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bunch of cleanup
[taylor/freespace2.git] / src / osapi / osapi.cpp
1 /*
2  * Copyright (C) Volition, Inc. 1999.  All rights reserved.
3  *
4  * All source code herein is the property of Volition, Inc. You may not sell
5  * or otherwise commercially exploit the source or things you created based on
6  * the source.
7  */
8
9 /*
10  * $Logfile: /Freespace2/code/OsApi/OsApi.cpp $
11  * $Revision$
12  * $Date$
13  * $Author$
14  *
15  * Low level Windows code
16  *
17  * $Log$
18  * Revision 1.18  2005/10/01 21:49:11  taylor
19  * don't use CTRL-Z for minimizing since it's an extrememly common key combo in the game
20  *
21  * Revision 1.17  2004/12/15 04:10:45  taylor
22  * outwnd_unix.cpp from fs2_open for logging to file in debug mode
23  * fixes for default function values
24  * always use vm_* functions for sanity sake
25  * make cfilearchiver 64-bit compatible
26  * fix crash on exit from double free()
27  * fix crash on startup from extra long GL extension string in debug
28  *
29  * Revision 1.16  2003/12/15 06:24:51  theoddone33
30  * Bumpy ride... hang on.
31  *
32  * Revision 1.15  2003/08/03 15:56:59  taylor
33  * simpler mouse usage; default ini settings in os_init(); cleanup
34  *
35  * Revision 1.14  2003/05/09 05:04:15  taylor
36  * better window min/max/focus support
37  *
38  * Revision 1.13  2003/05/04 04:56:53  taylor
39  * move SDL_Quit to os_deinit to fix fonttool segfault
40  *
41  * Revision 1.12  2003/02/20 17:41:07  theoddone33
42  * Userdir patch from Taylor Richards
43  *
44  * Revision 1.11  2002/07/28 21:45:30  theoddone33
45  * Add ctrl-z to iconify window
46  *
47  * Revision 1.10  2002/07/28 21:39:44  theoddone33
48  * Add alt-enter to toggle fullscreen and ctrl-g to toggle mouse grabbing
49  *
50  * Revision 1.9  2002/06/16 23:59:31  relnev
51  * untested joystick code
52  *
53  * Revision 1.8  2002/06/09 04:41:25  relnev
54  * added copyright header
55  *
56  * Revision 1.7  2002/06/05 04:03:32  relnev
57  * finished cfilesystem.
58  *
59  * removed some old code.
60  *
61  * fixed mouse save off-by-one.
62  *
63  * sound cleanups.
64  *
65  * Revision 1.6  2002/05/31 03:34:02  theoddone33
66  * Fix Keyboard
67  * Add titlebar
68  *
69  * Revision 1.5  2002/05/30 23:46:29  theoddone33
70  * some minor key changes (not necessarily fixes)
71  *
72  * Revision 1.4  2002/05/30 16:50:24  theoddone33
73  * Keyboard partially fixed
74  *
75  * Revision 1.3  2002/05/29 06:25:13  theoddone33
76  * Keyboard input, mouse tracking now work
77  *
78  * Revision 1.2  2002/05/07 03:16:48  theoddone33
79  * The Great Newline Fix
80  *
81  * Revision 1.1.1.1  2002/05/03 03:28:10  root
82  * Initial import.
83  *
84  *
85  * 7     6/30/99 5:53p Dave
86  * Put in new anti-camper code.
87  *
88  * 6     6/03/99 6:37p Dave
89  * More TNT fun. Made perspective bitmaps more flexible.
90  *
91  * 5     6/02/99 6:18p Dave
92  * Fixed TNT lockup problems! Wheeeee!
93  *
94  * 4     12/18/98 1:13a Dave
95  * Rough 1024x768 support for Direct3D. Proper detection and usage through
96  * the launcher.
97  *
98  * 3     10/09/98 2:57p Dave
99  * Starting splitting up OS stuff.
100  *
101  * 2     10/08/98 2:38p Dave
102  * Cleanup up OsAPI code significantly. Removed old functions, centralized
103  * registry functions.
104  *
105  * 118   7/10/98 5:04p Dave
106  * Fix connection speed bug on standalone server.
