TombEngine/TR5Main/Specific/winmain.cpp
2021-12-24 03:32:19 +03:00

297 lines
No EOL
6.3 KiB
C++

#include "framework.h"
#include "Specific/winmain.h"
#include <CommCtrl.h>
#include <process.h>
#include <iostream>
#include "Game/control/control.h"
#include "Game/savegame.h"
#include "Renderer/Renderer11.h"
#include "resource.h"
#include "Scripting/GameFlowScript.h"
#include "Scripting/GameLogicScript.h"
#include "Sound/sound.h"
#include "Specific/level.h"
#include "Specific/configuration.h"
using namespace TEN::Renderer;
using std::exception;
using std::string;
using std::cout;
using std::endl;
WINAPP App;
unsigned int ThreadID;
uintptr_t ThreadHandle;
HACCEL hAccTable;
byte receivedWmClose = false;
bool Debug = false;
HWND WindowsHandle;
DWORD MainThreadID;
#if _DEBUG
string commit;
#endif
int lua_exception_handler(lua_State* L, sol::optional<const exception&> maybe_exception, sol::string_view description)
{
return luaL_error(L, description.data());
}
void WinProcMsg()
{
MSG Msg;
do
{
GetMessage(&Msg, 0, 0, 0);
if (!TranslateAccelerator(WindowsHandle, hAccTable, &Msg))
{
TranslateMessage(&Msg);
DispatchMessage(&Msg);
}
}
while (!ThreadEnded && Msg.message != WM_QUIT);
}
void CALLBACK HandleWmCommand(unsigned short wParam)
{
if (wParam == 8)
{
if (!IsLevelLoading)
{
SuspendThread((HANDLE)ThreadHandle);
g_Renderer.toggleFullScreen();
ResumeThread((HANDLE)ThreadHandle);
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)
{
// Disables ALT + SPACE
if (msg == WM_SYSCOMMAND && wParam == SC_KEYMENU)
return 0;
if (msg > 0x10)
{
if (msg == WM_COMMAND)
HandleWmCommand((unsigned short)wParam);
return DefWindowProcA(hWnd, msg, wParam, (LPARAM)lParam);
}
if (msg == WM_CLOSE)
{
receivedWmClose = true;
PostQuitMessage(0);
DoTheGame = false;
return DefWindowProcA(hWnd, 0x10u, wParam, (LPARAM)lParam);
}
if (msg != WM_ACTIVATE)
return DefWindowProcA(hWnd, msg, wParam, (LPARAM)lParam);
if (receivedWmClose)
{
return DefWindowProcA(hWnd, msg, wParam, (LPARAM)lParam);
}
if ((short)wParam)
{
if ((signed int)(unsigned short)wParam > 0 && (signed int)(unsigned short)wParam <= 2)
{
//DB_Log(6, "WM_ACTIVE");
if (!Debug)
ResumeThread((HANDLE)ThreadHandle);
return 0;
}
}
else
{
//DB_Log(6, "WM_INACTIVE");
//DB_Log(5, "HangGameThread");
if (!Debug)
SuspendThread((HANDLE)ThreadHandle);
}
return 0;
}
int main()
{
return WinMain(GetModuleHandle(nullptr), nullptr, GetCommandLine(), SW_SHOW);
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
int RetVal;
int n;
// Process the command line
bool setup = false;
LPWSTR* argv;
int argc;
argv = CommandLineToArgvW(GetCommandLineW(), &argc);
for (int i = 1; i < argc; i++)
{
if (wcscmp(argv[i], L"/setup") == 0)
setup = true;
if (wcscmp(argv[i], L"/debug") == 0)
Debug = true;
}
LocalFree(argv);
// Clear Application Structure
memset(&App, 0, sizeof(WINAPP));
InitTENLog();
// Initialise the new scripting system
sol::state luaState;
luaState.open_libraries(sol::lib::base, sol::lib::math);
