TombEngine/TR5Main/Specific/winmain.cpp

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#include "game.h"
#include "init.h"
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#include "winmain.h"
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#include <CommCtrl.h>
#include "..\resource.h"
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#include <process.h>
#include <crtdbg.h>
#include <stdio.h>
#include <sol.hpp>
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#include "..\Game\draw.h"
#include "..\Game\sound.h"
#include "..\Game\inventory.h"
#include "..\Game\control.h"
#include "..\Game\gameflow.h"
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#include "..\Game\savegame.h"
#include "..\Specific\roomload.h"
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WINAPP App;
unsigned int threadId;
uintptr_t hThread;
HACCEL hAccTable;
byte receivedWmClose = false;
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extern __int32 IsLevelLoading;
extern GameFlow* g_GameFlow;
extern GameScript* g_GameScript;
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__int32 __cdecl WinProcMsg()
{
int result;
struct tagMSG Msg;
DB_Log(2, "WinProcMsg");
do
{
GetMessageA(&Msg, 0, 0, 0);
if (!TranslateAcceleratorA(WindowsHandle, hAccTable, &Msg))
{
TranslateMessage(&Msg);
DispatchMessageA(&Msg);
}
result = Unk_876C48;
} while (!Unk_876C48 && Msg.message != WM_QUIT);
return result;
}
void __stdcall HandleWmCommand(unsigned __int16 wParam)
{
if (wParam == 8)
{
DB_Log(5, "Pressed ALT + ENTER");
if (!IsLevelLoading)
{
SuspendThread((HANDLE)hThread);
DB_Log(5, "Game thread suspended");
g_Renderer->ToggleFullScreen();
ResumeThread((HANDLE)hThread);
DB_Log(5, "Game thread resumed");
if (g_Renderer->IsFullsScreen())
{
SetCursor(0);
ShowCursor(false);
}
else
{
SetCursor(LoadCursorA(App.hInstance, (LPCSTR)0x68));
ShowCursor(true);
}
}
}
}
LRESULT CALLBACK WinAppProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if (msg > 0x10)
{
if (msg == WM_COMMAND)
{
DB_Log(6, "WM_COMMAND");
HandleWmCommand((unsigned __int16)wParam);
}
return DefWindowProcA(hWnd, msg, wParam, (LPARAM)lParam);
}
if (msg == WM_CLOSE)
{
DB_Log(6, "WM_CLOSE");
receivedWmClose = true;
PostQuitMessage(0);
return DefWindowProcA(hWnd, 0x10u, wParam, (LPARAM)lParam);
}
if (msg == WM_CREATE)
{
DB_Log(6, "WM_CREATE");
// Old renderer setted a counter, not used anymore
return DefWindowProcA(hWnd, 1u, wParam, (LPARAM)lParam);
}
if (msg == WM_MOVE)
{
DB_Log(6, "WM_MOVE");
// With DX6 it was needed to handle DirectDraw surface move, not needed with DX9
return DefWindowProcA(hWnd, msg, wParam, (LPARAM)lParam);
}
if (msg != WM_ACTIVATE)
{
return DefWindowProcA(hWnd, msg, wParam, (LPARAM)lParam);
}
DB_Log(6, "WM_ACTIVATE");
if (receivedWmClose)
{
return DefWindowProcA(hWnd, msg, wParam, (LPARAM)lParam);
}
if (App_Unk00D9AC2B)
return 0;
if ((__int16)wParam)
{
if ((signed __int32)(unsigned __int16)wParam > 0 && (signed __int32)(unsigned __int16)wParam <= 2)
{
DB_Log(6, "WM_ACTIVE");
if (App_Unk00D9AC19)
{
//AcquireDirectInput(true);
ResumeThread((HANDLE)hThread);
App_Unk00D9ABFD = 0;
DB_Log(5, "Game Thread Resumed");
return 0;
}
}
}
else
{
DB_Log(6, "WM_INACTIVE");
if (App_Unk00D9AC19)
{
//AcquireDirectInput(false);
DB_Log(5, "HangGameThread");
//if (ptr_ctx->isInScene)
// WaitForInSceneMaybe();
App_Unk00D9ABFD = 1;
//if (!ptr_ctx->isInScene)
// WaitForInSceneMaybe();
SuspendThread((HANDLE)hThread);
DB_Log(5, "Game Thread Suspended");
}
}
return 0;
}
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void LoadResolutionsInCombobox(HWND handle, __int32 index)
{
HWND cbHandle = GetDlgItem(handle, IDC_CB_MODES);
SendMessageA(cbHandle, CB_RESETCONTENT, 0, 0);
auto adapters = g_Renderer->GetAdapters();
auto adapter = (*adapters)[index];
for (__int32 i = 0; i < adapter->DisplayModes.size(); i++)
{
auto mode = (adapter->DisplayModes)[i];
char* str = (char*)malloc(255);
ZeroMemory(str, 255);
sprintf(str, "%d x %d (%d Hz)", mode->Width, mode->Height, mode->RefreshRate);
SendMessageA(cbHandle, CB_ADDSTRING, i, (LPARAM)(str));
free(str);
}
SendMessageA(cbHandle, CB_SETCURSEL, 0, 0);
}
void LoadAdaptersInCombobox(HWND handle)
{
HWND cbHandle = GetDlgItem(handle, IDC_CB_ADAPTERS);
SendMessageA(cbHandle, CB_RESETCONTENT, 0, 0);
auto adapters = g_Renderer->GetAdapters();
for (__int32 i = 0; i < adapters->size(); i++)
{
SendMessageA(cbHandle, CB_ADDSTRING, i, (LPARAM)(*adapters)[i]->Name.c_str());
}
SendMessageA(cbHandle, CB_SETCURSEL, 0, 0);
LoadResolutionsInCombobox(handle, 0);
}
BOOL CALLBACK DialogProc(HWND handle, UINT msg, WPARAM wParam, LPARAM lParam)
