dxx-rebirth/arch/win32/winmain.cpp
2006-03-20 17:12:09 +00:00

691 lines
20 KiB
C++
Executable file

//-----------------------------------------------------------------------------
// File: WinMain.cpp
//
// Desc: Windows code for Direct3D samples
//
// This code uses the Direct3D sample framework.
//
//
// Copyright (c) 1996-1998 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#include "pch.h"
#include "WinMain.h"
#include "D3DFrame.h"
#include "D3DEnum.h"
#include "D3DUtil.h"
#include "resource.h"
#include "scene.h"
//-----------------------------------------------------------------------------
// Global variables for using the D3D sample framework class
//-----------------------------------------------------------------------------
CD3DFramework* g_pFramework = NULL;
BOOL g_bActive = FALSE;
BOOL g_bReady = FALSE;
BOOL g_bFrameMoving = TRUE;
BOOL g_bSingleStep = FALSE;
BOOL g_bWindowed = TRUE;
BOOL g_bShowStats = TRUE;
RECT g_rcWindow;
HACCEL g_hAccel;
HWND g_hWnd;
enum APPMSGTYPE { MSG_NONE, MSGERR_APPMUSTEXIT, MSGWARN_SWITCHTOSOFTWARE };
//-----------------------------------------------------------------------------
// Local function-prototypes
//-----------------------------------------------------------------------------
INT CALLBACK AboutProc( HWND, UINT, WPARAM, LPARAM );
LRESULT CALLBACK WndProc( HWND, UINT, WPARAM, LPARAM );
HRESULT Initialize3DEnvironment( HWND );
HRESULT Change3DEnvironment( HWND );
HRESULT Render3DEnvironment();
VOID Cleanup3DEnvironment();
VOID DisplayFrameworkError( HRESULT, APPMSGTYPE );
VOID AppShowStats();
VOID AppOutputText( LPDIRECT3DDEVICE3, DWORD, DWORD, CHAR* );
VOID AppPause( BOOL );
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: Entry point to the program. Initializes everything, and goes into a
// message-processing loop. Idle time is used to render the scene.
//-----------------------------------------------------------------------------
//INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR strCmdLine, INT )
extern "C" INT InitMain ()
{
HINSTANCE hInst = GetModuleHandle (NULL);
// Register the window class
WNDCLASS wndClass = { CS_HREDRAW | CS_VREDRAW, WndProc, 0, 0, hInst,
LoadIcon( hInst, MAKEINTRESOURCE(IDI_MAIN_ICON)),
LoadCursor(NULL, IDC_ARROW),
(HBRUSH)GetStockObject(WHITE_BRUSH),
MAKEINTRESOURCE(IDR_MENU),
TEXT("Render Window") };
RegisterClass( &wndClass );
// Create our main window
g_hWnd = CreateWindow( TEXT("Render Window"), g_strAppTitle,
WS_OVERLAPPEDWINDOW, CW_USEDEFAULT,
CW_USEDEFAULT, 300, 300, 0L, 0L, hInst, 0L );
RECT rect;
if (GetClientRect (g_hWnd, &rect))
{
int cx = 320 + (300 - rect.right);
int cy = 200 + (300 - rect.bottom);
SetWindowPos (g_hWnd, NULL, 0, 0, cx, cy, SWP_NOACTIVATE | SWP_NOMOVE | SWP_NOREDRAW | SWP_NOZORDER);
}
ShowWindow( g_hWnd, SW_SHOWNORMAL );
UpdateWindow( g_hWnd );
// Save the window size/pos for switching modes
GetWindowRect( g_hWnd, &g_rcWindow );
// Load keyboard accelerators
g_hAccel = LoadAccelerators( hInst, MAKEINTRESOURCE(IDR_MAIN_ACCEL) );
// Enumerate available D3D devices, passing a callback that allows devices
// to be accepted/rejected based on what capabilities the app requires.
HRESULT hr;
if( FAILED( hr = D3DEnum_EnumerateDevices( App_ConfirmDevice ) ) )
{
DisplayFrameworkError( hr, MSGERR_APPMUSTEXIT );
return 0;
}
// Check if we could not get a device that renders into a window, which
// means the display must be 16- or 256-color mode. If so, let's bail.
