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platform and pstypes 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 static char                     windowTitle[128];
166
167 static SDL_mutex *Os_lock;
168
169 int Os_debugger_running = 0;
170
171 // ----------------------------------------------------------------------------------------------------
172 // OSAPI FORWARD DECLARATIONS
173 //
174
175 // Fills in the Os_debugger_running with non-zero if debugger detected.
176 void os_check_debugger();
177
178 // called at shutdown. Makes sure all thread processing terminates.
179 void os_deinit();
180
181
182 // ----------------------------------------------------------------------------------------------------
183 // OSAPI FUNCTIONS
184 //
185
186 // initialization/shutdown functions -----------------------------------------------
187
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         os_set_title( (app_name != NULL) ? app_name : title );
194
195         // do some first-run stuff if needed
196         if ( os_config_read_uint(NULL, NOX("StraightToSetup"), 1) == 1 ) {
197                 // set some sane config defaults
198                 os_config_write_string(NULL, NOX("Videocard"), NOX("OpenGL (640x480)"));
199                 os_config_write_string(NULL, NOX("NetworkConnection"), NOX("lan"));
200                 os_config_write_string(NULL, NOX("ConnectionSpeed"), NOX("Slow"));
201
202                 // in case an installer didn't do it, populate directory structure to
203                 // make sure everything is usable
204                 cf_create_directory(CF_TYPE_MAPS);
205                 cf_create_directory(CF_TYPE_TEXT);
206                 cf_create_directory(CF_TYPE_MISSIONS);
207                 cf_create_directory(CF_TYPE_MODELS);
208                 cf_create_directory(CF_TYPE_TABLES);
209                 cf_create_directory(CF_TYPE_SOUNDS_8B22K);
210                 cf_create_directory(CF_TYPE_SOUNDS_16B11K);
211                 cf_create_directory(CF_TYPE_VOICE_BRIEFINGS);
212                 cf_create_directory(CF_TYPE_VOICE_CMD_BRIEF);
213                 cf_create_directory(CF_TYPE_VOICE_DEBRIEFINGS);
214                 cf_create_directory(CF_TYPE_VOICE_PERSONAS);
215                 cf_create_directory(CF_TYPE_VOICE_SPECIAL);
216                 cf_create_directory(CF_TYPE_VOICE_TRAINING);
217                 cf_create_directory(CF_TYPE_MUSIC);
218                 cf_create_directory(CF_TYPE_MOVIES);
219                 cf_create_directory(CF_TYPE_INTERFACE);
220                 cf_create_directory(CF_TYPE_FONT);
221                 cf_create_directory(CF_TYPE_EFFECTS);
222                 cf_create_directory(CF_TYPE_HUD);
223                 cf_create_directory(CF_TYPE_PLAYER_IMAGES_MAIN);
224                 cf_create_directory(CF_TYPE_CACHE);
225                 cf_create_directory(CF_TYPE_SINGLE_PLAYERS);
226                 cf_create_directory(CF_TYPE_MULTI_PLAYERS);
227                 cf_create_directory(CF_TYPE_MULTI_CACHE);
228                 cf_create_directory(CF_TYPE_CONFIG);
229                 cf_create_directory(CF_TYPE_SQUAD_IMAGES_MAIN);
230                 cf_create_directory(CF_TYPE_DEMOS);
231                 cf_create_directory(CF_TYPE_CBANIMS);
232                 cf_create_directory(CF_TYPE_INTEL_ANIMS);
233
234                 // unset FirstRun flag
235                 os_config_write_uint(NULL, NOX("StraightToSetup"), 0);
236         }
237
238         Os_inited = 1;
239
240         Os_lock = SDL_CreateMutex();
241
242         // check to see if we're running under msdev
243         os_check_debugger();
244
245         atexit(os_deinit);
246 }
247
248 // set the main window title
249 void os_set_title( const char *title )
250 {
251         extern SDL_Window *GL_window;
252
253         if ( !title ) {
254                 return;
255         }
256
257         memset(windowTitle, 0, sizeof(windowTitle));
258
259         SDL_strlcpy(windowTitle, title, sizeof(windowTitle));
260
261         SDL_SetWindowTitle(GL_window, title);
262 }
263
264 const char *os_get_title()
265 {
266         return windowTitle;
267 }
268
269 // call at program end
270 void os_cleanup()
271 {
272 #ifndef NDEBUG
273                 outwnd_close();
274 #endif
275 }
276
277
278 // window management -----------------------------------------------------------------
279
280 // Returns 0 if app is not the foreground app.
281 int os_foreground()
282 {
283         return fAppActive;
284 }
285
286 // Returns the handle to the main window
287 uint os_get_window()
288 {
289 //      STUB_FUNCTION;  // not used/needed with UNIX builds?
290         return 0;
291 }
292
293
294 // process management -----------------------------------------------------------------
295
296 // Used to stop message processing
297 void os_suspend()
298 {
299         SDL_LockMutex(Os_lock);
300 }
301
302 // resume message processing
303 void os_resume()
304 {
305         SDL_UnlockMutex(Os_lock);
306 }
307
308
309 // ----------------------------------------------------------------------------------------------------
310 // OSAPI FORWARD DECLARATIONS
311 //
312
313 // Fills in the Os_debugger_running with non-zero if debugger detected.
314 void os_check_debugger()
315 {
316 }
317
318 // called at shutdown. Makes sure all thread processing terminates.
