Esempio n. 1
0
/*
==================
WinMain
==================
*/
int main(int argc, char *argv[]) {
	const HCURSOR hcurSave = ::SetCursor( LoadCursor( 0, IDC_WAIT ) );

	Sys_SetPhysicalWorkMemory( 192 << 20, 1024 << 20 );

	win32.hInstance = GetModuleHandle(NULL);

	// done before Com/Sys_Init since we need this for error output
	Sys_CreateConsole();

	// no abort/retry/fail errors
	SetErrorMode( SEM_FAILCRITICALERRORS );

#ifdef DEBUG
	// disable the painfully slow MS heap check every 1024 allocs
	_CrtSetDbgFlag( 0 );
#endif

//	Sys_FPU_EnableExceptions( TEST_FPU_EXCEPTIONS );
	Sys_FPU_SetPrecision( FPU_PRECISION_DOUBLE_EXTENDED );

	if ( argc > 1 ) {
		common->Init( argc-1, &argv[1] );
	} else {
		common->Init( 0, NULL );
	}

#if TEST_FPU_EXCEPTIONS != 0
	common->Printf( Sys_FPU_GetState() );
#endif

	// hide or show the early console as necessary
	if ( win32.win_viewlog.GetInteger() || com_skipRenderer.GetBool() || idAsyncNetwork::serverDedicated.GetInteger() ) {
		Sys_ShowConsole( 1, true );
	} else {
		Sys_ShowConsole( 0, false );
	}

#ifdef SET_THREAD_AFFINITY
	// give the main thread an affinity for the first cpu
	SetThreadAffinityMask( GetCurrentThread(), 1 );
#endif

	::SetCursor( hcurSave );

	// Launch the script debugger
	if ( strstr( GetCommandLine(), "+debugger" ) ) {
		// DebuggerClientInit( lpCmdLine );
		return 0;
	}

	::SetFocus( win32.hWnd );

	// main game loop
	while( 1 ) {

		Win_Frame();

		// set exceptions, even if some crappy syscall changes them!
		Sys_FPU_EnableExceptions( TEST_FPU_EXCEPTIONS );

#ifdef ID_ALLOW_TOOLS
		if ( com_editors ) {
			if ( com_editors & EDITOR_GUI ) {
				// GUI editor
				GUIEditorRun();
			} else if ( com_editors & EDITOR_RADIANT ) {
				// Level Editor
				RadiantRun();
			}
			else if (com_editors & EDITOR_MATERIAL ) {
				//BSM Nerve: Add support for the material editor
				MaterialEditorRun();
			}
			else {
				if ( com_editors & EDITOR_LIGHT ) {
					// in-game Light Editor
					LightEditorRun();
				}
				if ( com_editors & EDITOR_SOUND ) {
					// in-game Sound Editor
					SoundEditorRun();
				}
				if ( com_editors & EDITOR_DECL ) {
					// in-game Declaration Browser
					DeclBrowserRun();
				}
				if ( com_editors & EDITOR_AF ) {
					// in-game Articulated Figure Editor
					AFEditorRun();
				}
				if ( com_editors & EDITOR_PARTICLE ) {
					// in-game Particle Editor
					ParticleEditorRun();
				}
				if ( com_editors & EDITOR_SCRIPT ) {
					// in-game Script Editor
					ScriptEditorRun();
				}
				if ( com_editors & EDITOR_PDA ) {
					// in-game PDA Editor
					PDAEditorRun();
				}
			}
		}
#endif
		// run the game
		common->Frame();
	}

	// never gets here
	return 0;
}
Esempio n. 2
0
/*
==================
WinMain
==================
*/
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{

	const HCURSOR hcurSave = ::SetCursor(LoadCursor(0, IDC_WAIT));

	Sys_SetPhysicalWorkMemory(192 << 20, 1024 << 20);

	Sys_GetCurrentMemoryStatus(exeLaunchMemoryStats);

#if 0
	DWORD handler = (DWORD)_except_handler;
	__asm {
		// Build EXCEPTION_REGISTRATION record:
		push    handler         // Address of handler function
		push    FS:[0]          // Address of previous handler
		mov     FS:[0],ESP      // Install new EXECEPTION_REGISTRATION
	}
#endif

	win32.hInstance = hInstance;
	idStr::Copynz(sys_cmdline, lpCmdLine, sizeof(sys_cmdline));

	// done before Com/Sys_Init since we need this for error output
	Sys_CreateConsole();

	// no abort/retry/fail errors
	SetErrorMode(SEM_FAILCRITICALERRORS);

	for (int i = 0; i < MAX_CRITICAL_SECTIONS; i++) {
		InitializeCriticalSection(&win32.criticalSections[i]);
	}

	// get the initial time base
	Sys_Milliseconds();

#ifdef DEBUG
	// disable the painfully slow MS heap check every 1024 allocs
	_CrtSetDbgFlag(0);
#endif

//	Sys_FPU_EnableExceptions( TEST_FPU_EXCEPTIONS );
	Sys_FPU_SetPrecision(FPU_PRECISION_DOUBLE_EXTENDED);

	common->Init(0, NULL, lpCmdLine);

#if TEST_FPU_EXCEPTIONS != 0
	common->Printf(Sys_FPU_GetState());
#endif

#ifndef	ID_DEDICATED

	if (win32.win_notaskkeys.GetInteger()) {
		DisableTaskKeys(TRUE, FALSE, /*( win32.win_notaskkeys.GetInteger() == 2 )*/ FALSE);
	}

