示例#1
0
/**
 * @brief Windows specific initialization
 */
void Sys_PlatformInit(void)
{
	g_wv.hInstance = GetModuleHandle(NULL);

#ifdef EXCEPTION_HANDLER
	WinSetExceptionVersion(Q3_VERSION);
#endif

#ifndef DEDICATED
	Sys_SetProcessProperties();

	//show the splash screen
	Sys_Splash(qtrue);
#endif

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

#ifdef DEDICATED
	Sys_ShowConsoleWindow(1, qtrue);
#endif

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

#ifndef DEDICATED
	const char *SDL_VIDEODRIVER = getenv("SDL_VIDEODRIVER");

	if (SDL_VIDEODRIVER)
	{
		Com_Printf("SDL_VIDEODRIVER is externally set to \"%s\", "
		           "in_mouse -1 will have no effect\n", SDL_VIDEODRIVER);
		SDL_VIDEODRIVER_externallySet = qtrue;
	}
	else
	{
		SDL_VIDEODRIVER_externallySet = qfalse;
	}
#endif
}
示例#2
0
int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow ) {
	// should never get a previous instance in Win32
	if ( hPrevInstance ) {
		return 0;
	}

	global_hInstance = hInstance;
	String::NCpyZ( sys_cmdline, lpCmdLine, sizeof ( sys_cmdline ) );

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

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

	Com_Init( __argc, __argv, sys_cmdline );

	// hide the early console since we've reached the point where we
	// have a working graphics subsystems
	if ( !com_dedicated->integer && !com_viewlog->integer ) {
		Sys_ShowConsole( 0, false );
	}

	// main game loop
	while ( 1 ) {
		// if not running as a game client, sleep a bit
		if ( Minimized || ( com_dedicated && com_dedicated->integer ) ) {
			Sleep( 5 );
		}

		// run the game
		Com_Frame();
	}

	// never gets here
	return 0;
}
示例#3
0
void PrepareGame(void)
{

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

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

    // get the initial time base
    Sys_Milliseconds();

    Com_Init("");
    NET_Init();

    //_getcwd (cwd, sizeof(cwd));
    //Com_Printf("Working directory: %s\n", cwd);

    // hide the early console since we've reached the point where we
    // have a working graphics subsystems
    if ( !com_dedicated->integer && !com_viewlog->integer ) {
        Sys_ShowConsole( 0, qfalse );
    }
}
示例#4
0
/*
==================
WinMain

==================
*/
int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) {
	char		cwd[MAX_OSPATH];
//	int			startTime, endTime;

    // should never get a previous instance in Win32
    if ( hPrevInstance ) {
        return 0;
	}

	g_wv.hInstance = hInstance;
	Q_strncpyz( 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 );

	// get the initial time base
	Sys_Milliseconds();

	Sys_InitStreamThread();

	Com_Init( sys_cmdline );

	QuickMemTest();

	_getcwd (cwd, sizeof(cwd));
	Com_Printf("Working directory: %s\n", cwd);

	// hide the early console since we've reached the point where we
	// have a working graphics subsystems
	if ( !com_viewlog->integer ) {
		Sys_ShowConsole( 0, qfalse );
	}

    // main game loop
	while( 1 ) {
		// if not running as a game client, sleep a bit
		if ( g_wv.isMinimized ) {
			Sleep( 5 );
		}

		// set low precision every frame, because some system calls
		// reset it arbitrarily
//		_controlfp( _PC_24, _MCW_PC );

//		startTime = Sys_Milliseconds();

		// make sure mouse and joystick are only called once a frame
		IN_Frame();

		// run the game
		Com_Frame();

//		endTime = Sys_Milliseconds();
//		totalMsec += endTime - startTime;
//		countMsec++;
	}

	// never gets here
}
示例#5
0
int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow )
{
	char cwd[ MAX_OSPATH ];
	int  startTime, endTime;

	// should never get a previous instance in Win32
	if ( hPrevInstance )
	{
		return 0;
	}

#ifdef EXCEPTION_HANDLER
	WinSetExceptionVersion( Q3_VERSION );
#endif

	g_wv.hInstance = hInstance;
	Q_strncpyz( 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 );

	// get the initial time base
	Sys_Milliseconds();

	//Sys_InitStreamThread();

	Com_Init( sys_cmdline );
	NET_Init();

#if !defined(DEDICATED) && !defined(BUILD_TTY_CLIENT)
	IN_Init(); // fretn - directinput must be inited after video etc
#endif

	_getcwd( cwd, sizeof( cwd ) );
	Com_Printf( "Working directory: %s\n", cwd );

	// hide the early console since we've reached the point where we
	// have a working graphics subsystems
	if ( !com_dedicated->integer && !com_viewlog->integer )
	{
		Sys_ShowConsole( 0, qfalse );
	}

	SetFocus( g_wv.hWnd );

	// main game loop
	while ( 1 )
	{
		// if not running as a game client, sleep a bit
		if ( g_wv.isMinimized || ( com_dedicated && com_dedicated->integer ) )
		{
			Sleep( 5 );
		}

		// set low precision every frame, because some system calls
		// reset it arbitrarily
//		_controlfp( _PC_24, _MCW_PC );
//    _controlfp( -1, _MCW_EM  ); // no exceptions, even if some crappy
		// syscall turns them back on!

		startTime = Sys_Milliseconds();

		// make sure mouse and joystick are only called once a frame
		IN_Frame();

//		Com_FrameExt();
		Com_Frame();

		endTime = Sys_Milliseconds();
		totalMsec += endTime - startTime;
		countMsec++;
	}

	// never gets here
}
示例#6
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;
}
示例#7
0
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
	char commandLine[MAX_STRING_CHARS] = { 0 };
	char cwd[MAX_OSPATH];
	// should never get a previous instance in Win32
	if (hPrevInstance)
	{
		return EXIT_FAILURE;
	}