319 void os_deinit()
320 {
321         SDL_DestroyMutex(Os_lock);
322
323         SDL_Quit();
324 }
325
326 void os_poll()
327 {
328         SDL_Event e;
329         int button, state;
330
331         while (SDL_PollEvent (&e)) {
332                 switch (e.type) {
333                         case SDL_MOUSEBUTTONDOWN:
334                         case SDL_MOUSEBUTTONUP: {
335                                 if (e.motion.windowID > 0) {
336                                         mouse_mark_button(e.button.button, e.button.state);
337                                 }
338
339                                 break;
340                         }
341
342                         case SDL_MOUSEMOTION: {
343                                 if (e.motion.windowID > 0) {
344                                         mouse_update_pos(e.motion.x, e.motion.y, e.motion.xrel, e.motion.yrel);
345                                 }
346
347                                 break;
348                         }
349
350                         case SDL_TEXTINPUT: {
351                                 key_set_text_input((int)e.text.text[0]);
352
353                                 break;
354                         }
355
356                         case SDL_KEYDOWN: {
357                                 if (e.key.keysym.mod & KMOD_GUI) {
358                                         if (e.key.keysym.sym == SDLK_f ) {
359                                                 gr_toggle_fullscreen();
360                                 //      } else if (e.key.keysym.sym == SDLK_z) {
361                                 //              SDL_MinimizeWindow(GL_window);
362                                         }
363                                 } else {
364                                         key_mark(e.key.keysym.scancode, 1, e.key.keysym.mod, 0);
365                                 }
366
367                                 break;
368                         }
369
370                         case SDL_KEYUP: {
371                                 if (e.key.keysym.mod & KMOD_GUI) {
372                                         // blank, just don't want to process up keys we skipped
373                                         // the down for
374                                 } else {
375                                         key_mark(e.key.keysym.scancode, 0, e.key.keysym.mod, 0);
376                                 }
377
378                                 break;
379                         }
380 /*
381                         case SDL_ACTIVEEVENT:
382                                 if (e.active.state & SDL_APPACTIVE) {
383                                         fAppActive = e.active.gain;
384                                         gr_activate(fAppActive);
385                                 }
386                                 if (e.active.state & SDL_APPINPUTFOCUS) {
387                                         gr_activate(e.active.gain);
388                                 }
389                                 break;
390 */
391                         case SDL_JOYDEVICEADDED: {
392                                 if ( !Is_standalone ) {
393                                         joy_init();
394                                 }
395
396                                 break;
397                         }
398
399                         case SDL_JOYDEVICEREMOVED: {
400                                 if (e.jdevice.which == joystick_get_id()) {
401                                         joy_close();
402                                 }
403
404                                 break;
405                         }
406
407                         case SDL_JOYAXISMOTION: {
408                                 if (e.jaxis.which == joystick_get_id()) {
409                                         joystick_update_axis(e.jaxis.axis, e.jaxis.value);
410                                 }
411
412                                 break;
413                         }
414
415                         case SDL_JOYBUTTONDOWN:
416                         case SDL_JOYBUTTONUP: {
417                                 if (e.jbutton.which == joystick_get_id()) {
418                                         state = (e.jbutton.state == SDL_PRESSED) ? 1 : 0;
419                                         joy_mark_button((int)e.jbutton.button, state);
420                                 }
421
422                                 break;
423                         }
424
425                         case SDL_JOYHATMOTION: {
426                                 if (e.jhat.which == joystick_get_id()) {
427                                         // can only handle one hat
428                                         if (e.jhat.hat == 0) {
429                                                 switch (e.jhat.value) {
430                                                         case SDL_HAT_UP:
431                                                                 button = JOY_HATFORWARD;
432                                                                 state = 1;
433                                                                 break;
434                                                         case SDL_HAT_DOWN:
435                                                                 button = JOY_HATBACK;
436                                                                 state = 1;
437                                                                 break;
438                                                         case SDL_HAT_LEFT:
439                                                                 button = JOY_HATLEFT;
440                                                                 state = 1;
441                                                                 break;
442                                                         case SDL_HAT_RIGHT:
443                                                                 button = JOY_HATRIGHT;
444                                                                 state = 1;
445                                                                 break;
446                                                         default:
447                                                                 // special case - will toggle all hat positions off
448                                                                 button = JOY_HATBACK;
449                                                                 state = 0;
450                                                                 break;
451                                                 }
452
453                                                 joy_mark_button(button, state);
454                                         }
455                                 }
456
457                                 break;
458                         }
459
460                         case SDL_WINDOWEVENT: {
461                                 switch (e.window.event) {
462                                         case SDL_WINDOWEVENT_RESIZED:
463                                                 gr_set_viewport(e.window.data1, e.window.data2);
464                                                 break;
465
466                                         case SDL_WINDOWEVENT_FOCUS_LOST:
467                                                 joy_unacquire_ff();
468                                                 break;
469
470                                         case SDL_WINDOWEVENT_FOCUS_GAINED:
471                                                 joy_reacquire_ff();
472                                                 break;
473
474                                         case SDL_WINDOWEVENT_CLOSE:
475                                         //      gameseq_post_event(GS_EVENT_QUIT_GAME);
476                                                 break;
477                                 }
478
479                                 break;
480                         }
481
482                         case SDL_QUIT:
483                                 gameseq_post_event(GS_EVENT_QUIT_GAME);
484                                 break;
485
486                         default:
487                                 break;
488                 }
489         }
490 }
491
492 void debug_int3()
493 {
494         SDL_TriggerBreakpoint();
495 }