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.
//
// $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;
}