#endif

	Sys_StartAsyncThread();

	// hide or show the early console as necessary
	if (win32.win_viewlog.GetInteger() || com_skipRenderer.GetBool() || idAsyncNetwork::serverDedicated.GetInteger()) {
		Sys_ShowConsole(1, true);
	} else {
		Sys_ShowConsole(0, false);
	}

#ifdef SET_THREAD_AFFINITY
	// give the main thread an affinity for the first cpu
	SetThreadAffinityMask(GetCurrentThread(), 1);
#endif

	::SetCursor(hcurSave);

	// Launch the script debugger
	if (strstr(lpCmdLine, "+debugger")) {
		// DebuggerClientInit( lpCmdLine );
		return 0;
	}

	::SetFocus(win32.hWnd);

	// main game loop
	while (1) {

		Win_Frame();

#ifdef DEBUG
		Sys_MemFrame();
#endif

		// set exceptions, even if some crappy syscall changes them!
		Sys_FPU_EnableExceptions(TEST_FPU_EXCEPTIONS);

#ifdef ID_ALLOW_TOOLS

		if (com_editors) {
			if (com_editors & EDITOR_GUI) {
				// GUI editor
				GUIEditorRun();
			} else if (com_editors & EDITOR_RADIANT) {
				// Level Editor
				RadiantRun();
			} else if (com_editors & EDITOR_MATERIAL) {
				//BSM Nerve: Add support for the material editor
				MaterialEditorRun();
			} else {
				if (com_editors & EDITOR_LIGHT) {
					// in-game Light Editor
					LightEditorRun();
				}

				if (com_editors & EDITOR_SOUND) {
					// in-game Sound Editor
					SoundEditorRun();
				}

				if (com_editors & EDITOR_DECL) {
					// in-game Declaration Browser
					DeclBrowserRun();
				}

				if (com_editors & EDITOR_AF) {
					// in-game Articulated Figure Editor
					AFEditorRun();
				}

				if (com_editors & EDITOR_PARTICLE) {
					// in-game Particle Editor
					ParticleEditorRun();
				}

				if (com_editors & EDITOR_SCRIPT) {
					// in-game Script Editor
					ScriptEditorRun();
				}

				if (com_editors & EDITOR_PDA) {
					// in-game PDA Editor
					PDAEditorRun();
				}
			}
		}

#endif
		// run the game
		common->Frame();
	}

	// never gets here
	return 0;
}
/*
==================
WinMain
==================
*/
int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow ) {

	const HCURSOR hcurSave = ::SetCursor( LoadCursor( 0, IDC_WAIT ) );

	Sys_SetPhysicalWorkMemory( 192 << 20, 1024 << 20 );

	Sys_GetCurrentMemoryStatus( exeLaunchMemoryStats );

#if 0
    DWORD handler = (DWORD)_except_handler;
    __asm
    {                           // Build EXCEPTION_REGISTRATION record:
        push    handler         // Address of handler function
        push    FS:[0]          // Address of previous handler
        mov     FS:[0],ESP      // Install new EXECEPTION_REGISTRATION
    }
#endif

	win32.hInstance = hInstance;
	idStr::Copynz( sys_cmdline, lpCmdLine, sizeof( sys_cmdline ) );

	// done before Com/Sys_Init since we need this for error output
	Sys_CreateConsole();

	// no abort/retry/fail errors
	SetErrorMode( SEM_FAILCRITICALERRORS );

	for ( int i = 0; i < MAX_CRITICAL_SECTIONS; i++ ) {
		InitializeCriticalSection( &win32.criticalSections[i] );
	}

	// make sure the timer is high precision, otherwise
	// NT gets 18ms resolution
	timeBeginPeriod( 1 );

	// get the initial time base
	Sys_Milliseconds();

#ifdef DEBUG
	// disable the painfully slow MS heap check every 1024 allocs
	_CrtSetDbgFlag( 0 );
#endif

//	Sys_FPU_EnableExceptions( TEST_FPU_EXCEPTIONS );
	Sys_FPU_SetPrecision( FPU_PRECISION_DOUBLE_EXTENDED );

	common->Init( 0, NULL, lpCmdLine );

#if TEST_FPU_EXCEPTIONS != 0
	common->Printf( Sys_FPU_GetState() );
#endif

	if ( win32.win_notaskkeys.GetInteger() ) {
		DisableTaskKeys( TRUE, FALSE, /*( win32.win_notaskkeys.GetInteger() == 2 )*/ FALSE );
	}

	// hide or show the early console as necessary
	if ( win32.win_viewlog.GetInteger() ) {
		Sys_ShowConsole( 1, true );
	} else {
		Sys_ShowConsole( 0, false );
	}

#ifdef SET_THREAD_AFFINITY 
	// give the main thread an affinity for the first cpu
	SetThreadAffinityMask( GetCurrentThread(), 1 );
#endif

	::SetCursor( hcurSave );

	::SetFocus( win32.hWnd );

    // main game loop
	while( 1 ) {

		Win_Frame();

#ifdef DEBUG
		Sys_MemFrame();
#endif

		// set exceptions, even if some crappy syscall changes them!
		Sys_FPU_EnableExceptions( TEST_FPU_EXCEPTIONS );

		// run the game
		common->Frame();
	}

	// never gets here
	return 0;
}