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/** @file sys_system.cpp Abstract interfaces for platform specific services.
*
* @authors Copyright © 2003-2013 Jaakko Keränen <jaakko.keranen@iki.fi>
* @authors Copyright © 2006-2015 Daniel Swanson <danij@dengine.net>
* @authors Copyright © 2006 Jamie Jones <jamie_jones_au@yahoo.com.au>
*
* @par License
* GPL: http://www.gnu.org/licenses/gpl.html
*
* <small>This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version. This program is distributed in the hope that it
* will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General
* Public License for more details. You should have received a copy of the GNU
* General Public License along with this program; if not, see:
* http://www.gnu.org/licenses</small>
*/
#ifdef WIN32
# define WIN32_LEAN_AND_MEAN
# include <windows.h>
# include <process.h>
#endif
#include <signal.h>
#ifdef MACOSX
# include <QDir>
#endif
#ifdef WIN32
# include <QSettings>
#endif
#include <de/App>
#include <de/Loop>
#include "de_console.h"
#include "de_system.h"
#include "de_graphics.h"
#include "de_misc.h"
#ifdef __CLIENT__
# include "clientapp.h"
#endif
#include "dd_main.h"
#include "dd_loop.h"
#ifdef __CLIENT__
# include "gl/gl_main.h"
#endif
#include "ui/nativeui.h"
#include "network/net_main.h"
#include "network/net_buf.h"
#include "audio/s_main.h"
#if defined(WIN32) && !defined(_DEBUG)
# define DENG_CATCH_SIGNALS
#endif
int novideo; // if true, stay in text mode for debugging
static dd_bool appShutdown = false; ///< Set to true when we should exit (normally).
#ifdef DENG_CATCH_SIGNALS
/**
* Borrowed from Lee Killough.
*/
static void C_DECL handler(int s)
{
signal(s, SIG_IGN); // Ignore future instances of this signal.
App_Error(s==SIGSEGV ? "Segmentation Violation\n" :
s==SIGINT ? "Interrupted by User\n" :
s==SIGILL ? "Illegal Instruction\n" :
s==SIGFPE ? "Floating Point Exception\n" :
s==SIGTERM ? "Killed\n" : "Terminated by signal\n");
}
#endif
/**
* Initialize platform level services.
*
* \note This must be called from the main thread due to issues with the devices
* we use via the WINAPI, MCI (cdaudio, mixer etc) on the WIN32 platform.
*/
void Sys_Init()
{
de::Time begunAt;
LOG_VERBOSE("Setting up platform state...");
LOG_AUDIO_VERBOSE("Initializing Audio subsystem...");
S_Init();
#ifdef DENG_CATCH_SIGNALS
// Register handler for abnormal situations (in release build).
signal(SIGSEGV, handler);
signal(SIGTERM, handler);
signal(SIGILL, handler);
signal(SIGFPE, handler);
signal(SIGILL, handler);
signal(SIGABRT, handler);
#endif
#ifndef WIN32
// We are not worried about broken pipes. When a TCP connection closes,
// we prefer to receive an error code instead of a signal.
signal(SIGPIPE, SIG_IGN);
#endif
LOG_NET_VERBOSE("Initializing Network subsystem...");
N_Init();
LOGDEV_VERBOSE("Sys_Init completed in %.2f seconds") << begunAt.since();
}
bool Sys_IsShuttingDown()
{
return CPP_BOOL(appShutdown);
}
/**
* Return to default system state.
*/
void Sys_Shutdown()
{
// We are now shutting down.
appShutdown = true;
// Time to unload *everything*.
if(App_GameLoaded())
Con_Execute(CMDS_DDAY, "unload", true, false);
Net_Shutdown();
// Let's shut down sound first, so Windows' HD-hogging doesn't jam
// the MUS player (would produce horrible bursts of notes).
