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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#if defined( USE_SDL )
#undef PROTECTED_THINGS_ENABLE
#include "SDL.h"
#include "SDL_syswm.h"
#if defined( OSX )
#define DONT_DEFINE_BOOL
#include <objc/message.h>
#endif
#endif
#if defined( WIN32 ) && !defined( _X360 ) && !defined( DX_TO_GL_ABSTRACTION )
#include "winlite.h"
#include "xbox/xboxstubs.h"
#endif
#if defined( IS_WINDOWS_PC ) && !defined( USE_SDL )
#include <winsock.h>
#elif defined(_X360)
// nothing to include for 360
#elif defined(OSX)
#elif defined(LINUX)
#include "tier0/dynfunction.h"
#elif defined(_WIN32)
#include "tier0/dynfunction.h"
#else
#error
#endif
#include "appframework/ilaunchermgr.h"
#include "igame.h"
#include "cl_main.h"
#include "host.h"
#include "quakedef.h"
#include "tier0/vcrmode.h"
#include "tier0/icommandline.h"
#include "ivideomode.h"
#include "gl_matsysiface.h"
#include "cdll_engine_int.h"
#include "vgui_baseui_interface.h"
#include "iengine.h"
#include "keys.h"
#include "VGuiMatSurface/IMatSystemSurface.h"
#include "tier3/tier3.h"
#include "sound.h"
#include "vgui_controls/Controls.h"
#include "vgui_controls/MessageDialog.h"
#include "sys_dll.h"
#include "inputsystem/iinputsystem.h"
#include "inputsystem/ButtonCode.h"
#ifdef WIN32
#undef WIN32_LEAN_AND_MEAN
#include "unicode/unicode.h"
#endif
#include "GameUI/IGameUI.h"
#include "matchmaking.h"
#include "sv_main.h"
#include "video/ivideoservices.h"
#include "sys.h"
#include "materialsystem/imaterial.h"
#if defined( _X360 )
#include "xbox/xbox_win32stubs.h"
#include "hl2orange.spa.h"
#endif
#if defined( LINUX )
#include "snd_dev_sdl.h"
#endif
#ifdef DBGFLAG_ASSERT
#define AssertExit( _exp ) Assert( _exp )
#define AssertExitF( _exp ) Assert( _exp )
#else
#define AssertExit( _exp ) if ( !( _exp ) ) return;
#define AssertExitF( _exp ) if ( !( _exp ) ) return false;
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
void S_BlockSound (void); void S_UnblockSound (void); void ClearIOStates( void );
//-----------------------------------------------------------------------------
// Game input events
//-----------------------------------------------------------------------------
enum GameInputEventType_t { IE_Close = IE_FirstAppEvent, IE_WindowMove, IE_AppActivated, };
#ifdef WIN32
static IUnicodeWindows *unicode = NULL; #endif
//-----------------------------------------------------------------------------
// Purpose: Main game interface, including message pump and window creation
//-----------------------------------------------------------------------------
class CGame : public IGame { public: CGame( void ); virtual ~CGame( void );
bool Init( void *pvInstance ); bool Shutdown( void );
bool CreateGameWindow( void ); void DestroyGameWindow(); void SetGameWindow( void* hWnd );
// This is used in edit mode to override the default wnd proc associated w/
bool InputAttachToGameWindow(); void InputDetachFromGameWindow();
void PlayStartupVideos( void ); // This is the SDL_Window* under SDL, HWND otherwise.
void* GetMainWindow( void ); // This will be the HWND under D3D + Windows (both with and without SDL), SDL_Window* everywhere else.
void* GetMainDeviceWindow( void ); // This will be the HWND under Windows, the WindowRef under Mac, and (for now) NULL on Linux
void* GetMainWindowPlatformSpecificHandle( void ); void** GetMainWindowAddress( void );
void GetDesktopInfo( int &width, int &height, int &refreshrate );
void SetWindowXY( int x, int y ); void SetWindowSize( int w, int h ); void GetWindowRect( int *x, int *y, int *w, int *h );
bool IsActiveApp( void );
void SetCanPostActivateEvents( bool bEnable ); bool CanPostActivateEvents();
public: #ifdef USE_SDL
void SetMainWindow( SDL_Window* window ); #else
#ifdef WIN32
int WindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam ); #endif
void SetMainWindow( HWND window ); #endif
void SetActiveApp( bool active );
bool LoadUnicode(); void UnloadUnicode();
// Message handlers.
public: void HandleMsg_WindowMove( const InputEvent_t &event ); void HandleMsg_ActivateApp( const InputEvent_t &event ); void HandleMsg_Close( const InputEvent_t &event );
// Call the appropriate HandleMsg_ function.
void DispatchInputEvent( const InputEvent_t &event );
// Dispatch all the queued up messages.
virtual void DispatchAllStoredGameMessages(); private: void AppActivate( bool fActive ); 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.
