Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// TerrainBlend.cpp : Defines the entry point for the application.
//
#include "stdafx.h"
#include "resource.h"
#include "mathlib/mathlib.h"
#include "tier0/dbg.h"
#include "tier0/icommandline.h"
#include "tier1/strtools.h"
#define MAX_LOADSTRING 100
// Global Variables:
HINSTANCE hInst; // current instance
TCHAR szTitle[MAX_LOADSTRING]; // The title bar text
TCHAR szWindowClass[MAX_LOADSTRING]; // The title bar text
HWND g_hWnd;
// Foward declarations of functions included in this code module:
ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
LRESULT CALLBACK About(HWND, UINT, WPARAM, LPARAM);
int g_nCapture = 0;
bool g_bFocus = false;
int g_ScreenWidth, g_ScreenHeight;
D3DPRESENT_PARAMETERS d3dpp;
IDirect3D8 *g_pDirect3D;
IDirect3DDevice8 *g_pDevice;
POINT GetWindowCenter()
{
RECT rc;
GetWindowRect(g_hWnd, &rc);
POINT ret;
ret.x = (rc.left + rc.right) / 2;
ret.y = (rc.top + rc.bottom) / 2;
return ret;
}
void CallAppRender( bool bInvalidRect )
{
static DWORD lastTime = 0;
static POINT lastMousePos = {0xFFFF, 0xFFFF};
// Sample time and mouse position and tell the app to render.
DWORD curTime = GetTickCount();
float frametime = (curTime - lastTime) / 1000.0f;
if( frametime > 0.1f )
frametime = 0.1f;
lastTime = curTime;
// Get the cursor delta.
POINT curMousePos;
GetCursorPos(&curMousePos);
int deltaX, deltaY;
if( lastMousePos.x == 0xFFFF )
{
deltaX = deltaY = 0;
}
else
{
deltaX = curMousePos.x - lastMousePos.x;
deltaY = curMousePos.y - lastMousePos.y;
}
// Recenter the cursor.
if( g_nCapture )
{
lastMousePos = GetWindowCenter();
SetCursorPos( lastMousePos.x, lastMousePos.y );
}
else
{
lastMousePos = curMousePos;
}
AppRender( frametime, (float)deltaX, (float)deltaY, bInvalidRect );
}
SpewRetval_t D3DAppSpewFunc( SpewType_t spewType, char const *pMsg )
{
switch (spewType)
{
case SPEW_ERROR:
MessageBox(NULL, pMsg, "FATAL ERROR", MB_OK);
return SPEW_ABORT;
default:
OutputDebugString(pMsg);
#ifdef _DEBUG
return spewType == SPEW_ASSERT ? SPEW_DEBUGGER : SPEW_CONTINUE;
#else
return SPEW_CONTINUE;
#endif
}
}
int APIENTRY WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
CommandLine()->CreateCmdLine( Plat_GetCommandLine() );
// TODO: Place code here.
SpewOutputFunc( D3DAppSpewFunc );
MathLib_Init( true, true, true, 2.2f, 2.2f, 0.0f, 2.0f );
MSG msg;
HACCEL hAccelTable;
// Initialize global strings
LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
strcpy( szWindowClass, "d3dapp" );
MyRegisterClass(hInstance);
// Perform application initialization:
if (!InitInstance (hInstance, nCmdShow))
{
return FALSE;
}
hAccelTable = LoadAccelerators(hInstance, (LPCTSTR)IDC_TERRAINBLEND);
InvalidateRect( g_hWnd, NULL, FALSE );
// Main message loop:
while(1)
{
while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
if(msg.message == WM_QUIT)
break;
if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
if(msg.message == WM_QUIT)
break;
CallAppRender( false );
}
AppExit();
return msg.wParam;
}
//
// FUNCTION: MyRegisterClass()
//
// PURPOSE: Registers the window class.
//
// COMMENTS:
//
// This function and its usage is only necessary if you want this code
// to be compatible with Win32 systems prior to the 'RegisterClassEx'
// function that was added to Windows 95. It is important to call this function
// so that the application will get 'well formed' small icons associated
// with it.
//
ATOM MyRegisterClass(HINSTANCE hInstance)
{
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = (WNDPROC)WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(hInstance, (LPCTSTR)IDI_TERRAINBLEND);
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = NULL;
wcex.lpszClassName = szWindowClass;
wcex.hIconSm = LoadIcon(wcex.hInstance, (LPCTSTR)IDI_SMALL);
return RegisterClassEx(&wcex);
}
void ShutdownD3D()
{
if( g_pDevice )
{
g_pDevice->Release();
g_pDevice = NULL;
}
if( g_pDirect3D )
{
g_pDirect3D->Release();
g_pDirect3D = NULL;
}
}
void InitD3D()
{
ShutdownD3D();
RECT rcClient;
GetClientRect( g_hWnd, &rcClient );
g_ScreenWidth = rcClient.right - rcClient.left;
g_ScreenHeight = rcClient.bottom - rcClient.top;
// Initialize D3D.
g_pDirect3D = Direct3DCreate8( D3D_SDK_VERSION );
// Get the current desktop display mode, so we can set up a back
// buffer of the same format
D3DDISPLAYMODE d3ddm;
g_pDirect3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm );
// Set up the structure used to create the D3DDevice
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
HRESULT hr = g_pDirect3D->CreateDevice(
D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
g_hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&g_pDevice);
if( FAILED(hr) )
{
Sys_Error( "CreateDevice failed (%s)", DXGetErrorString8(hr) );
}
g_pDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
g_pDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
}
void DoResize()
{
AppPreResize();
InitD3D();
AppPostResize();
CallAppRender( true );
}
//
// FUNCTION: InitInstance(HANDLE, int)
//
// PURPOSE: Saves instance handle and creates main window
//
// COMMENTS:
//
// In this function, we save the instance handle in a global variable and
// create and display the main program window.
