|
|
//========= Copyright Valve Corporation, 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.
//
// $Header: $
// $NoKeywords: $
//
// Sound unit test application
//
//=============================================================================
#include <windows.h>
#include "tier0/dbg.h"
#include "tier0/icommandline.h"
#include "filesystem.h"
#include "datacache/idatacache.h"
#include "appframework/appframework.h"
#include "soundsystem/isoundsystem.h"
#include "vstdlib/cvar.h"
#include "filesystem_init.h"
//-----------------------------------------------------------------------------
// Main system interfaces
//-----------------------------------------------------------------------------
IFileSystem *g_pFileSystem; ISoundSystem *g_pSoundSystem;
//-----------------------------------------------------------------------------
// Standard spew functions
//-----------------------------------------------------------------------------
static SpewRetval_t SoundTestOutputFunc( SpewType_t spewType, char const *pMsg ) { printf( pMsg ); fflush( stdout );
if (spewType == SPEW_ERROR) return SPEW_ABORT; return (spewType == SPEW_ASSERT) ? SPEW_DEBUGGER : SPEW_CONTINUE; }
//-----------------------------------------------------------------------------
// The application object
//-----------------------------------------------------------------------------
class CSoundTestApp : public CDefaultAppSystemGroup<CSteamAppSystemGroup> { public: // Methods of IApplication
virtual bool Create(); virtual bool PreInit(); virtual int Main(); virtual void PostShutdown(); virtual void Destroy();
private: bool CreateAppWindow( char const *pTitle, bool bWindowed, int w, int h ); bool SetupSearchPaths(); void AppPumpMessages();
// Windproc
static LONG WINAPI WinAppWindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); LONG WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
HWND m_hWnd; bool m_bExitMainLoop; };
static CSoundTestApp s_SoundTestApp; DEFINE_WINDOWED_STEAM_APPLICATION_OBJECT_GLOBALVAR( CSoundTestApp, s_SoundTestApp );
//-----------------------------------------------------------------------------
// The application object
//-----------------------------------------------------------------------------
bool CSoundTestApp::Create() { SpewOutputFunc( SoundTestOutputFunc );
// Add in the cvar factory
AppModule_t cvarModule = LoadModule( VStdLib_GetICVarFactory() ); AddSystem( cvarModule, CVAR_INTERFACE_VERSION );
AppSystemInfo_t appSystems[] = { { "datacache.dll", DATACACHE_INTERFACE_VERSION }, { "soundsystem.dll", SOUNDSYSTEM_INTERFACE_VERSION }, { "", "" } // Required to terminate the list
};
if ( !AddSystems( appSystems ) ) return false;
g_pFileSystem = (IFileSystem*)FindSystem( FILESYSTEM_INTERFACE_VERSION ); g_pSoundSystem = (ISoundSystem*)FindSystem( SOUNDSYSTEM_INTERFACE_VERSION );
return ( g_pFileSystem && g_pSoundSystem ); }
void CSoundTestApp::Destroy() { g_pFileSystem = NULL; g_pSoundSystem = NULL; }
//-----------------------------------------------------------------------------
// Window management
//-----------------------------------------------------------------------------
bool CSoundTestApp::CreateAppWindow( char const *pTitle, bool bWindowed, int w, int h ) { WNDCLASSEX wc; memset( &wc, 0, sizeof( wc ) ); wc.cbSize = sizeof( wc ); wc.style = CS_OWNDC | CS_DBLCLKS; wc.lpfnWndProc = WinAppWindowProc; wc.hInstance = (HINSTANCE)GetAppInstance(); wc.lpszClassName = "Valve001"; wc.hIcon = NULL; //LoadIcon( s_HInstance, MAKEINTRESOURCE( IDI_LAUNCHER ) );
wc.hIconSm = wc.hIcon;
RegisterClassEx( &wc );
// Note, it's hidden
DWORD style = WS_POPUP | WS_CLIPSIBLINGS; if ( bWindowed ) { // Give it a frame
style |= WS_OVERLAPPEDWINDOW; style &= ~WS_THICKFRAME; }
// Never a max box
style &= ~WS_MAXIMIZEBOX;
RECT windowRect; windowRect.top = 0; windowRect.left = 0; windowRect.right = w; windowRect.bottom = h;
// Compute rect needed for that size client area based on window style
AdjustWindowRectEx(&windowRect, style, FALSE, 0);
// Create the window
m_hWnd = CreateWindow( wc.lpszClassName, pTitle, style, 0, 0, windowRect.right - windowRect.left, windowRect.bottom - windowRect.top, NULL, NULL, (HINSTANCE)GetAppInstance(), NULL );
if ( m_hWnd == INVALID_HANDLE_VALUE ) return false;
int CenterX, CenterY;
CenterX = (GetSystemMetrics(SM_CXSCREEN) - w) / 2; CenterY = (GetSystemMetrics(SM_CYSCREEN) - h) / 2; CenterX = (CenterX < 0) ? 0: CenterX; CenterY = (CenterY < 0) ? 0: CenterY;
// In VCR modes, keep it in the upper left so mouse coordinates are always relative to the window.
