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📄 win_main.c

📁 The source code of Doom legacy for windows
💻 C
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// Emacs style mode select   -*- C++ -*- 
//-----------------------------------------------------------------------------
//
// $Id: win_main.c,v 1.13 2001/02/10 12:27:14 bpereira Exp $
//
// Copyright (C) 1998-2000 by DooM Legacy Team.
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU General Public License for more details.
//
//
// $Log: win_main.c,v $
// Revision 1.13  2001/02/10 12:27:14  bpereira
// no message
//
// Revision 1.12  2001/01/06 22:21:08  judgecutor
// Added NoDirectInput mouse input
//
// Revision 1.11  2000/11/26 00:47:59  hurdler
// Please fix this so it works under ALL version of win32
//
// Revision 1.10  2000/11/06 20:52:16  bpereira
// no message
//
// Revision 1.9  2000/10/23 19:25:50  judgecutor
// Fixed problem with mouse wheel event
//
// Revision 1.8  2000/10/08 13:30:02  bpereira
// no message
//
// Revision 1.7  2000/09/28 20:57:22  bpereira
// no message
//
// Revision 1.6  2000/09/01 19:34:38  bpereira
// no message
//
// Revision 1.5  2000/08/03 17:57:42  bpereira
// no message
//
// Revision 1.4  2000/04/23 16:19:52  bpereira
// no message
//
// Revision 1.3  2000/04/16 18:38:07  bpereira
// no message
//
// Revision 1.2  2000/02/27 00:42:12  hurdler
// fix CR+LF problem
//
// Revision 1.1.1.1  2000/02/22 20:32:33  hurdler
// Initial import into CVS (v1.29 pr3)
//
//
// DESCRIPTION:
//      Win32 Doom LEGACY
// NOTE:
//      To compile WINDOWS Legacy version : define a '__WIN32__' symbol.
//      to do this go to Project/Settings/ menu, click C/C++ tab, in 
//      'Preprocessor definitions:' add '__WIN32__'
//
//-----------------------------------------------------------------------------

#include "../doomdef.h"
#include <stdio.h>

#include "../doomstat.h"  // netgame
#include "resource.h"

#include "../m_argv.h"
#include "../d_main.h"
#include "../i_system.h"

#include "../keys.h"    //hack quick test

#include "../console.h"

#include "fabdxlib.h"
#include "win_main.h"
#include "win_dbg.h"
#include "../I_sound.h"  // midi pause/unpause
#include "../g_input.h"   // KEY_MOUSEWHEELxxx

// judgecutor: MSWheel support for Win95/NT3.51
#include <zmouse.h>

HINSTANCE       myInstance=NULL;
HWND            hWndMain=NULL;
HCURSOR         windowCursor=NULL;                      // main window cursor

boolean         appActive = false;                      //app window is active

#ifdef LOGMESSAGES
// this is were I log debug text, cons_printf, I_error ect for window port debugging
HANDLE  logstream;
#endif

// faB: the MIDI callback is another thread, and Midi volume is delayed here in window proc
extern void I_SetMidiChannelVolume( DWORD dwChannel, DWORD dwVolumePercent );
extern DWORD dwVolumePercent;

boolean             nodinput = FALSE;
extern void         I_GetSysMouseEvents(int mouse_state);
extern boolean      win95;
extern unsigned int MSHWheelMessage;

void I_LoadingScreen ( LPCSTR msg );
long FAR PASCAL  MainWndproc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam )
{
    event_t ev;              //Doom input event
    int     mouse_keys;

    // judgecutor:
    // Response MSH Mouse Wheel event

    if (message == MSHWheelMessage)
    {
            message = WM_MOUSEWHEEL;
        if (win95)
            wParam <<= 16;
    }
    
    
    switch( message )
    {
    case WM_CREATE:
        nodinput = M_CheckParm("-nodinput");
        break;

    case WM_ACTIVATEAPP:           // Handle task switching
        appActive = wParam;
        // pause music when alt-tab
        if( appActive )
            I_ResumeSong(0);
        else
            I_PauseSong(0);
        InvalidateRect (hWnd, NULL, TRUE);
        break;

