/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ /* * $Logfile: /Freespace2/code/OsApi/OsApi.cpp $ * $Revision: 2.12.2.1 $ * $Date: 2007-02-10 00:12:17 $ * $Author: taylor $ * * Low level Windows code * * $Log: not supported by cvs2svn $ * Revision 2.12 2005/10/27 16:23:03 taylor * go back to using abort() over exit() for Assert's and Int3's but close out SDL first this time, makes debugging much easier * * Revision 2.11 2005/09/06 05:32:12 taylor * use exit(EXIT_FAILURE) rather than abort() so that all atexit() calls will actually get executed * * Revision 2.10 2005/07/31 01:30:48 taylor * print file and line info for Int3() calls to the logfile so that they are easier to debug with basic error reports * * Revision 2.9 2005/06/03 06:39:27 taylor * better audio pause/unpause support when game window loses focus or is minimized * * Revision 2.8 2005/04/17 05:38:29 taylor * updated Linux joystick code that's a bit less insane speed wise * remove ability to build without joystick support, no reason to keep it around * fix unusable warning flag with libjpeg building * * Revision 2.7 2005/03/11 14:16:02 taylor * was causing strange hangs due to really large values, don't know if this will help but SDL should take care of error checking this way * * Revision 2.6 2005/03/10 08:00:11 taylor * change min/max to MIN/MAX to fix GCC problems * add lab stuff to Makefile * build unbreakage for everything that's not MSVC++ 6 * lots of warning fixes * fix OpenGL rendering problem with ship insignias * no Warnings() in non-debug mode for Linux (like Windows) * some campaign savefile fixage to stop reverting everyones data * * Revision 2.5 2005/01/31 10:34:38 taylor * merge with Linux/OSX tree - p0131 * * Revision 2.4 2004/07/26 16:11:41 Goober5000 * fixored a problem when using the command-line compiler to compile everything under Windows * --Goober5000 * * Revision 2.3 2004/03/05 09:02:08 Goober5000 * Uber pass at reducing #includes * --Goober5000 * * Revision 2.2 2002/08/01 01:41:09 penguin * The big include file move * * Revision 2.1 2002/07/07 19:55:59 penguin * Back-port to MSVC * * Revision 2.0 2002/06/03 04:10:40 penguin * Warpcore CVS sync * * Revision 1.3 2002/06/03 03:42:13 mharris * fAppActive is now set correctly; translate some keyboard scancodes * that appear to be different between SDL and Win32; combine KEYDOWN * and KEYUP events. * * Revision 1.2 2002/05/21 15:45:58 mharris * init outwnd in debug mode; added SDL support * * Revision 1.1 2002/05/16 00:47:21 mharris * New version of OsApi files for Unix variants. * * Revision 1.2 2002/05/09 13:52:01 mharris * debug_int3() calls abort() * * Revision 1.1 2002/05/02 18:03:12 mharris * Initial checkin - converted filenames and includes to lower case * * * 7 6/30/99 5:53p Dave * Put in new anti-camper code. * * 6 6/03/99 6:37p Dave * More TNT fun. Made perspective bitmaps more flexible. * * 5 6/02/99 6:18p Dave * Fixed TNT lockup problems! Wheeeee! * * 4 12/18/98 1:13a Dave * Rough 1024x768 support for Direct3D. Proper detection and usage through * the launcher. * * 3 10/09/98 2:57p Dave * Starting splitting up OS stuff. * * 2 10/08/98 2:38p Dave * Cleanup up OsAPI code significantly. Removed old functions, centralized * registry functions. * * 118 7/10/98 5:04p Dave * Fix connection speed bug on standalone server. * * 117 5/24/98 2:28p Hoffoss * Because we never really care about if the left or the right shift or * alt key was used, but rather than either shift or alt was used, made * both map to the left one. Solves some problems, causes none. * * 116 5/18/98 9:22p John * Took out the annoying tab check. * * 115 5/18/98 11:17a John * Fixed some bugs with software window and output window. * * 114 5/16/98 2:20p John * Changed the os_suspend and resume to use a critical section to prevent * threads from executing rather than just suspending the thread. Had to * make sure gr_close was called before os_close. * * 113 5/15/98 4:49p John * * 112 5/15/98 3:36p John * Fixed bug with new graphics window code and standalone server. Made * hwndApp not be a global anymore. * * 111 5/14/98 5:42p John * Revamped the whole window position/mouse code for the graphics windows. * * 110 5/04/98 11:08p Hoffoss * Expanded on Force Feedback code, and moved it all into Joy_ff.cpp. * Updated references everywhere to it. * * $NoKeywords: $ */ #ifndef WIN32 // Goober5000 #include #include #include #include "globalincs/pstypes.h" #include "io/key.h" #include "io/mouse.h" #include "osapi/outwnd.h" #include "io/joy.h" #include "io/joy_ff.h" #include "osapi/osregistry.h" #include "graphics/2d.h" #include "freespace2/freespace.h" #define THREADED // to use the proper set of macros #include "osapi/osapi.h" // ---------------------------------------------------------------------------------------------------- // OSAPI DEFINES/VARS // // os-wide globals static int fAppActive = 1; static char szWinTitle[128]; static char szWinClass[128]; //static int WinX, WinY, WinW, WinH; static int Os_inited = 0; static CRITICAL_SECTION Os_lock; int Os_debugger_running = 0; // ---------------------------------------------------------------------------------------------------- // OSAPI FORWARD DECLARATIONS // DWORD unix_process(DWORD lparam); // called at shutdown. Makes sure all thread processing terminates. void os_deinit(); // ---------------------------------------------------------------------------------------------------- // OSAPI FUNCTIONS // // initialization/shutdown functions ----------------------------------------------- // detect users home directory const char *detect_home(void) { return (getenv("HOME")); } // If app_name is NULL or ommited, then TITLE is used // for the app name, which is where registry keys are stored. void os_init(char * wclass, char * title, char *app_name, char *version_string ) { #ifndef NDEBUG outwnd_init(1); #endif // create default ini entries for the user if (os_config_read_string(NULL, NOX("VideocardFs2open"), NULL) == NULL) os_config_write_string(NULL, NOX("VideocardFs2open"), NOX("OGL -(640x480)x16 bit")); os_init_registry_stuff(Osreg_company_name, title, version_string); strcpy( szWinTitle, title ); strcpy( szWinClass, wclass ); INITIALIZE_CRITICAL_SECTION( Os_lock ); unix_process(0); // initialized Os_inited = 1; atexit(os_deinit); } // set the main window title void os_set_title( char *title ) { strcpy( szWinTitle, title ); SDL_WM_SetCaption( szWinTitle, NULL ); } // call at program end void os_cleanup() { #ifndef NDEBUG outwnd_close(); #endif } // window management ----------------------------------------------------------------- // Returns 1 if app is not the foreground app. int os_foreground() { return fAppActive; } // Returns the handle to the main window /*uint os_get_window() { // not used return 0; }*/ // process management ----------------------------------------------------------------- // Sleeps for n milliseconds or until app becomes active. void os_sleep(int ms) { Sleep(ms); } // Used to stop message processing void os_suspend() { ENTER_CRITICAL_SECTION( Os_lock ); } // resume message processing void os_resume() { LEAVE_CRITICAL_SECTION( Os_lock ); } // ---------------------------------------------------------------------------------------------------- // OSAPI FORWARD DECLARATIONS // extern int SDLtoFS2[SDLK_LAST]; extern void joy_set_button_state(int button, int state); extern void joy_set_hat_state(int position); DWORD unix_process(DWORD lparam) { SDL_Event event; while( SDL_PollEvent(&event) ) { switch(event.type) { case SDL_ACTIVEEVENT: if( (event.active.state & SDL_APPACTIVE) || (event.active.state & SDL_APPINPUTFOCUS) ) { if (fAppActive != event.active.gain) { if (fAppActive) game_pause(); else game_unpause(); } fAppActive = event.active.gain; gr_activate(fAppActive); } break; case SDL_KEYDOWN: /*if( (event.key.keysym.mod & KMOD_ALT) && (event.key.keysym.sym == SDLK_RETURN) ) { Gr_screen_mode_switch = 1; gr_activate(1); break; }*/ if( SDLtoFS2[event.key.keysym.sym] ) { key_mark( SDLtoFS2[event.key.keysym.sym], 1, 0 ); } break; case SDL_KEYUP: /*if( (event.key.keysym.mod & KMOD_ALT) && (event.key.keysym.sym == SDLK_RETURN) ) { Gr_screen_mode_switch = 0; break; }*/ if (SDLtoFS2[event.key.keysym.sym]) { key_mark( SDLtoFS2[event.key.keysym.sym], 0, 0 ); } break; case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP: if (event.button.button == SDL_BUTTON_LEFT) mouse_mark_button( MOUSE_LEFT_BUTTON, event.button.state ); else if (event.button.button == SDL_BUTTON_MIDDLE) mouse_mark_button( MOUSE_MIDDLE_BUTTON, event.button.state ); else if (event.button.button == SDL_BUTTON_RIGHT) mouse_mark_button( MOUSE_RIGHT_BUTTON, event.button.state ); break; case SDL_JOYHATMOTION: joy_set_hat_state( event.jhat.value ); break; case SDL_JOYBUTTONDOWN: case SDL_JOYBUTTONUP: if (event.jbutton.button < JOY_NUM_BUTTONS) { joy_set_button_state( event.jbutton.button, event.jbutton.state ); } break; } } return 0; } // called at shutdown. Makes sure all thread processing terminates. void os_deinit() { DELETE_CRITICAL_SECTION( Os_lock ); SDL_Quit(); } void os_poll() { unix_process(0); } void debug_int3(char *file, int line) { mprintf(("Int3(): From %s at line %d\n", file, line)); // we have to call os_deinit() before abort() so we make sure that SDL gets // closed out and we don't lose video/input control os_deinit(); abort(); } #endif // Goober5000 - #ifndef WIN32