D3DEnum_DriverInfo* pDriverInfo;
D3DEnum_DeviceInfo* pDeviceInfo;
D3DEnum_GetSelectedDriver( &pDriverInfo, &pDeviceInfo );
if( FALSE == pDeviceInfo->bWindowed )
{
Cleanup3DEnvironment();
DisplayFrameworkError( D3DFWERR_INVALIDMODE, MSGERR_APPMUSTEXIT );
return 0;
}
// Initialize the 3D environment for the app
if( FAILED( hr = Initialize3DEnvironment( g_hWnd ) ) )
{
Cleanup3DEnvironment();
DisplayFrameworkError( hr, MSGERR_APPMUSTEXIT );
return 0;
}
g_bReady = TRUE;
return 1;
}
void PumpMessages (void)
{
MSG msg;
while (PeekMessage (&msg, NULL, 0, 0, PM_REMOVE))
{
// Exit App ?!?
if (msg.message == WM_QUIT)
{
return;
}
if (!TranslateAccelerator (g_hWnd, g_hAccel, &msg))
{
TranslateMessage (&msg);
DispatchMessage (&msg);
}
}
}
//-----------------------------------------------------------------------------
// Name: WndProc()
// Desc: This is the basic Windows-programming function that processes
// Windows messages. We need to handle window movement, painting,
// and destruction.
//-----------------------------------------------------------------------------
LRESULT CALLBACK WndProc( HWND g_hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
{
switch( uMsg )
{
case WM_PAINT:
if( g_pFramework )
{
// If we are paused, and in fullscreen mode, give the dialogs
// a GDI surface to draw on.
if( !g_bReady && !g_bWindowed)
g_pFramework->FlipToGDISurface( TRUE );
else // Simply repaint the frame's contents
g_pFramework->ShowFrame();
}
break;
case WM_MOVE:
if( g_bActive && g_bReady && g_bWindowed )
{
GetWindowRect( g_hWnd, &g_rcWindow );
g_pFramework->Move( (SHORT)LOWORD(lParam), (SHORT)HIWORD(lParam) );
}
break;
case WM_SIZE:
// Check to see if we are losing our window...
if( SIZE_MAXHIDE==wParam || SIZE_MINIMIZED==wParam )
g_bActive = FALSE;
else g_bActive = TRUE;
// A new window size will require a new viewport and backbuffer
// size, so the 3D structures must be changed accordingly.
if( g_bActive && g_bReady && g_bWindowed )
{
g_bReady = FALSE;
GetWindowRect( g_hWnd, &g_rcWindow );
Change3DEnvironment( g_hWnd );
g_bReady = TRUE;
}
break;
case WM_GETMINMAXINFO:
((MINMAXINFO*)lParam)->ptMinTrackSize.x = 100;
((MINMAXINFO*)lParam)->ptMinTrackSize.y = 100;
break;
case WM_SETCURSOR:
if( g_bActive && g_bReady && (!g_bWindowed) )
{
SetCursor(NULL);
return TRUE;
}
break;
case WM_CLOSE:
DestroyWindow( g_hWnd );
return 0;
case WM_DESTROY:
Cleanup3DEnvironment();
PostQuitMessage(0);
return 0L;
case WM_ENTERMENULOOP:
AppPause(TRUE);
break;
case WM_EXITMENULOOP:
AppPause(FALSE);
break;
case WM_CONTEXTMENU:
{
HMENU hMenu = LoadMenu( 0, MAKEINTRESOURCE(IDR_POPUP) );
TrackPopupMenuEx( GetSubMenu( hMenu, 0 ),
TPM_VERTICAL, LOWORD(lParam),
HIWORD(lParam), g_hWnd, NULL );
}
break;
case WM_COMMAND:
switch( LOWORD(wParam) )
{
case SC_MONITORPOWER:
// Prevent potential crashes when the monitor powers down
return 1;
case IDM_TOGGLESTART:
g_bFrameMoving = !g_bFrameMoving;
break;
case IDM_SINGLESTEP:
g_bSingleStep = TRUE;
break;
case IDM_CHANGEDEVICE:
// Display the driver-selection dialog box.