    //for MIDI music
    case WM_MSTREAM_UPDATEVOLUME:
        I_SetMidiChannelVolume( wParam, dwVolumePercent );
        break;

    case WM_PAINT:
        if (!appActive && !bAppFullScreen && !netgame)
            // app becomes inactive (if windowed )
        {
            // Paint "Game Paused" in the middle of the screen
            PAINTSTRUCT ps;
            RECT        rect;
            HDC hdc = BeginPaint (hWnd, &ps);
            GetClientRect (hWnd, &rect);
            DrawText (hdc, "Game Paused", -1, &rect,
                DT_SINGLELINE | DT_CENTER | DT_VCENTER);
            EndPaint (hWnd, &ps);
            return 0;
        }
        break;

    //case WM_RBUTTONDOWN:
    //case WM_LBUTTONDOWN:

    case WM_MOVE:
        if (bAppFullScreen) {
            SetWindowPos(hWnd, NULL, 0, 0, 0, 0, SWP_NOZORDER | SWP_NOSIZE);
            return 0;
        }
        else {
            windowPosX = (SHORT) LOWORD(lParam);    // horizontal position
            windowPosY = (SHORT) HIWORD(lParam);    // vertical position
            break;
        }
        break;

        // This is where switching windowed/fullscreen is handled. DirectDraw
        // objects must be destroyed, recreated, and artwork reloaded.

    case WM_DISPLAYCHANGE:
    case WM_SIZE:
        break;

    case WM_SETCURSOR:
        if (bAppFullScreen)
            SetCursor(NULL);
        else
            SetCursor(windowCursor);
        return TRUE;

    case WM_KEYUP:
        ev.type = ev_keyup;
        goto handleKeyDoom;
        break;

    case WM_KEYDOWN:
        ev.type = ev_keydown;

handleKeyDoom:
        ev.data1 = 0;
        if (wParam == VK_PAUSE)
        // intercept PAUSE key
        {
            ev.data1 = KEY_PAUSE;
        }
        else if (!keyboard_started)
        // post some keys during the game startup
        // (allow escaping from network synchronization, or pressing enter after
        //  an error message in the console)
        {
            switch (wParam) {
            case VK_ESCAPE: ev.data1 = KEY_ESCAPE;  break;
            case VK_RETURN: ev.data1 = KEY_ENTER;   break;
            default: ev.data1 = MapVirtualKey(wParam,2); // convert in to char
            }
        }

        if (ev.data1) 
            D_PostEvent (&ev);
        
        return 0;
        break;

    // judgecutor:
    // Handle mouse events
    case WM_LBUTTONDOWN:
    case WM_LBUTTONUP:
    case WM_RBUTTONDOWN:
    case WM_RBUTTONUP:
    case WM_MBUTTONDOWN:
    case WM_MBUTTONUP:
    case WM_MOUSEMOVE:
        if (nodinput)
        {
            mouse_keys = 0;
            if (wParam & MK_LBUTTON)
                mouse_keys |= 1;
            if (wParam & MK_RBUTTON)
                mouse_keys |= 2;
            if (wParam & MK_MBUTTON)
                mouse_keys |= 4;
            I_GetSysMouseEvents(mouse_keys);
        }
        break;


    case WM_MOUSEWHEEL:
        //CONS_Printf("MW_WHEEL dispatched.\n");
        ev.type = ev_keydown;
        if ((short)HIWORD(wParam) > 0)
            ev.data1 = KEY_MOUSEWHEELUP;
        else
            ev.data1 = KEY_MOUSEWHEELDOWN;
        D_PostEvent(&ev);
        break;

    case WM_CLOSE:
        PostQuitMessage(0);         //to quit while in-game
        ev.data1 = KEY_ESCAPE;      //to exit network synchronization
        ev.type = ev_keydown;
        D_PostEvent (&ev);
        return 0;
    case WM_DESTROY:
        //faB: main app loop will exit the loop and proceed with I_Quit()
        PostQuitMessage(0);
        break;

    default:
        break;
    }

    return DefWindowProc(hWnd, message, wParam, lParam);
}


//
// Do that Windows initialization stuff...
//
HWND    OpenMainWindow (HINSTANCE hInstance, int nCmdShow, char* wTitle)
{
    HWND        hWnd;
    WNDCLASS    wc;
    BOOL        rc;

