Team Fortress 2 Source Code as on 22/4/2020
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//========= 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.
//
//=============================================================================
#ifdef _WIN32
#if defined( _WIN32 ) && !defined( _X360 )
#include <windows.h>
#endif
#include "appframework/vguimatsysapp.h"
#include "filesystem.h"
#include "materialsystem/imaterialsystem.h"
#include "vgui/ivgui.h"
#include "vgui/ISurface.h"
#include "vgui_controls/controls.h"
#include "vgui/ischeme.h"
#include "vgui/ilocalize.h"
#include "tier0/dbg.h"
#include "tier0/icommandline.h"
#include "materialsystem/materialsystem_config.h"
#include "filesystem_init.h"
#include "VGuiMatSurface/IMatSystemSurface.h"
#include "inputsystem/iinputsystem.h"
#include "tier3/tier3.h"
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CVguiMatSysApp::CVguiMatSysApp()
{
}
//-----------------------------------------------------------------------------
// Create all singleton systems
//-----------------------------------------------------------------------------
bool CVguiMatSysApp::Create()
{
AppSystemInfo_t appSystems[] =
{
{ "inputsystem.dll", INPUTSYSTEM_INTERFACE_VERSION },
{ "materialsystem.dll", MATERIAL_SYSTEM_INTERFACE_VERSION },
// NOTE: This has to occur before vgui2.dll so it replaces vgui2's surface implementation
{ "vguimatsurface.dll", VGUI_SURFACE_INTERFACE_VERSION },
{ "vgui2.dll", VGUI_IVGUI_INTERFACE_VERSION },
// Required to terminate the list
{ "", "" }
};
if ( !AddSystems( appSystems ) )
return false;
IMaterialSystem *pMaterialSystem = (IMaterialSystem*)FindSystem( MATERIAL_SYSTEM_INTERFACE_VERSION );
if ( !pMaterialSystem )
{
Warning( "CVguiMatSysApp::Create: Unable to connect to necessary interface!\n" );
return false;
}
pMaterialSystem->SetShaderAPI( "shaderapidx9.dll" );
return true;
}
void CVguiMatSysApp::Destroy()
{
}
//-----------------------------------------------------------------------------
// Window management
//-----------------------------------------------------------------------------
void*CVguiMatSysApp::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 = DefWindowProc;
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
void *hWnd = CreateWindow( wc.lpszClassName, pTitle, style, 0, 0,
windowRect.right - windowRect.left, windowRect.bottom - windowRect.top,
NULL, NULL, (HINSTANCE)GetAppInstance(), NULL );
if (!hWnd)
return NULL;
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( (HWND)hWnd, NULL, CenterX, CenterY, 0, 0,
SWP_NOSIZE | SWP_NOZORDER | SWP_SHOWWINDOW | SWP_DRAWFRAME);
return hWnd;
}
//-----------------------------------------------------------------------------
// Pump messages
//-----------------------------------------------------------------------------
void CVguiMatSysApp::AppPumpMessages()
{
g_pInputSystem->PollInputState();
}
//-----------------------------------------------------------------------------
// Sets up the game path
//-----------------------------------------------------------------------------
bool CVguiMatSysApp::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 CVguiMatSysApp::PreInit( )
{
if ( !BaseClass::PreInit() )
return false;
if ( !g_pFullFileSystem || !g_pMaterialSystem || !g_pInputSystem || !g_pMatSystemSurface )
{
Warning( "CVguiMatSysApp::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( GetAppName(), bWindowed, iWidth, iHeight );
if ( !m_HWnd )
return false;
g_pInputSystem->AttachToWindow( m_HWnd );
g_pMatSystemSurface->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 CVguiMatSysApp::PostShutdown()
{
if ( g_pMatSystemSurface && g_pInputSystem )
{
g_pMatSystemSurface->AttachToWindow( NULL );
g_pInputSystem->DetachFromWindow( );
}
BaseClass::PostShutdown();
}
//-----------------------------------------------------------------------------
// Gets the window size
//-----------------------------------------------------------------------------
int CVguiMatSysApp::GetWindowWidth() const
{
return m_nWidth;
}
int CVguiMatSysApp::GetWindowHeight() const
{
return m_nHeight;
}
//-----------------------------------------------------------------------------
// Returns the window
//-----------------------------------------------------------------------------
void* CVguiMatSysApp::GetAppWindow()
{
return m_HWnd;
}
//-----------------------------------------------------------------------------
// Sets the video mode
//-----------------------------------------------------------------------------
bool CVguiMatSysApp::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 );
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;
}
g_pMaterialSystem->OverrideConfig( config, false );
return true;
}
#endif // _WIN32