X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_window.pas;h=2b20517baa9466c43bc29df4d79a2d95326665d8;hb=64cf710bf7eb902971736580b36bcf8ce20400d8;hp=bb20c47dd3feba89956de37b19402342bcbdecc8;hpb=88ce644db1b40111bdb380f4357fa59bdb5173be;p=d2df-sdl.git diff --git a/src/game/g_window.pas b/src/game/g_window.pas index bb20c47..2b20517 100644 --- a/src/game/g_window.pas +++ b/src/game/g_window.pas @@ -1,520 +1,57 @@ +(* Copyright (C) Doom 2D: Forever Developers + * + * 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, version 3 of the License ONLY. + * + * 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. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see . + *) +{$INCLUDE ../shared/a_modes.inc} unit g_window; interface -uses - WADEDITOR; - -function SDLMain(): Integer; -function GetTimer(): Int64; -procedure ResetTimer(); -function CreateGLWindow(Title: PChar): Boolean; -procedure KillGLWindow(); -procedure PushExitEvent(); -function ProcessMessage(): Boolean; -procedure ProcessLoading(); -procedure ReDrawWindow(); -procedure SwapBuffers(); -procedure Sleep(ms: LongWord); -function GetDisplayModes(dBPP: DWORD; var SelRes: DWORD): SArray; -function g_Window_SetDisplay(PreserveGL: Boolean = False): Boolean; -function g_Window_SetSize(W, H: Word; FScreen: Boolean): Boolean; + procedure ProcessLoading (forceUpdate: Boolean=false); implementation -uses - SDL, GL, GLExt, e_graphics, e_log, g_main, - g_console, SysUtils, e_input, g_options, g_game, - g_basic, g_textures, e_sound, g_sound, g_menu, ENet, g_net; - -var - h_Wnd: PSDL_Surface; - wFlags: LongWord = 0; - Time, Time_Delta, Time_Old: Int64; - flag: Boolean; - wNeedTimeReset: Boolean = False; - wWindowCreated: Boolean = False; - //wCursorShown: Boolean = False; - wMinimized: Boolean = False; - //wNeedFree: Boolean = True; - wLoadingProgress: Boolean = False; - wLoadingQuit: Boolean = False; - {wWinPause: Byte = 0;} - -const - // TODO: move this to a separate file - CP1251: array [0..127] of Word = ( - $0402,$0403,$201A,$0453,$201E,$2026,$2020,$2021,$20AC,$2030,$0409,$2039,$040A,$040C,$040B,$040F, - $0452,$2018,$2019,$201C,$201D,$2022,$2013,$2014,$003F,$2122,$0459,$203A,$045A,$045C,$045B,$045F, - $00A0,$040E,$045E,$0408,$00A4,$0490,$00A6,$00A7,$0401,$00A9,$0404,$00AB,$00AC,$00AD,$00AE,$0407, - $00B0,$00B1,$0406,$0456,$0491,$00B5,$00B6,$00B7,$0451,$2116,$0454,$00BB,$0458,$0405,$0455,$0457, - $0410,$0411,$0412,$0413,$0414,$0415,$0416,$0417,$0418,$0419,$041A,$041B,$041C,$041D,$041E,$041F, - $0420,$0421,$0422,$0423,$0424,$0425,$0426,$0427,$0428,$0429,$042A,$042B,$042C,$042D,$042E,$042F, - $0430,$0431,$0432,$0433,$0434,$0435,$0436,$0437,$0438,$0439,$043A,$043B,$043C,$043D,$043E,$043F, - $0440,$0441,$0442,$0443,$0444,$0445,$0446,$0447,$0448,$0449,$044A,$044B,$044C,$044D,$044E,$044F - ); - -// TODO: make a transition table or something -function WCharToCP1251(wc: Word): Word; -begin - for Result := 0 to 127 do - if CP1251[Result] = wc then - break; - Result := Result + 128; -end; - -function g_Window_SetDisplay(PreserveGL: Boolean = False): Boolean; -begin - Result := False; - - e_WriteLog('Setting display mode...', MSG_NOTIFY); - - if wWindowCreated and PreserveGL then - e_SaveGLContext(); // we need this and