107  *
108  * 117   5/24/98 2:28p Hoffoss
109  * Because we never really care about if the left or the right shift or
110  * alt key was used, but rather than either shift or alt was used, made
111  * both map to the left one.  Solves some problems, causes none.
112  *
113  * 116   5/18/98 9:22p John
114  * Took out the annoying tab check.
115  *
116  * 115   5/18/98 11:17a John
117  * Fixed some bugs with software window and output window.
118  *
119  * 114   5/16/98 2:20p John
120  * Changed the os_suspend and resume to use a critical section to prevent
121  * threads from executing rather than just suspending the thread.  Had to
122  * make sure gr_close was called before os_close.
123  *
124  * 113   5/15/98 4:49p John
125  *
126  * 112   5/15/98 3:36p John
127  * Fixed bug with new graphics window code and standalone server.  Made
128  * hwndApp not be a global anymore.
129  *
130  * 111   5/14/98 5:42p John
131  * Revamped the whole window position/mouse code for the graphics windows.
132  *
133  * 110   5/04/98 11:08p Hoffoss
134  * Expanded on Force Feedback code, and moved it all into Joy_ff.cpp.
135  * Updated references everywhere to it.
136  *
137  * $NoKeywords: $
138  */
139
140 #include "pstypes.h"
141 #include "osapi.h"
142 #include "key.h"
143 #include "palman.h"
144 #include "mouse.h"
145 #include "outwnd.h"
146 #include "2d.h"
147 #include "cfile.h"
148 #include "sound.h"
149 #include "freespaceresource.h"
150 #include "managepilot.h"
151 #include "joy.h"
152 #include "joy_ff.h"
153 #include "gamesequence.h"
154 #include "freespace.h"
155 #include "osregistry.h"
156 #include "cmdline.h"
157
158 // ----------------------------------------------------------------------------------------------------
159 // OSAPI DEFINES/VARS
160 //
161
162 // os-wide globals
163 static int                      fAppActive = 1;
164 static int                      Os_inited = 0;
165
166 static SDL_mutex *Os_lock;
167
168 int Os_debugger_running = 0;
169
170 // ----------------------------------------------------------------------------------------------------
171 // OSAPI FORWARD DECLARATIONS
172 //
173
174 // Fills in the Os_debugger_running with non-zero if debugger detected.
175 void os_check_debugger();
176
177 // called at shutdown. Makes sure all thread processing terminates.
178 void os_deinit();
179
180
181 // ----------------------------------------------------------------------------------------------------
182 // OSAPI FUNCTIONS
183 //
184
185 // initialization/shutdown functions -----------------------------------------------
186
187 extern void cf_create_directory( int dir_type );
188
189 // If app_name is NULL or ommited, then TITLE is used
190 // for the app name, which is where registry keys are stored.
191 void os_init(const char *wclass, const char *title, const char *app_name, const char *version_string)
192 {
193         // do some first-run stuff if needed
194         if ( os_config_read_uint(NULL, NOX("StraightToSetup"), 1) == 1 ) {
195                 // set some sane config defaults
196                 os_config_write_string(NULL, NOX("Videocard"), NOX("OpenGL (640x480)"));
197                 os_config_write_string(NULL, NOX("NetworkConnection"), NOX("lan"));
198                 os_config_write_string(NULL, NOX("ConnectionSpeed"), NOX("Slow"));
199
200                 // in case an installer didn't do it, populate directory structure to
201                 // make sure everything is usable
202                 cf_create_directory(CF_TYPE_MAPS);
203                 cf_create_directory(CF_TYPE_TEXT);
204                 cf_create_directory(CF_TYPE_MISSIONS);
205                 cf_create_directory(CF_TYPE_MODELS);
206                 cf_create_directory(CF_TYPE_TABLES);
207                 cf_create_directory(CF_TYPE_SOUNDS_8B22K);
208                 cf_create_directory(CF_TYPE_SOUNDS_16B11K);
209                 cf_create_directory(CF_TYPE_VOICE_BRIEFINGS);
210                 cf_create_directory(CF_TYPE_VOICE_CMD_BRIEF);
211                 cf_create_directory(CF_TYPE_VOICE_DEBRIEFINGS);
212                 cf_create_directory(CF_TYPE_VOICE_PERSONAS);
213                 cf_create_directory(CF_TYPE_VOICE_SPECIAL);
214                 cf_create_directory(CF_TYPE_VOICE_TRAINING);
215                 cf_create_directory(CF_TYPE_MUSIC);
216                 cf_create_directory(CF_TYPE_MOVIES);
217                 cf_create_directory(CF_TYPE_INTERFACE);
218                 cf_create_directory(CF_TYPE_FONT);
219                 cf_create_directory(CF_TYPE_EFFECTS);
220                 cf_create_directory(CF_TYPE_HUD);
221                 cf_create_directory(CF_TYPE_PLAYER_IMAGES_MAIN);
222                 cf_create_directory(CF_TYPE_CACHE);
223                 cf_create_directory(CF_TYPE_SINGLE_PLAYERS);
224                 cf_create_directory(CF_TYPE_MULTI_PLAYERS);
225                 cf_create_directory(CF_TYPE_MULTI_CACHE);
226                 cf_create_directory(CF_TYPE_CONFIG);
227                 cf_create_directory(CF_TYPE_SQUAD_IMAGES_MAIN);
228                 cf_create_directory(CF_TYPE_DEMOS);
229                 cf_create_directory(CF_TYPE_CBANIMS);