luaState.set_exception_handler(lua_exception_handler);
try
{
g_GameFlow = new GameFlow(&luaState);
g_GameFlow->LoadGameFlowScript();
g_GameScript = new GameScript(&luaState);
}
catch (TENScriptException const& e)
{
std::string msg = std::string{ "An unrecoverable error occurred in " } + __func__ + ": " + e.what();
TENLog(msg, LogLevel::Error, LogConfig::All);
ShutdownTENLog();
return 0;
}
INITCOMMONCONTROLSEX commCtrlInit;
commCtrlInit.dwSize = sizeof(INITCOMMONCONTROLSEX);
commCtrlInit.dwICC = ICC_USEREX_CLASSES | ICC_STANDARD_CLASSES;
InitCommonControlsEx(&commCtrlInit);
// Initialise main window
App.hInstance = hInstance;
App.WindowClass.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_ICON1));
App.WindowClass.lpszMenuName = NULL;
App.WindowClass.lpszClassName = "TombEngine";
App.WindowClass.hbrBackground = reinterpret_cast<HBRUSH>(GetStockObject(BLACK_BRUSH));
App.WindowClass.hInstance = hInstance;
App.WindowClass.style = CS_VREDRAW | CS_HREDRAW;
App.WindowClass.lpfnWndProc = WinAppProc;
App.WindowClass.cbClsExtra = 0;
App.WindowClass.cbWndExtra = 0;
App.WindowClass.hCursor = LoadCursor(App.hInstance, IDC_ARROW);
if (!RegisterClass(&App.WindowClass))
{
TENLog("Unable To Register Window Class", LogLevel::Error);
return 0;
}
// Create the renderer and enumerate adapters and video modes
g_Renderer.Create();
g_Renderer.EnumerateVideoModes();
// Load configuration and optionally show the setup dialog
InitDefaultConfiguration();
if (setup || !LoadConfiguration())
{
if (!SetupDialog())
{
WinClose();
return 0;
}
LoadConfiguration();
}
RECT Rect;
Rect.left = 0;
Rect.top = 0;
Rect.right = g_Configuration.Width;
Rect.bottom = g_Configuration.Height;
AdjustWindowRect(&Rect, WS_CAPTION, false);
App.WindowHandle = CreateWindowEx(
0,
"TombEngine",
g_GameFlow->GetString(STRING_WINDOW_TITLE),
WS_OVERLAPPED | WS_CAPTION | WS_MINIMIZEBOX,
CW_USEDEFAULT, // TODO: change this to center of screen !!!
CW_USEDEFAULT,
Rect.right - Rect.left,
Rect.bottom - Rect.top,
NULL,
NULL,
App.hInstance,
NULL
);
if (!App.WindowHandle)
{
TENLog("Unable To Create Window" + std::to_string(GetLastError()), LogLevel::Error);
return false;
}
WindowsHandle = App.WindowHandle;
// Initialise the renderer
g_Renderer.Initialise(g_Configuration.Width, g_Configuration.Height, g_Configuration.RefreshRate, g_Configuration.Windowed, App.WindowHandle);
// Initialize audio
if (g_Configuration.EnableSound)
Sound_Init();
App.bNoFocus = false;
App.isInScene = false;
UpdateWindow(WindowsHandle);
ShowWindow(WindowsHandle, nShowCmd);
SetCursor(NULL);
ShowCursor(FALSE);
hAccTable = LoadAccelerators(hInstance, (LPCSTR)0x65);
//g_Renderer->Test();
DoTheGame = true;
ThreadEnded = false;
ThreadHandle = BeginThread(GameMain, ThreadID);
WinProcMsg();
ThreadEnded = true;
while (DoTheGame);
WinClose();
exit(EXIT_SUCCESS);
}
void WinClose()
{
DestroyAcceleratorTable(hAccTable);
if (g_Configuration.EnableSound)
Sound_DeInit();
delete g_GameScript;
delete g_GameFlow;
ShutdownTENLog();
}