restore because of a bug in SDL1.2, apparently - - wFlags := SDL_RESIZABLE or SDL_OPENGL; - if gFullscreen then wFlags := wFlags or SDL_FULLSCREEN; - - h_Wnd := SDL_SetVideoMode(gScreenWidth, gScreenHeight, gBPP, wFlags); - SDL_EnableUNICODE(SDL_ENABLE); - SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); - SDL_ShowCursor(SDL_DISABLE); - - if wWindowCreated and PreserveGL then - e_RestoreGLContext(); - - Result := h_Wnd <> nil; -end; - -procedure ReShowCursor(); -begin - // TODO: what was this for? -end; - -function GetDisplayModes(dBPP: DWORD; var SelRes: DWORD): SArray; -var - modesp: PPSDL_Rect; - tmpp: PSDL_Rect; - tmpr: SDL_Rect; - i: Integer; -begin - SetLength(Result, 0); - modesp := SDL_ListModes(nil, SDL_FULLSCREEN or SDL_HWSURFACE); - if modesp = nil then exit; - if Pointer(-1) = modesp then exit; - - tmpp := modesp^; - i := 0; - while tmpp <> nil do - begin - tmpr := tmpp^; - if (tmpr.w = gScreenWidth) and (tmpr.h = gScreenHeight) then - SelRes := i; - SetLength(Result, Length(Result) + 1); - Result[i] := IntToStr(tmpr.w) + 'x' + IntToStr(tmpr.h); - - modesp := Pointer(Cardinal(modesp) + SizeOf(PSDL_Rect)); - tmpp := modesp^; - Inc(i); - end; - - e_WriteLog('SDL: Got ' + IntToStr(Length(Result)) + ' resolutions.', MSG_NOTIFY); -end; - -procedure Sleep(ms: LongWord); -begin - SDL_Delay(ms); -end; - -procedure ChangeWindowSize(); -begin - gWinSizeX := gScreenWidth; - gWinSizeY := gScreenHeight; - e_ResizeWindow(gScreenWidth, gScreenHeight); - g_Game_SetupScreenSize(); - g_Menu_Reset(); - g_Game_ClearLoading(); -end; - -function g_Window_SetSize(W, H: Word; FScreen: Boolean): Boolean; -var - Preserve: Boolean; -begin - Result := False; - Preserve := False; - - if (gScreenWidth <> W) or (gScreenHeight <> H) then - begin - Result := True; - gScreenWidth := W; - gScreenHeight := H; - end; - - if gFullscreen <> FScreen then - begin - Result := True; - gFullscreen := FScreen; - Preserve := True; - end; - - if Result then - begin - g_Window_SetDisplay(Preserve); - ChangeWindowSize(); - end; -end; - -function EventHandler(ev: TSDL_Event): Boolean; -var - key, keychr: Word; - //joy: Integer; -begin - Result := False; - case ev.type_ of - SDL_VIDEORESIZE: - begin - g_Window_SetSize(ev.resize.w, ev.resize.h, gFullscreen); - e_Clear(); - end; - - SDL_ACTIVEEVENT: - begin - if (ev.active.gain = 0) then - begin - if g_debug_WinMsgs then - begin - g_Console_Add('Inactive'); - e_WriteLog('[DEBUG] WinMsgs: Inactive', MSG_NOTIFY); - end; - - if LongBool(ev.active.state and SDL_APPINPUTFOCUS) and gWinActive then - begin - e_EnableInput := False; - e_ClearInputBuffer(); - - if gMuteWhenInactive then - e_MuteChannels(True); - - if g_debug_WinMsgs then - begin - g_Console_Add('Inactive indeed'); - e_WriteLog('[DEBUG] WinMsgs: Inactive indeed', MSG_NOTIFY); - end; - - gWinActive := False; - end; - - if LongBool(ev.active.state and SDL_APPACTIVE) and (not wMinimized) then - begin - e_ResizeWindow(0, 0); - wMinimized := True; - - if g_debug_WinMsgs then - begin - g_Console_Add('Minimized indeed'); - e_WriteLog('[DEBUG] WinMsgs: Minimized indeed', MSG_NOTIFY); - end; - end; - end - else - begin - if g_debug_WinMsgs then - begin - g_Console_Add('Active'); - e_WriteLog('[DEBUG] WinMsgs: Active', MSG_NOTIFY); - end; - - // Åñëè îêíî áûëî íåàêòèâíûì: - if LongBool(ev.active.state and SDL_APPINPUTFOCUS) and (not gWinActive) then - begin - e_EnableInput := True; - - if gMuteWhenInactive then - e_MuteChannels(False); - - if g_debug_WinMsgs then - begin - g_Console_Add('Active indeed'); - e_WriteLog('[DEBUG] WinMsgs: Active indeed', MSG_NOTIFY); - end; - - gWinActive := True; - end; - - if LongBool(ev.active.state and SDL_APPACTIVE) and wMinimized then - begin - e_ResizeWindow(gScreenWidth, gScreenHeight); - - wMinimized := False; - - if g_debug_WinMsgs then - begin - g_Console_Add('Restored indeed'); - e_WriteLog('[DEBUG] WinMsgs: Restored indeed', MSG_NOTIFY); - end; - end; - end; - end; - - SDL_VIDEOEXPOSE: - begin - // TODO: the fuck is this event? - // Draw(); - end; - - SDL_QUITEV: - begin - if gExit <> EXIT_QUIT then - begin - if not wLoadingProgress then - begin - g_Game_Free(); - g_Game_Quit(); - end - else - wLoadingQuit := True; - end; - Result := True; - end; - - SDL_KEYDOWN: - begin - key := ev.key.keysym.sym; - keychr := ev.key.keysym.unicode; - KeyPress(key); - if (keychr > 7) and (key <> IK_BACKSPACE) then - begin - if (keychr >= 128) then - keychr := WCharToCP1251(keychr); - CharPress(Chr(keychr)); - end; - end; - - // key presses and joysticks are handled in e_input - end; -end; - -procedure SwapBuffers(); -begin - SDL_GL_SwapBuffers(); -end; - -procedure KillGLWindow(); -begin - wWindowCreated := False; -end; - -function CreateGLWindow(Title: PChar): Boolean; -//var -// flags: LongWord; -begin - Result := False; - - gWinSizeX := gScreenWidth; - gWinSizeY := gScreenHeight; - - e_WriteLog('Creating window', MSG_NOTIFY); - - if not g_Window_SetDisplay() then - begin - KillGLWindow(); - e_WriteLog('Window creation error (resolution not supported?)', MSG_FATALERROR); - exit; - end; - - SDL_WM_SetCaption(Title, Title); - wWindowCreated := True; - - e_ResizeWindow(gScreenWidth, gScreenHeight); - e_InitGL(); - - Result := True; -end; - -function GetTimer(): Int64; -begin - Result := SDL_GetTicks() * 1000; // TODO: do we really need microseconds here? -end; - -procedure ResetTimer(); -begin - wNeedTimeReset := True; -end; - -procedure PushExitEvent(); -var - ev: TSDL_Event; -begin - ev.type_ := SDL_QUITEV; - SDL_PushEvent(@ev); -end; - -procedure ProcessLoading(); -var - ev: TSDL_Event; - ID: DWORD; -begin - //wNeedFree := False; - wLoadingProgress := True; - while SDL_PollEvent(@ev) > 0 do - begin - if (ev.type_ = SDL_QUITEV) then - break; - end; - //wNeedFree := True; - - if (ev.type_ = SDL_QUITEV) or (gExit = EXIT_QUIT) then - begin - wLoadingProgress := False; - exit; - end; - - if not wMinimized then - begin - if g_Texture_Get('INTER', ID) then - e_DrawSize(ID, 0, 0, 0, False, False, gScreenWidth, gScreenHeight) - else - e_Clear(GL_COLOR_BUFFER_BIT, 0, 0, 0); - - DrawLoadingStat(); - SwapBuffers(); - - ReShowCursor(); - end; - - e_SoundUpdate(); - - if NetMode = NET_SERVER then - g_Net_Host_Update - else - if (NetMode = NET_CLIENT) and (NetState <> NET_STATE_AUTH) then - g_Net_Client_UpdateWhileLoading; - wLoadingProgress := False; -end; - -function ProcessMessage(): Boolean; -var - i, t: Integer; - ev: TSDL_Event; -begin - Result := False; - - while SDL_PollEvent(@ev) > 0 do - begin - Result := EventHandler(ev); - if ev.type_ = SDL_QUITEV then exit; - end; - - Time := GetTimer(); - Time_Delta := Time - Time_Old; - - flag := False; - - if wNeedTimeReset then - begin - Time_Delta := 27777; - wNeedTimeReset := False; - end; - - t := Time_Delta div 27777; - if t > 0 then - begin - flag := True; - for i := 1 to t do + uses + {$IFDEF ENABLE_RENDER} + r_render, + {$ENDIF} + {$IFDEF ENABLE_SYSTEM} + g_system, + {$ENDIF} + e_sound, g_net + ; + + procedure ProcessLoading (forceUpdate: Boolean = False); + var update: Boolean; + begin + {$IFDEF ENABLE_SYSTEM} + update := sys_HandleInput() = False; + {$ELSE} + update := True; + {$ENDIF} + if update then begin - if NetMode = NET_SERVER then g_Net_Host_Update() - else if NetMode = NET_CLIENT then g_Net_Client_Update(); - Update(); - end; - end - else - begin - if NetMode = NET_SERVER then g_Net_Host_Update() - else if NetMode = NET_CLIENT then g_Net_Client_Update(); - end; - - if wLoadingQuit then - begin - g_Game_Free(); - g_Game_Quit(); + {$IFDEF ENABLE_RENDER} + r_Render_DrawLoading(forceUpdate); + {$ENDIF} + e_SoundUpdate(); + // TODO: At the moment, I left here only host network processing, because the client code must + // handle network events on its own. Otherwise separate network cases that use different calls to + // enet_host_service() WILL lose their packets (for example, resource downloading). So they have + // to handle everything by themselves. But in general, this MUST be removed completely, since + // updating the window should never affect the network. Use single enet_host_service(), period. + if NetMode = NET_SERVER then g_Net_Host_Update(); + end end; - if gExit = EXIT_QUIT then - begin - Result := True; - Exit; - end; - -// Âðåìÿ ïðåäûäóùåãî îáíîâëåíèÿ: - if flag then - begin - Time_Old := Time - (Time_Delta mod 27777); - if (not wMinimized) then - begin - Draw(); - SwapBuffers(); - ReShowCursor(); - end; - end - else - Sleep(1); - - e_SoundUpdate(); -end; - -procedure ReDrawWindow; -begin - SwapBuffers(); - ReShowCursor(); -end; - -procedure InitOpenGL(VSync: Boolean); -var - v: Byte; -begin - if VSync then v := 1 else v := 0; - SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); - SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); - SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); - SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); - SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); - SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, v); -end; - -function SDLMain(): Integer; -begin - e_WriteLog('Creating GL window', MSG_NOTIFY); - if not CreateGLWindow(PChar(Format('Doom 2D: Forever %s', [GAME_VERSION]))) then - begin - Result := 0; - exit; - end; - - e_WriteLog('Initializing OpenGL', MSG_NOTIFY); - InitOpenGL(gVSync); - - {EnumDisplayModes();} - - Init(); - Time_Old := GetTimer(); - -// Êîìàíäíàÿ ñòðîêà: - if ParamCount > 0 then - g_Game_Process_Params(); - -// Çàïðîñ ÿçûêà: - if (not gGameOn) and gAskLanguage then - g_Menu_AskLanguage(); - - e_WriteLog('Entering the main loop', MSG_NOTIFY); - - while not ProcessMessage() do - { Main Loop } ; - - Release(); - KillGLWindow(); - - Result := 0; -end; - end.