230                 cf_create_directory(CF_TYPE_INTEL_ANIMS);
231
232                 // unset FirstRun flag
233                 os_config_write_uint(NULL, NOX("StraightToSetup"), 0);
234         }
235
236         Os_inited = 1;
237
238         Os_lock = SDL_CreateMutex();
239
240         // check to see if we're running under msdev
241         os_check_debugger();
242
243         atexit(os_deinit);
244 }
245
246 // set the main window title
247 void os_set_title( const char *title )
248 {
249         // the title is already set by SDL in gropengl.cpp
250 }
251
252 // call at program end
253 void os_cleanup()
254 {
255 #ifndef NDEBUG
256                 outwnd_close();
257 #endif
258 }
259
260
261 // window management -----------------------------------------------------------------
262
263 // Returns 0 if app is not the foreground app.
264 int os_foreground()
265 {
266         return fAppActive;
267 }
268
269 // Returns the handle to the main window
270 uint os_get_window()
271 {
272 //      STUB_FUNCTION;  // not used/needed with UNIX builds?
273         return 0;
274 }
275
276
277 // process management -----------------------------------------------------------------
278
279 // Used to stop message processing
280 void os_suspend()
281 {
282         SDL_LockMutex(Os_lock);
283 }
284
285 // resume message processing
286 void os_resume()
287 {
288         SDL_UnlockMutex(Os_lock);
289 }
290
291
292 // ----------------------------------------------------------------------------------------------------
293 // OSAPI FORWARD DECLARATIONS
294 //
295
296 // Fills in the Os_debugger_running with non-zero if debugger detected.
297 void os_check_debugger()
298 {
299 }
300
301 // called at shutdown. Makes sure all thread processing terminates.
302 void os_deinit()
303 {
304         SDL_DestroyMutex(Os_lock);
305
306         SDL_Quit();
307 }
308
309 void os_poll()
310 {
311         SDL_Event e;
312         int button, state;
313
314         while (SDL_PollEvent (&e)) {
315                 switch (e.type) {
316                         case SDL_MOUSEBUTTONDOWN:
317                         case SDL_MOUSEBUTTONUP: {
318                                 if (e.motion.windowID > 0) {
319                                         mouse_mark_button(e.button.button, e.button.state);
320                                 }
321
322                                 break;
323                         }
324
325                         case SDL_MOUSEMOTION: {
326                                 if (e.motion.windowID > 0) {
327                                         mouse_update_pos(e.motion.x, e.motion.y, e.motion.xrel, e.motion.yrel);
328                                 }
329
330                                 break;
331                         }
332
333                         case SDL_TEXTINPUT: {
334                                 key_set_text_input((int)e.text.text[0]);
335
336                                 break;
337                         }
338
339                         case SDL_KEYDOWN: {
340                                 if (e.key.keysym.mod & KMOD_GUI) {
341                                         if (e.key.keysym.sym == SDLK_f ) {
342                                                 gr_force_fullscreen();
343                                         } else if (e.key.keysym.sym == SDLK_w) {
344                                                 gr_force_windowed();
345                                 //      } else if (e.key.keysym.sym == SDLK_z) {
346                                 //              SDL_MinimizeWindow(GL_window);
347                                         }
348                                 } else {
349                                         key_mark(e.key.keysym.scancode, 1, e.key.keysym.mod, 0);
350                                 }
351
352                                 break;
353                         }
354
355                         case SDL_KEYUP: {
356                                 if (e.key.keysym.mod & KMOD_GUI) {
357                                         // blank, just don't want to process up keys we skipped
358                                         // the down for
359                                 } else {
360                                         key_mark(e.key.keysym.scancode, 0, e.key.keysym.mod, 0);
361                                 }
362
363                                 break;
364                         }
365 /*
366                         case SDL_ACTIVEEVENT:
367                                 if (e.active.state & SDL_APPACTIVE) {
368                                         fAppActive = e.active.gain;
369                                         gr_activate(fAppActive);
370                                 }
371                                 if (e.active.state & SDL_APPINPUTFOCUS) {
372                                         gr_activate(e.active.gain);
373                                 }
374                                 break;
375 */
376                         case SDL_JOYDEVICEADDED: {
377                                 if ( !Is_standalone ) {
378                                         joy_init();
