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/*
* 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.
*
*/
#ifndef WIN32 // Goober5000
#include <stdio.h>
#include <fcntl.h>
#include <stdarg.h>
#include "cmdline/cmdline.h"
#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 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(const char * wclass, const char * title, const char *app_name, const char *version_string )
{
// 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 -(1024x768)x32 bit"));
os_init_registry_stuff(Osreg_company_name, title, version_string);
strcpy_s( szWinTitle, title );
strcpy_s( 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( const char *title )
{
strcpy_s( szWinTitle, title );
SDL_WM_SetCaption( szWinTitle, NULL );
}
extern void gr_opengl_shutdown();
// call at program end
void os_cleanup()
{
gr_opengl_shutdown();
#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(!Cmdline_no_unfocus_pause)
{
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
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