if( g_bActive && g_bReady )
{
AppPause(TRUE);
if( g_bWindowed )
GetWindowRect( g_hWnd, &g_rcWindow );
HWND hWnd = g_hWnd;
if( IDOK == D3DEnum_UserDlgSelectDriver( hWnd, g_bWindowed ) )
{
D3DEnum_DriverInfo* pDriverInfo;
D3DEnum_DeviceInfo* pDeviceInfo;
D3DEnum_GetSelectedDriver( &pDriverInfo, &pDeviceInfo );
g_bWindowed = pDeviceInfo->bWindowed;
Change3DEnvironment( g_hWnd );
}
AppPause(FALSE);
}
return 0;
case IDM_TOGGLEFULLSCREEN:
// Toggle the fullscreen/window mode
if( g_bActive && g_bReady )
{
g_bReady = FALSE;
if( g_bWindowed )
GetWindowRect( g_hWnd, &g_rcWindow );
g_bWindowed = !g_bWindowed;
Change3DEnvironment( g_hWnd );
g_bReady = TRUE;
}
return 0;
case IDM_HELP:
AppPause(TRUE);
DialogBox( (HINSTANCE)GetWindowLong( g_hWnd, GWL_HINSTANCE ),
MAKEINTRESOURCE(IDD_ABOUT), g_hWnd, (DLGPROC)AboutProc );
AppPause(FALSE);
return 0;
case IDM_EXIT:
// Recieved key/menu command to exit app
SendMessage( g_hWnd, WM_CLOSE, 0, 0 );
return 0;
}
break;
}
return DefWindowProc( g_hWnd, uMsg, wParam, lParam );
}
//-----------------------------------------------------------------------------
// Name: AboutProc()
// Desc: Minimal message proc function for the about box
//-----------------------------------------------------------------------------
BOOL CALLBACK AboutProc( HWND g_hWnd, UINT uMsg, WPARAM wParam, LPARAM )
{
if( WM_COMMAND == uMsg )
if( IDOK == LOWORD(wParam) || IDCANCEL == LOWORD(wParam) )
EndDialog (g_hWnd, TRUE);
return ( WM_INITDIALOG == uMsg ) ? TRUE : FALSE;
}
//-----------------------------------------------------------------------------
// Note: From this point on, the code is DirectX specific support for the app.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Name: AppInitialize()
// Desc: Initializes the sample framework, then calls the app-specific function
// to initialize device specific objects. This code is structured to
// handled any errors that may occur duing initialization
//-----------------------------------------------------------------------------
HRESULT AppInitialize( HWND g_hWnd )
{
D3DEnum_DriverInfo* pDriverInfo;
D3DEnum_DeviceInfo* pDeviceInfo;
DWORD dwFrameworkFlags = 0L;
HRESULT hr;
D3DEnum_GetSelectedDriver( &pDriverInfo, &pDeviceInfo );
dwFrameworkFlags |= (!g_bWindowed ? D3DFW_FULLSCREEN : 0L );
dwFrameworkFlags |= ( g_bAppUseZBuffer ? D3DFW_ZBUFFER : 0L );
dwFrameworkFlags |= ( g_bAppUseBackBuffer ? D3DFW_BACKBUFFER : 0L );
// Initialize the D3D framework
if( SUCCEEDED( hr = g_pFramework->Initialize( g_hWnd, &pDriverInfo->guid,
&pDeviceInfo->guid, &pDeviceInfo->pCurrentMode->ddsd,
dwFrameworkFlags ) ) )
{
// Let the app run its startup code which creates the 3d scene.
if( SUCCEEDED( hr = App_InitDeviceObjects( g_pFramework->GetD3DDevice(),
g_pFramework->GetViewport() ) ) )
return S_OK;
else
{
App_DeleteDeviceObjects( g_pFramework->GetD3DDevice(),
g_pFramework->GetViewport() );
g_pFramework->DestroyObjects();
}
}
// If we get here, the first initialization passed failed. If that was with a
// hardware device, try again using a software rasterizer instead.
if( pDeviceInfo->bIsHardware )
{
// Try again with a software rasterizer
DisplayFrameworkError( hr, MSGWARN_SWITCHTOSOFTWARE );
D3DEnum_SelectDefaultDriver( D3DENUM_SOFTWAREONLY );
return AppInitialize( g_hWnd );
}
return hr;
}
//-----------------------------------------------------------------------------
// Name: Initialize3DEnvironment()
// Desc: Called when the app window is initially created, this triggers
// creation of the remaining portion (the 3D stuff) of the app.
//-----------------------------------------------------------------------------
HRESULT Initialize3DEnvironment( HWND g_hWnd )
{
HRESULT hr;
// Initialize the app
if( FAILED( hr = App_OneTimeSceneInit( g_hWnd ) ) )
return E_FAIL;
// Create a new CD3DFramework class. This class does all of our D3D
// initialization and manages the common D3D objects.
if( NULL == ( g_pFramework = new CD3DFramework() ) )
return E_OUTOFMEMORY;
// Finally, initialize the framework and scene.
return AppInitialize( g_hWnd );
}
//-----------------------------------------------------------------------------
// Name: Change3DEnvironment()
// Desc: Handles driver, device, and/or mode changes for the app.