private: void AttachToWindow(); void DetachFromWindow();
#ifndef _X360
static const wchar_t CLASSNAME[]; #else
static const char CLASSNAME[]; #endif
bool m_bExternallySuppliedWindow;
#if defined( WIN32 )
HWND m_hWindow; #if !defined( USE_SDL )
HINSTANCE m_hInstance;
// Stores a wndproc to chain message calls to
WNDPROC m_ChainedWindowProc;
RECT m_rcLastRestoredClientRect; #endif
#endif
#if defined( USE_SDL )
SDL_Window *m_pSDLWindow; #endif
int m_x; int m_y; int m_width; int m_height; bool m_bActiveApp; CSysModule *m_hUnicodeModule;
bool m_bCanPostActivateEvents; int m_iDesktopWidth, m_iDesktopHeight, m_iDesktopRefreshRate; void UpdateDesktopInformation(); #ifdef WIN32
void UpdateDesktopInformation( WPARAM wParam, LPARAM lParam ); #endif
};
static CGame g_Game; IGame *game = ( IGame * )&g_Game;
#if !defined( _X360 )
const wchar_t CGame::CLASSNAME[] = L"Valve001"; #else
const char CGame::CLASSNAME[] = "Valve001"; #endif
// In VCR playback mode, it sleeps this amount each frame.
int g_iVCRPlaybackSleepInterval = 0;
// During VCR playback, if this is true, then it'll pause at the end of each frame.
bool g_bVCRSingleStep = false;
bool g_bWaitingForStepKeyUp = false; // Used to prevent it from running frames while you hold the S key down.
bool g_bShowVCRPlaybackDisplay = true;
// These are all the windows messages that can change game state.
// See CGame::WindowProc for a description of how they work.
struct GameMessageHandler_t { int m_nEventType; void (CGame::*pFn)( const InputEvent_t &event ); };
GameMessageHandler_t g_GameMessageHandlers[] = { { IE_AppActivated, &CGame::HandleMsg_ActivateApp }, { IE_WindowMove, &CGame::HandleMsg_WindowMove }, { IE_Close, &CGame::HandleMsg_Close }, { IE_Quit, &CGame::HandleMsg_Close }, };
void CGame::AppActivate( bool fActive ) { // If text mode, force it to be active.
if ( g_bTextMode ) { fActive = true; }
// Don't bother if we're already in the correct state
if ( IsActiveApp() == fActive ) return;
// Don't let video modes changes queue up another activate event
SetCanPostActivateEvents( false );
#ifndef SWDS
if ( videomode ) { if ( fActive ) { videomode->RestoreVideo(); } else { videomode->ReleaseVideo(); } }
if ( host_initialized ) { if ( fActive ) { // Clear keyboard states (should be cleared already but...)
// VGui_ActivateMouse will reactivate the mouse soon.
ClearIOStates(); UpdateMaterialSystemConfig(); } else { // Clear keyboard input and deactivate the mouse while we're away.
ClearIOStates();
if ( g_ClientDLL ) { g_ClientDLL->IN_DeactivateMouse(); } } } #endif // SWDS
SetActiveApp( fActive );
#ifdef _XBOX
if ( host_initialized ) { ClearIOStates(); if ( fActive ) { UpdateMaterialSystemConfig(); } } SetActiveApp( fActive ); #endif
// Allow queueing of activation events
SetCanPostActivateEvents( true ); }
void CGame::HandleMsg_WindowMove( const InputEvent_t &event ) { game->SetWindowXY( event.m_nData, event.m_nData2 ); #ifndef SWDS
videomode->UpdateWindowPosition(); #endif
}
void CGame::HandleMsg_ActivateApp( const InputEvent_t &event ) { AppActivate( event.m_nData ? true : false ); }
void CGame::HandleMsg_Close( const InputEvent_t &event ) { if ( eng->GetState() == IEngine::DLL_ACTIVE ) { eng->SetQuitting( IEngine::QUIT_TODESKTOP ); } }
void CGame::DispatchInputEvent( const InputEvent_t &event ) { switch( event.m_nType ) { // Handle button events specially,
// since we have all manner of crazy filtering going on when dealing with them
case IE_ButtonPressed: case IE_ButtonDoubleClicked: case IE_ButtonReleased: Key_Event( event ); break;
default: // Let vgui have the first whack at events
if ( g_pMatSystemSurface && g_pMatSystemSurface->HandleInputEvent( event ) ) break;
for ( int i=0; i < ARRAYSIZE( g_GameMessageHandlers ); i++ ) { if ( g_GameMessageHandlers[i].m_nEventType == event.m_nType ) { (this->*g_GameMessageHandlers[i].pFn)( event ); break; } } break; } }
void CGame::DispatchAllStoredGameMessages() { #if !defined( NO_VCR )
if ( VCRGetMode() == VCR_Playback ) { InputEvent_t event; while ( VCRHook_PlaybackGameMsg( &event ) ) { event.m_nTick = g_pInputSystem->GetPollTick(); DispatchInputEvent( event ); } } else { int nEventCount = g_pInputSystem->GetEventCount(); const InputEvent_t* pEvents = g_pInputSystem->GetEventData( ); for ( int i = 0; i < nEventCount; ++i ) { VCRHook_RecordGameMsg( pEvents[i] ); DispatchInputEvent( pEvents[i] ); } VCRHook_RecordEndGameMsg(); } #else
int nEventCount = g_pInputSystem->GetEventCount(); const InputEvent_t* pEvents = g_pInputSystem->GetEventData( ); for ( int i = 0; i < nEventCount; ++i ) { DispatchInputEvent( pEvents[i] ); } #endif
}
void VCR_EnterPausedState() { // Turn this off in case they're in single-step mode.