{
HWND ctlHandle;
switch (msg)
{
case WM_INITDIALOG:
DB_Log(6, "WM_INITDIALOG");
LoadAdaptersInCombobox(handle);
break;
case WM_COMMAND:
DB_Log(6, "WM_COMMAND");
break;
default:
return 0;
}
}
__int32 SetupDialog()
{
InitCommonControls();
HRSRC res = FindResource(g_DllHandle, MAKEINTRESOURCE(IDD_SETUP_WINDOW), RT_DIALOG);
ShowCursor(true);
__int32 result = DialogBoxParamA(g_DllHandle, MAKEINTRESOURCE(IDD_SETUP_WINDOW), 0, (DLGPROC)DialogProc, 0);
ShowCursor(false);
//printf("%d\n", GetLastError());
//ShowWindow(result, SW_SHOW);
return true;
}
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__int32 __stdcall WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, __int32 nShowCmd)
{
int RetVal;
int n;
// Clear Application Structure
memset(&App, 0, sizeof(WINAPP));
_CrtSetReportMode(0, 2);
_CrtSetDbgFlag(-1);
// TODO: deprecated
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LoadGameflow();
LoadSettings();
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// Initialise the new scripting system
sol::state luaState;
luaState.open_libraries(sol::lib::base);
g_GameFlow = new GameFlow(&luaState);
g_GameFlow->ExecuteScript("Scripts\\English.lua");
g_GameFlow->ExecuteScript("Scripts\\Settings.lua");
g_GameFlow->ExecuteScript("Scripts\\Gameflow.lua");
g_GameScript = new GameScript(&luaState);
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// Initialise chunks for savegames
SaveGame::Start();
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App.hInstance = hInstance;
App.WindowClass.hIcon = NULL;
App.WindowClass.lpszMenuName = NULL;
App.WindowClass.lpszClassName = "TR5Main";
App.WindowClass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
App.WindowClass.hInstance = hInstance;
App.WindowClass.style = CS_VREDRAW | CS_HREDRAW;
App.WindowClass.lpfnWndProc = (WNDPROC)WinAppProc;
App.WindowClass.cbClsExtra = 0;
App.WindowClass.cbWndExtra = 0;
App.WindowClass.hCursor = LoadCursor(App.hInstance, IDC_ARROW);
if (!RegisterClass(&App.WindowClass))
{
printf("Unable To Register Window Class\n");
return FALSE;
}
tagRECT Rect;
Rect.left = 0;
Rect.top = 0;
Rect.right = g_GameFlow->GetSettings()->ScreenWidth;
Rect.bottom = g_GameFlow->GetSettings()->ScreenHeight;
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AdjustWindowRect(&Rect, WS_CAPTION, false);
App.WindowHandle = CreateWindowEx(
WS_THICKFRAME,
"TR5Main",
g_GameFlow->GetSettings()->WindowTitle.c_str(),
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WS_BORDER,
CW_USEDEFAULT,
CW_USEDEFAULT,
Rect.right - Rect.left,
Rect.bottom - Rect.top,
nullptr,
nullptr,
App.hInstance,
nullptr
);
if (!App.WindowHandle)
{
printf("Unable To Create Window: %d\n", GetLastError());
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return FALSE;
}
// TODO: load settings from Windows registry
OptionAutoTarget = 1;
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// Create the renderer and enumerate adapters and video modes
g_Renderer = new Renderer();
g_Renderer->Create();
g_Renderer->EnumerateVideoModes();
// Now show the setup dialog
SetupDialog();
PhdWidth = g_GameFlow->GetSettings()->ScreenWidth;
PhdHeight = g_GameFlow->GetSettings()->ScreenHeight;
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// Initialise the renderer
g_Renderer->Initialise(g_GameFlow->GetSettings()->ScreenWidth, g_GameFlow->GetSettings()->ScreenHeight, true, App.WindowHandle);
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// Initialize audio
Sound_Init();
// Initialise the new inventory
g_Inventory = new Inventory();
SetWindowPos(App.WindowHandle, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
WindowsHandle = App.WindowHandle;
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App.bNoFocus = false;
App.isInScene = false;
UpdateWindow(WindowsHandle);
ShowWindow(WindowsHandle, nShowCmd);
SetCursor(0);
ShowCursor(0);
hAccTable = LoadAcceleratorsA(hInstance, (LPCSTR)0x65);
SoundActive = false;
DoTheGame = true;
Unk_876C48 = false;
hThread = _beginthreadex(0, 0, &GameMain, 0, 0, &threadId);
WinProcMsg();
Unk_876C48 = true;
while (DoTheGame);
WinClose();
return 0;
}
__int32 __cdecl WinClose()
{
DB_Log(2, "WinClose - DLL");
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DestroyAcceleratorTable(hAccTable);
delete g_Renderer;
delete g_Inventory;
delete g_GameFlow;
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SaveGame::End();
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return 0;
}
void Inject_WinMain()
{
INJECT(0x004D23E0, WinClose);
INJECT(0x004D24C0, WinProcMsg);
INJECT(0x004D1C00, WinMain);
}