()->CheckParm( "-adapter", &pAdapterString )) { adapter = atoi( pAdapterString ); }
int adapterFlags = 0; if ( CommandLine()->CheckParm( "-ref" ) ) { adapterFlags |= MATERIAL_INIT_REFERENCE_RASTERIZER; } if ( AppUsesReadPixels() ) { adapterFlags |= MATERIAL_INIT_ALLOCATE_FULLSCREEN_TEXTURE; }
g_pMaterialSystem->SetAdapter( adapter, adapterFlags );
return true; }
void CMatSysApp::PostShutdown() { if ( g_pInputSystem ) { g_pInputSystem->DetachFromWindow( ); }
BaseClass::PostShutdown(); }
//-----------------------------------------------------------------------------
// Gets the window size
//-----------------------------------------------------------------------------
int CMatSysApp::GetWindowWidth() const { return m_nWidth; }
int CMatSysApp::GetWindowHeight() const { return m_nHeight; }
//-----------------------------------------------------------------------------
// Returns the window
//-----------------------------------------------------------------------------
void* CMatSysApp::GetAppWindow() { return m_HWnd; }
// Replace first underscore (if any) with \0 and return
// This handles special mods like tf_movies, l4d_movies, tf_comics
// As a result, such mods will use the gpu_level settings etc from the base mod
void StripModSuffix( char *pModName ) { int i = 0; while ( pModName[i] != '\0' ) // Walk to the end of the string
{ if ( pModName[i] == '_') // If we hit an underscore
{ pModName[i] = '\0'; // Terminate the string here and bail out
return; } i++; } }
//-----------------------------------------------------------------------------
// Sets the video mode
//-----------------------------------------------------------------------------
bool CMatSysApp::SetVideoMode( ) { MaterialSystem_Config_t config; if ( CommandLine()->CheckParm( "-fullscreen" ) ) { config.SetFlag( MATSYS_VIDCFG_FLAGS_WINDOWED, false ); } else { config.SetFlag( MATSYS_VIDCFG_FLAGS_WINDOWED, true ); }
if ( CommandLine()->CheckParm( "-resizing" ) ) { config.SetFlag( MATSYS_VIDCFG_FLAGS_RESIZING, true ); }
if ( CommandLine()->CheckParm( "-mat_vsync" ) ) { config.SetFlag( MATSYS_VIDCFG_FLAGS_NO_WAIT_FOR_VSYNC, false ); }
config.m_nAASamples = CommandLine()->ParmValue( "-mat_antialias", 1 ); config.m_nAAQuality = CommandLine()->ParmValue( "-mat_aaquality", 0 ); if ( CommandLine()->FindParm( "-csm_quality_level" ) ) { int nCSMQuality = CommandLine()->ParmValue( "-csm_quality_level", CSMQUALITY_VERY_LOW ); config.m_nCSMQuality = (CSMQualityMode_t)clamp( nCSMQuality, CSMQUALITY_VERY_LOW, CSMQUALITY_TOTAL_MODES - 1 ); } config.m_VideoMode.m_Width = config.m_VideoMode.m_Height = 0; config.m_VideoMode.m_Format = IMAGE_FORMAT_BGRX8888; config.m_VideoMode.m_RefreshRate = 0; config.SetFlag( MATSYS_VIDCFG_FLAGS_STENCIL, true );
bool modeSet = g_pMaterialSystem->SetMode( m_HWnd, config ); if (!modeSet) { Error( "Unable to set mode\n" ); return false; }
char pModPath[MAX_PATH]; V_snprintf( pModPath, sizeof(pModPath), "" ); g_pFullFileSystem->GetSearchPath( "MOD", false, pModPath, sizeof( pModPath ) );
// Construct the mod name so we can use the mod-specific encrypted config files
char pModName[32]; V_StripTrailingSlash( pModPath ); V_FileBase( pModPath, pModName, sizeof( pModName ) ); StripModSuffix( pModName );
// Just use the highest levels in non-game apps
UpdateSystemLevel( CPU_LEVEL_HIGH, GPU_LEVEL_VERYHIGH, MEM_LEVEL_HIGH, GPU_MEM_LEVEL_HIGH, false, pModName );
g_pMaterialSystem->OverrideConfig( config, false ); return true; }
#endif // _WIN32
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