S_Shutdown();
#ifdef __CLIENT__
GL_Shutdown();
ClientApp::inputSystem().clearEvents();
#endif
App_ClearGames();
}
static int showCriticalMessage(const char* msg)
{
// This is going to be the end, I'm afraid.
de::Loop::get().stop();
Sys_MessageBox(MBT_WARNING, DOOMSDAY_NICENAME, msg, 0);
return 0;
#if 0
#ifdef WIN32
#ifdef UNICODE
wchar_t buf[256];
#else
char buf[256];
#endif
int ret;
Window *wnd = Window::main();
DENG_ASSERT(wnd != 0);
HWND hWnd = (HWND) wnd->nativeHandle();
if(!hWnd)
{
DD_Win32_SuspendMessagePump(true);
MessageBox(HWND_DESKTOP, TEXT("Sys_CriticalMessage: Main window not available."),
NULL, MB_ICONERROR | MB_OK);
DD_Win32_SuspendMessagePump(false);
return false;
}
ShowCursor(TRUE);
ShowCursor(TRUE);
DD_Win32_SuspendMessagePump(true);
GetWindowText(hWnd, buf, 255);
ret = (MessageBox(hWnd, WIN_STRING(msg), buf, MB_OK | MB_ICONEXCLAMATION) == IDYES);
DD_Win32_SuspendMessagePump(false);
ShowCursor(FALSE);
ShowCursor(FALSE);
return ret;
#else
fprintf(stderr, "--- %s\n", msg);
return 0;
#endif
#endif
}
int Sys_CriticalMessage(const char* msg)
{
return showCriticalMessage(msg);
}
int Sys_CriticalMessagef(const char* format, ...)
{
static const char* unknownMsg = "Unknown critical issue occurred.";
const size_t BUF_SIZE = 655365;
const char* msg;
char* buf = 0;
va_list args;
int result;
if(format && format[0])
{
va_start(args, format);
buf = (char*) calloc(1, BUF_SIZE);
dd_vsnprintf(buf, BUF_SIZE, format, args);
msg = buf;
va_end(args);
}
else
{
msg = unknownMsg;
}
result = showCriticalMessage(msg);
if(buf) free(buf);
return result;
}
void Sys_Sleep(int millisecs)
{
/*
#ifdef WIN32
Sleep(millisecs);
#endif
*/
Thread_Sleep(millisecs);
}
void Sys_BlockUntilRealTime(uint realTimeMs)
{
uint remaining = realTimeMs - Timer_RealMilliseconds();
if(remaining > 50)
{
// Target time is in the past; or the caller is attempting to wait for
// too long a time.
return;
}
while(Timer_RealMilliseconds() < realTimeMs)
{
// Do nothing; don't yield execution. We want to exit here at the
// precise right moment.
}
}
void Sys_HideMouseCursor()
{
#ifdef WIN32
if(novideo) return;
ShowCursor(FALSE);
#else
// The cursor is controlled using Qt in Canvas.
#endif
}
de::NativePath Sys_SteamBasePath()
{
#ifdef WIN32
// The path to Steam can be queried from the registry.
{
QSettings st("HKEY_CURRENT_USER\\Software\\Valve\\Steam\\", QSettings::NativeFormat);
de::String path = st.value("SteamPath").toString();
if(!path.isEmpty()) return path;
}
{
QSettings st("HKEY_LOCAL_MACHINE\\Software\\Valve\\Steam\\", QSettings::NativeFormat);
de::String path = st.value("InstallPath").toString();
if(!path.isEmpty()) return path;
}
#elif MACOSX
return de::NativePath(QDir::homePath()) / "Library/Application Support/Steam/";
#endif
/// @todo Where are steam apps located on Ubuntu?
return "";
}
/**
* Called when Doomsday should quit (will be deferred until convenient).
*/
DENG_EXTERN_C void Sys_Quit(void)
{
if(BusyMode_Active())
{
// The busy worker is running; we cannot just stop it abruptly.
Sys_MessageBox2(MBT_WARNING, DOOMSDAY_NICENAME, "Cannot quit while in busy mode.",
"Try again later after the current operation has finished.", 0);
return;
}
appShutdown = true;
// It's time to stop the main loop.
DENG2_APP->stopLoop(DD_GameLoopExitCode());
}
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