//
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
hInst = hInstance; // Store instance handle in our global variable
int x = Sys_FindArgInt( "-x", 0 );
int y = Sys_FindArgInt( "-y", 0 );
int w = Sys_FindArgInt( "-width", CW_USEDEFAULT );
int h = Sys_FindArgInt( "-height", CW_USEDEFAULT );
DWORD dwFlags = WS_OVERLAPPEDWINDOW;
// Get the 'work area' so we don't overlap the taskbar on the top or left.
RECT rcWorkArea;
SystemParametersInfo( SPI_GETWORKAREA, 0, &rcWorkArea, 0 );
// If they don't specify anything, maximize the window.
if( x == 0 && y == 0 && w == CW_USEDEFAULT && h == CW_USEDEFAULT )
{
x = rcWorkArea.left;
y = rcWorkArea.top;
w = rcWorkArea.right - rcWorkArea.left;
h = rcWorkArea.bottom - rcWorkArea.top;
dwFlags |= WS_MAXIMIZE;
}
else
{
x += rcWorkArea.left;
y += rcWorkArea.top;
}
g_hWnd = CreateWindow(
szWindowClass,
szTitle,
dwFlags, // window style
x, // x
y, // y
w, // width
h, // height
NULL,
NULL,
hInstance,
NULL);
if (!g_hWnd)
{
return FALSE;
}
ShowWindow(g_hWnd, nCmdShow);
UpdateWindow(g_hWnd);
InitD3D();
AppInit();
// Reinitialize D3D. For some reason, D3D point primitives are way too large
// unless we do this.
DoResize();
return TRUE;
}
//
// FUNCTION: WndProc(HWND, unsigned, WORD, LONG)
//
// PURPOSE: Processes messages for the main window.
//
// WM_COMMAND - process the application menu
// WM_PAINT - Paint the main window
// WM_DESTROY - post a quit message and return
//
//
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_PAINT:
{
PAINTSTRUCT ps;
BeginPaint( hWnd, &ps );
EndPaint( hWnd, &ps );
if( g_pDevice )
CallAppRender( true );
}
break;
case WM_KEYDOWN:
{
AppKey( (int)wParam, lParam&0xFFFF );
}
break;
case WM_KEYUP:
{
AppKey( (int)wParam, 0 );
}
break;
case WM_CHAR:
{
AppChar( (int)wParam );
}
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
case WM_LBUTTONDOWN:
{
ShowCursor( FALSE );
SetCapture( g_hWnd );
g_nCapture++;
}
break;
case WM_LBUTTONUP:
{
ShowCursor( TRUE );
ReleaseCapture( );
g_nCapture--;
}
break;
case WM_RBUTTONDOWN:
{
ShowCursor( FALSE );
SetCapture( g_hWnd );
g_nCapture++;
}
break;
case WM_RBUTTONUP:
{
ShowCursor( TRUE );
ReleaseCapture( );
g_nCapture--;
}
break;
case WM_SIZE:
{
if( g_pDevice )
DoResize();
}
break;
case WM_SETFOCUS:
{
g_bFocus = true;
}
break;
case WM_KILLFOCUS:
{
g_bFocus = false;
}
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
bool Sys_Error(const char *pMsg, ...)
{
char msg[4096];
va_list marker;
va_start( marker, pMsg );
V_vsprintf_safe( msg, pMsg, marker );
va_end( marker );
MessageBox( NULL, msg, "Error!", MB_OK );
exit(1);
return true;
}
void Sys_Quit()
{
PostQuitMessage( 0 );
}
void Sys_SetWindowText( char const *pMsg, ... )
{
va_list marker;
char msg[4096];
va_start(marker, pMsg);
V_vsprintf_safe(msg, pMsg, marker);
va_end(marker);
SetWindowText( g_hWnd, msg );
}
bool Sys_GetKeyState( int key )
{
int keyTranslations[][2] =
{
{APPKEY_LBUTTON, VK_LBUTTON},
{APPKEY_RBUTTON, VK_RBUTTON},
{APPKEY_SPACE, VK_SPACE}
};
int nKeyTranslations = sizeof(keyTranslations) / sizeof(keyTranslations[0]);
for( int i=0; i < nKeyTranslations; i++ )
{
if( key == keyTranslations[i][0] )
{
key = keyTranslations[i][1];
break;
}
}
return !!( GetAsyncKeyState( key ) & 0x8000 );
}
void Sys_Sleep( int ms )
{
Sleep( (DWORD)ms );
}
bool Sys_HasFocus()
{
return g_bFocus;
}
char const* Sys_FindArg( char const *pArg, char const *pDefault )
{
for( int i=0; i < __argc; i++ )
{
if( stricmp( __argv[i], pArg ) == 0 )
return (i+1) < __argc ? __argv[i+1] : "";
}
return pDefault;
}
int Sys_FindArgInt( char const *pArg, int defaultVal )
{
char const *pVal = Sys_FindArg( pArg, NULL );
if( pVal )
return atoi( pVal );
else
return defaultVal;
}
int Sys_ScreenWidth()
{
return g_ScreenWidth;
}
int Sys_ScreenHeight()
{
return g_ScreenHeight;
}