g_bVCRSingleStep = false;
#ifdef WIN32
// This is cheesy, but GetAsyncKeyState is blocked (in protected_things.h)
// from being accidentally used, so we get it through it by getting its pointer directly.
static HINSTANCE hInst = LoadLibrary( "user32.dll" ); if ( !hInst ) return;
typedef SHORT (WINAPI *GetAsyncKeyStateFn)( int vKey ); static GetAsyncKeyStateFn pfn = (GetAsyncKeyStateFn)GetProcAddress( hInst, "GetAsyncKeyState" ); if ( !pfn ) return;
// In this mode, we enter a wait state where we only pay attention to R and Q.
while ( 1 ) { if ( pfn( 'R' ) & 0x8000 ) break;
if ( pfn( 'Q' ) & 0x8000 ) TerminateProcess( GetCurrentProcess(), 1 );
if ( pfn( 'S' ) & 0x8000 ) { if ( !g_bWaitingForStepKeyUp ) { // Do a single step.
g_bVCRSingleStep = true; g_bWaitingForStepKeyUp = true; // Don't do another single step until they release the S key.
break; } } else { // Ok, they released the S key, so we'll process it next time the key goes down.
g_bWaitingForStepKeyUp = false; } Sleep( 2 ); } #else
Assert( !"Impl me" ); #endif
}
#ifdef WIN32
void VCR_HandlePlaybackMessages( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam ) { if ( uMsg == WM_KEYDOWN ) { if ( wParam == VK_SUBTRACT || wParam == 0xbd ) { g_iVCRPlaybackSleepInterval += 5; } else if ( wParam == VK_ADD || wParam == 0xbb ) { g_iVCRPlaybackSleepInterval -= 5; } else if ( toupper( wParam ) == 'Q' ) { TerminateProcess( GetCurrentProcess(), 1 ); } else if ( toupper( wParam ) == 'P' ) { VCR_EnterPausedState(); } else if ( toupper( wParam ) == 'S' && !g_bVCRSingleStep ) { g_bWaitingForStepKeyUp = true; VCR_EnterPausedState(); } else if ( toupper( wParam ) == 'D' ) { g_bShowVCRPlaybackDisplay = !g_bShowVCRPlaybackDisplay; }
g_iVCRPlaybackSleepInterval = clamp( g_iVCRPlaybackSleepInterval, 0, 500 ); } }
//-----------------------------------------------------------------------------
// Calls the default window procedure
// FIXME: It would be nice to remove the need for this, which we can do
// if we can make unicode work when running inside hammer.
//-----------------------------------------------------------------------------
static LONG WINAPI CallDefaultWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam ) { if ( unicode ) return unicode->DefWindowProcW( hWnd, uMsg, wParam, lParam ); return DefWindowProc( hWnd, uMsg, wParam, lParam ); } #endif
//-----------------------------------------------------------------------------
// Purpose: The user has accepted an invitation to a game, we need to detect if
// it's TF2 and restart properly if it is
//-----------------------------------------------------------------------------
void XBX_HandleInvite( DWORD nUserId ) { #ifdef _X360
// Grab our invite info
XINVITE_INFO inviteInfo; DWORD dwError = XInviteGetAcceptedInfo( nUserId, &inviteInfo ); if ( dwError != ERROR_SUCCESS ) return;
// We only care if we're asked to join an Orange Box session
if ( inviteInfo.dwTitleID != TITLEID_THE_ORANGE_BOX ) { // Do the normal "we've been invited to a game" behavior
return; }
// Otherwise, launch depending on our current MOD
if ( !Q_stricmp( GetCurrentMod(), "tf" ) ) { // We're already running TF2, so just join the session
if ( nUserId != XBX_GetPrimaryUserId() ) { // Switch users, the other had the invite
XBX_SetPrimaryUserId( nUserId ); }
// Kick off our join
g_pMatchmaking->JoinInviteSession( &(inviteInfo.hostInfo) ); } else { // 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
//-----------------------------------------------------------------------------
int CGame::WindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{ LONG 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)
#elif defined(LINUX)
#elif defined(_WIN32)
#else
#error
#endif
#if defined( WIN32 ) && !defined( USE_SDL )
//-----------------------------------------------------------------------------
// Creates the game window
//-----------------------------------------------------------------------------
static LONG 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() ) { V_strcat( windowName, " - OpenGL", sizeof( windowName ) ); }
#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 = 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 = 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; }
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