379                                 }
380
381                                 break;
382                         }
383
384                         case SDL_JOYDEVICEREMOVED: {
385                                 if (e.jdevice.which == joystick_get_id()) {
386                                         joy_close();
387                                 }
388
389                                 break;
390                         }
391
392                         case SDL_JOYAXISMOTION: {
393                                 if (e.jaxis.which == joystick_get_id()) {
394                                         joystick_update_axis(e.jaxis.axis, e.jaxis.value);
395                                 }
396
397                                 break;
398                         }
399
400                         case SDL_JOYBUTTONDOWN:
401                         case SDL_JOYBUTTONUP: {
402                                 if (e.jbutton.which == joystick_get_id()) {
403                                         state = (e.jbutton.state == SDL_PRESSED) ? 1 : 0;
404                                         joy_mark_button((int)e.jbutton.button, state);
405                                 }
406
407                                 break;
408                         }
409
410                         case SDL_JOYHATMOTION: {
411                                 if (e.jhat.which == joystick_get_id()) {
412                                         // can only handle one hat
413                                         if (e.jhat.hat == 0) {
414                                                 switch (e.jhat.value) {
415                                                         case SDL_HAT_UP:
416                                                                 button = JOY_HATFORWARD;
417                                                                 state = 1;
418                                                                 break;
419                                                         case SDL_HAT_DOWN:
420                                                                 button = JOY_HATBACK;
421                                                                 state = 1;
422                                                                 break;
423                                                         case SDL_HAT_LEFT:
424                                                                 button = JOY_HATLEFT;
425                                                                 state = 1;
426                                                                 break;
427                                                         case SDL_HAT_RIGHT:
428                                                                 button = JOY_HATRIGHT;
429                                                                 state = 1;
430                                                                 break;
431                                                         default:
432                                                                 // special case - will toggle all hat positions off
433                                                                 button = JOY_HATBACK;
434                                                                 state = 0;
435                                                                 break;
436                                                 }
437
438                                                 joy_mark_button(button, state);
439                                         }
440                                 }
441
442                                 break;
443                         }
444
445                         case SDL_WINDOWEVENT: {
446                                 switch (e.window.event) {
447                                         case SDL_WINDOWEVENT_RESIZED:
448                                                 gr_opengl_set_viewport(e.window.data1, e.window.data2);
449                                                 break;
450
451                                         case SDL_WINDOWEVENT_FOCUS_LOST:
452                                                 joy_unacquire_ff();
453                                                 break;
454
455                                         case SDL_WINDOWEVENT_FOCUS_GAINED:
456                                                 joy_reacquire_ff();
457                                                 break;
458
459                                         case SDL_WINDOWEVENT_CLOSE:
460                                         //      gameseq_post_event(GS_EVENT_QUIT_GAME);
461                                                 break;
462                                 }
463
464                                 break;
465                         }
466
467                         case SDL_QUIT:
468                                 gameseq_post_event(GS_EVENT_QUIT_GAME);
469                                 break;
470
471                         default:
472                                 break;
473                 }
474         }
475 }
476
477 void debug_int3()
478 {
479         SDL_TriggerBreakpoint();
480 }