#ifdef EXCEPTION_HANDLER
	WinSetExceptionVersion(Q3_VERSION);
#endif

	g_wv.hInstance = hInstance;

#if 1
	commandLine[0] = '\0';
	Sys_ParseArgs(__argc, __argv);
	Sys_BuildCommandLine(__argc, __argv, commandLine, sizeof(commandLine));
#else
	Q_strncpyz(commandLine, lpCmdLine, sizeof(commandLine));
#endif

#ifndef DEDICATED
	Sys_SetProcessProperties();

	//show the splash screen
	Sys_Splash(qtrue);
#endif

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

#ifdef DEDICATED
	Sys_ShowConsoleWindow(1, qtrue);
#endif

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

	// get the initial time base
	Sys_Milliseconds();
	Com_Init(commandLine);
	NET_Init();

	Sys_Splash(qfalse);

	_getcwd(cwd, sizeof(cwd));
	Com_Printf("Working directory: %s\n", cwd);

	// hide the early console since we've reached the point where we
	// have a working graphics subsystems
#ifndef LEGACY_DEBUG
	if (!com_dedicated->integer && !com_viewlog->integer)
	{
		Sys_ShowConsoleWindow(0, qfalse);
	}
#endif

	// main game loop
	Sys_GameLoop();

	// never gets here
	return EXIT_SUCCESS;
}
示例#8
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

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

	// 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();

#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;
}
示例#10
0
int main ( int argc, char **argv )
{
	char	commandLine[ MAX_STRING_CHARS ] = { 0 };
//	int			startTime, endTime;

   SET_CRT_DEBUG_FIELD( _CRTDBG_LEAK_CHECK_DF );
//   _CrtSetBreakAlloc(34804);

	Sys_CreateConsole();

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

	// get the initial time base
	Sys_Milliseconds();

	Sys_SetBinaryPath( Sys_Dirname( argv[ 0 ] ) );
	Sys_SetDefaultInstallPath( DEFAULT_BASEDIR );

	// Concatenate the command line for passing to Com_Init
	for( int i = 1; i < argc; i++ )
	{
		const bool containsSpaces = (strchr(argv[i], ' ') != NULL);
		if (containsSpaces)
			Q_strcat( commandLine, sizeof( commandLine ), "\"" );

		Q_strcat( commandLine, sizeof( commandLine ), argv[ i ] );

		if (containsSpaces)
			Q_strcat( commandLine, sizeof( commandLine ), "\"" );

		Q_strcat( commandLine, sizeof( commandLine ), " " );
	}

	Com_Init( commandLine );

	QuickMemTest();

	// hide the early console since we've reached the point where we
	// have a working graphics subsystems
	if ( !com_viewlog->integer ) {
		Sys_ShowConsole( 0, qfalse );
	}

    // main game loop
	while( 1 ) {
		// if not running as a game client, sleep a bit
		if ( g_wv.isMinimized ) {
			Sleep( 5 );
		}

#ifdef _DEBUG
		if (!g_wv.activeApp)
		{
			Sleep(50);
		}
#endif // _DEBUG

		// make sure mouse and joystick are only called once a frame
		IN_Frame();

		// run the game
		Com_Frame();
	}
}
示例#11
0
文件: sys_win.c 项目: chrisnew/quake2
int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
    MSG				msg;
	unsigned int	time, oldtime, newtime;
//	char			*cddir;

    /* previous instances do not exist in Win32 */
    if (hPrevInstance)
        return 0;

	global_hInstance = hInstance;

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

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

	ParseCommandLine (lpCmdLine);

	FixWorkingDirectory ();

	// if we find the CD, add a +set cddir xxx command line
#if 0
	cddir = Sys_ScanForCD ();
	if (cddir && argc < MAX_NUM_ARGVS - 3)
	{
		int		i;

		// don't override a cddir on the command line
		for (i=0 ; i<argc ; i++)
			if (!strcmp(argv[i], "cddir"))
				break;
		if (i == argc)
		{
			argv[argc++] = "+set";
			argv[argc++] = "cddir";
			argv[argc++] = cddir;
		}
	}
#endif
	#ifdef USE_DBGHELP
#ifdef _MSC_VER
	__try {
#else
	__try1( Sys_ExceptionHandler );
#endif
#endif /* USE_DBGHELP */
	Qcommon_Init (argc, argv);
	oldtime = Sys_Milliseconds ();

	//Com_Error (ERR_FATAL, "Testing");

	if (dedicated->integer) {
		Sys_ShowConsole(1, false);
	}
	else if(!win_consolelogging->integer) {
		qDedConsole = false;
		Sys_DestroyConsole();
	}


	//_controlfp( _PC_24, _MCW_PC );

    /* main window message loop */
	while (1)
	{
		// if at a full screen console, don't update unless needed
		if (!ActiveApp || dedicated->integer)
			Sleep (3);

		while (PeekMessage (&msg, NULL, 0, 0, PM_REMOVE)) {
			sys_msg_time = msg.time;
			TranslateMessage(&msg);
   			DispatchMessage(&msg);
		}

		do
		{
			newtime = Sys_Milliseconds ();
			time = newtime - oldtime;
		} while (time < 1);

		_controlfp( _PC_24, _MCW_PC );
		Qcommon_Frame( time );

		oldtime = newtime;
	}
#ifdef USE_DBGHELP
#ifdef _MSC_VER
	} __except( Sys_ExceptionHandler( GetExceptionCode(), GetExceptionInformation() ) ) {
		return 1;
	}
#else
	__except1;
#endif
#endif /* USE_DBGHELP */
	// never gets here
    return 0;
}