    // Set up and register window class
    wc.style         = CS_HREDRAW | CS_VREDRAW /*| CS_DBLCLKS*/;
    wc.lpfnWndProc   = MainWndproc;
    wc.cbClsExtra    = 0;
    wc.cbWndExtra    = 0;
    wc.hInstance     = hInstance;
    wc.hIcon         = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_DLICON1));
    windowCursor     = LoadCursor(NULL, IDC_WAIT); //LoadCursor(hInstance, MAKEINTRESOURCE(IDC_DLCURSOR1));
    wc.hCursor       = windowCursor;
    wc.hbrBackground = (HBRUSH )GetStockObject(BLACK_BRUSH);
    wc.lpszMenuName  = NULL;
    wc.lpszClassName = "LegacyWC";
    rc = RegisterClass(&wc);
    if( !rc )
        return false;

    // Create a window
    // CreateWindowEx - seems to create just the interior, not the borders

    hWnd = CreateWindowEx(WS_EX_TOPMOST,    //ExStyle
        "LegacyWC",                         //Classname
        wTitle,                             //Windowname
        WS_CAPTION|WS_POPUP|WS_SYSMENU,     //dwStyle       //WS_VISIBLE|WS_POPUP for bAppFullScreen
        0,
        0,
        320,  //GetSystemMetrics(SM_CXSCREEN),
        200,  //GetSystemMetrics(SM_CYSCREEN),
        NULL,                               //hWnd Parent
        NULL,                               //hMenu Menu
        hInstance,
        NULL);

    return hWnd;
}


BOOL tlErrorMessage( char *err)
{
    /* make the cursor visible */
    SetCursor(LoadCursor( NULL, IDC_ARROW ));

    //
    // warn user if there is one
    //
    printf("Error %s..\n", err);
    fflush(stdout);

    MessageBox( hWndMain, err, "ERROR", MB_OK );
    return FALSE;
}


// ------------------
// Command line stuff
// ------------------
#define         MAXCMDLINEARGS          64
static  char*   myWargv[MAXCMDLINEARGS+1];
static  char    myCmdline[512];

static void     GetArgcArgv (LPCSTR cmdline)
{
    char*   token;
    int     i, len;
    char    cSep;
    BOOL    bCvar = FALSE, prevCvar = FALSE;

    // split arguments of command line into argv
    strncpy (myCmdline, cmdline, 511);      // in case window's cmdline is in protected memory..for strtok
    len = lstrlen (myCmdline);

    myWargv[0] = "dummy.exe";
    myargc = 1;
    i = 0;
    cSep = ' ';
    while( myargc < MAXCMDLINEARGS )
    {
        // get token
        while ( myCmdline[i] == cSep )
            i++;
        if ( i >= len )
            break;
        token = myCmdline + i;
        if ( myCmdline[i] == '"' ) {
            cSep = '"';
            i++;
            if ( !prevCvar )    //cvar leave the "" in
                token++;
        }
        else
            cSep = ' ';

        //cvar
        if ( myCmdline[i] == '+' && cSep == ' ' )   //a + begins a cvarname, but not after quotes
            bCvar = TRUE;
        else
            bCvar = FALSE;

        while ( myCmdline[i] &&
                myCmdline[i] != cSep )
            i++;

        if ( myCmdline[i] == '"' ) {
             cSep = ' ';
             if ( prevCvar )
                 i++;       // get ending " quote in arg
        }

        prevCvar = bCvar;

        if ( myCmdline + i > token )
        {
            myWargv[myargc++] = token;
        }

        if ( !myCmdline[i] || i >= len )
            break;

        myCmdline[i++] = '\0';
    }
    myWargv[myargc] = NULL;