SetWindowPos (m_hWnd, NULL, CenterX, CenterY, 0, 0, SWP_NOSIZE | SWP_NOZORDER | SWP_SHOWWINDOW | SWP_DRAWFRAME);
return true; }
//-----------------------------------------------------------------------------
// Message handler
//-----------------------------------------------------------------------------
LONG CSoundTestApp::WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { if ( uMsg == WM_CLOSE ) { m_bExitMainLoop = true; } return DefWindowProc( hWnd, uMsg, wParam, lParam ); }
LONG WINAPI CSoundTestApp::WinAppWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam ) { return s_SoundTestApp.WindowProc( hWnd, uMsg, wParam, lParam ); }
//-----------------------------------------------------------------------------
// Sets up the game path
//-----------------------------------------------------------------------------
bool CSoundTestApp::SetupSearchPaths() { CFSSteamSetupInfo steamInfo; steamInfo.m_pDirectoryName = NULL; steamInfo.m_bOnlyUseDirectoryName = false; steamInfo.m_bToolsMode = true; steamInfo.m_bSetSteamDLLPath = true; steamInfo.m_bSteam = g_pFileSystem->IsSteam(); if ( FileSystem_SetupSteamEnvironment( steamInfo ) != FS_OK ) return false;
CFSMountContentInfo fsInfo; fsInfo.m_pFileSystem = g_pFileSystem; fsInfo.m_bToolsMode = true; fsInfo.m_pDirectoryName = steamInfo.m_GameInfoPath;
if ( FileSystem_MountContent( fsInfo ) != FS_OK ) return false;
// Finally, load the search paths for the "GAME" path.
CFSSearchPathsInit searchPathsInit; searchPathsInit.m_pDirectoryName = steamInfo.m_GameInfoPath; searchPathsInit.m_pFileSystem = g_pFileSystem; if ( FileSystem_LoadSearchPaths( searchPathsInit ) != FS_OK ) return false;
g_pFileSystem->AddSearchPath( steamInfo.m_GameInfoPath, "SKIN", PATH_ADD_TO_HEAD );
FileSystem_AddSearchPath_Platform( g_pFileSystem, steamInfo.m_GameInfoPath );
// and now add episodic to the GAME searchpath
char shorts[MAX_PATH]; Q_strncpy( shorts, steamInfo.m_GameInfoPath, MAX_PATH ); Q_StripTrailingSlash( shorts ); Q_strncat( shorts, "/../episodic", MAX_PATH, MAX_PATH );
g_pFileSystem->AddSearchPath( shorts, "GAME", PATH_ADD_TO_HEAD );
return true; }
//-----------------------------------------------------------------------------
// PreInit, PostShutdown
//-----------------------------------------------------------------------------
bool CSoundTestApp::PreInit( ) { // Add paths...
if ( !SetupSearchPaths() ) 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 ); }
if ( !CreateAppWindow( "SoundTest", bWindowed, iWidth, iHeight ) ) return false;
return true; }
void CSoundTestApp::PostShutdown() { }
//-----------------------------------------------------------------------------
// Pump messages
//-----------------------------------------------------------------------------
void CSoundTestApp::AppPumpMessages() { MSG msg; while ( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) ) { TranslateMessage( &msg ); DispatchMessage( &msg ); } }
//-----------------------------------------------------------------------------
// The application object
//-----------------------------------------------------------------------------
int CSoundTestApp::Main() { CAudioSource *pSource = g_pSoundSystem->LoadSound( "sound/ambient/alarms/alarm1.wav" );
CAudioMixer *pMixer; g_pSoundSystem->PlaySound( pSource, 1.0f, &pMixer );
m_bExitMainLoop = false; while ( !m_bExitMainLoop ) { AppPumpMessages(); g_pSoundSystem->Update( Plat_FloatTime() ); }
return 1; }
|