    // m_argv.c uses myargv[], we used myWargv because we fill the arguments ourselves
    // and myargv is just a pointer, so we set it to point myWargv
    myargv = myWargv;
}


void MakeCodeWritable(void)
{
#ifdef USEASM
    // Disable write-protection of code segment
    DWORD OldRights;
    BYTE *pBaseOfImage = (BYTE *)GetModuleHandle(0);
    IMAGE_OPTIONAL_HEADER *pHeader = (IMAGE_OPTIONAL_HEADER *)
        (pBaseOfImage + ((IMAGE_DOS_HEADER*)pBaseOfImage)->e_lfanew +
        sizeof(IMAGE_NT_SIGNATURE) + sizeof(IMAGE_FILE_HEADER));
    if (!VirtualProtect(pBaseOfImage+pHeader->BaseOfCode,pHeader->SizeOfCode,PAGE_EXECUTE_READWRITE,&OldRights))
        I_Error ("Could not make code writable\n");
#endif
}




// -----------------------------------------------------------------------------
// HandledWinMain : called by exception handler
// -----------------------------------------------------------------------------
int WINAPI HandledWinMain(HINSTANCE hInstance,
                          HINSTANCE hPrevInstance,
                          LPSTR     lpCmdLine,
                          int       nCmdShow)
{
    int             i;

#ifdef LOGMESSAGES
    // DEBUG!!! - set logstream to NULL to disable debug log
    logstream = INVALID_HANDLE_VALUE;

    logstream = CreateFile ("log.txt", GENERIC_WRITE, 0, NULL, CREATE_ALWAYS,
                             FILE_ATTRIBUTE_NORMAL, NULL);  //file flag writethrough?
#endif

    // fill myargc,myargv for m_argv.c retrieval of cmdline arguments
    CONS_Printf ("GetArgcArgv() ...\n");
    GetArgcArgv(lpCmdLine);

    CONS_Printf ("lpCmdLine is '%s'\n", lpCmdLine);
    CONS_Printf ("Myargc: %d\n", myargc);
    for (i=0;i<myargc;i++)
        CONS_Printf("myargv[%d] : '%s'\n", i, myargv[i]);


    // store for later use, will we need it ?
    myInstance = hInstance;

    // open a dummy window, both 3dfx Glide and DirectX need one.
    if ( (hWndMain = OpenMainWindow(hInstance,nCmdShow,
                va("Doom Legacy v%i.%i"VERSIONSTRING,VERSION/100,VERSION%100))) == NULL )
    {
        tlErrorMessage("Couldn't open window");
        return FALSE;
    }

    // currently starts DirectInput 
    CONS_Printf ("I_StartupSystem() ...\n");
    I_StartupSystem();
    MakeCodeWritable();

    // startup Doom Legacy
    CONS_Printf ("D_DoomMain() ...\n");
    D_DoomMain ();
    CONS_Printf ("Entering main app loop...\n");
    // never return
    D_DoomLoop();

    // back to Windoze
    return 0;
}


// -----------------------------------------------------------------------------
// Exception handler calls WinMain for catching exceptions
// -----------------------------------------------------------------------------
int WINAPI WinMain (HINSTANCE hInstance,
                    HINSTANCE hPrevInstance,
                    LPSTR        lpCmdLine,
                    int          nCmdShow)
{
    int Result = -1;
    __try
    {
        Result = HandledWinMain (hInstance, hPrevInstance, lpCmdLine, nCmdShow);
    }

    __except ( RecordExceptionInfo( GetExceptionInformation(), "main thread", lpCmdLine) )
    {
        //Do nothing here.
    }

    return Result;
}

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