//-----------------------------------------------------------------------------
HRESULT Change3DEnvironment( HWND g_hWnd )
{
HRESULT hr;
// Release all objects that need to be re-created for the new device
App_DeleteDeviceObjects( g_pFramework->GetD3DDevice(),
g_pFramework->GetViewport() );
// Release the current framework objects (they will be recreated later on)
if( FAILED( hr = g_pFramework->DestroyObjects() ) )
{
DisplayFrameworkError( hr, MSGERR_APPMUSTEXIT );
DestroyWindow( g_hWnd );
return hr;
}
// In case we're coming from a fullscreen mode, restore the window size
if( g_bWindowed )
{
SetWindowPos( g_hWnd, HWND_NOTOPMOST, g_rcWindow.left, g_rcWindow.top,
( g_rcWindow.right - g_rcWindow.left ),
( g_rcWindow.bottom - g_rcWindow.top ), SWP_SHOWWINDOW );
}
// Inform the framework class of the driver change. It will internally
// re-create valid surfaces, a d3ddevice, and a viewport.
if( FAILED( hr = AppInitialize( g_hWnd ) ) )
{
DisplayFrameworkError( hr, MSGERR_APPMUSTEXIT );
DestroyWindow( g_hWnd );
return hr;
}
// Trigger the rendering of a frame and return
g_bSingleStep = TRUE;
return S_OK;
}
FLOAT g_fTime;
extern "C" HRESULT Win32_start_frame ()
{
// Check the cooperative level before rendering
if( FAILED( g_pFramework->GetDirectDraw()->TestCooperativeLevel() ) )
return S_OK;
// Get the current time
g_fTime = GetTickCount() * 0.001f;
return App_StartFrame( g_pFramework->GetD3DDevice(),
g_pFramework->GetViewport(),
(D3DRECT*)g_pFramework->GetViewportRect() );
}
extern "C" HRESULT Win32_end_frame ()
{
// Show the frame rate, etc.
if( g_bShowStats )
AppShowStats();
return App_EndFrame ();
}
extern "C" HRESULT Win32_flip_screens ()
{
// Show the frame on the primary surface.
if( DDERR_SURFACELOST == g_pFramework->ShowFrame() )
{
g_pFramework->RestoreSurfaces();
App_RestoreSurfaces();
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: Cleanup3DEnvironment()
// Desc: Cleanup scene objects
//-----------------------------------------------------------------------------
VOID Cleanup3DEnvironment()
{
if( g_pFramework )
{
App_FinalCleanup( g_pFramework->GetD3DDevice(),
g_pFramework->GetViewport() );
SAFE_DELETE( g_pFramework );
}
g_bActive = FALSE;
g_bReady = FALSE;
}
//-----------------------------------------------------------------------------
// Name: AppPause()
// Desc: Called in to toggle the pause state of the app. This function
// brings the GDI surface to the front of the display, so drawing
// output like message boxes and menus may be displayed.
//-----------------------------------------------------------------------------
VOID AppPause( BOOL bPause )
{
static DWORD dwAppPausedCount = 0L;
if( bPause && 0 == dwAppPausedCount )
if( g_pFramework )
g_pFramework->FlipToGDISurface( TRUE );
dwAppPausedCount += ( bPause ? +1 : -1 );
g_bReady = (0==dwAppPausedCount);
}
//-----------------------------------------------------------------------------
// Name: AppShowStats()
// Desc: Shows frame rate and dimensions of the rendering device. Note: a
// "real" app wouldn't query the surface dimensions each frame.
//-----------------------------------------------------------------------------
VOID AppShowStats()
{
static FLOAT fFPS = 0.0f;
static FLOAT fLastTime = 0.0f;
static DWORD dwFrames = 0L;
// Keep track of the time lapse and frame count
FLOAT fTime = GetTickCount() * 0.001f; // Get current time in seconds
++dwFrames;
// Update the frame rate once per second
if( fTime - fLastTime > 1.0f )
{
fFPS = dwFrames / (fTime - fLastTime);
fLastTime = fTime;
dwFrames = 0L;
}
// Get dimensions of the render surface
DDSURFACEDESC2 ddsd;
ddsd.dwSize = sizeof(DDSURFACEDESC2);
g_pFramework->GetRenderSurface()->GetSurfaceDesc(&ddsd);
// Setup the text buffer to write out
CHAR buffer[80];
sprintf( buffer, "%7.02f fps (%dx%dx%d)", fFPS, ddsd.dwWidth,
ddsd.dwHeight, ddsd.ddpfPixelFormat.dwRGBBitCount );
AppOutputText( g_pFramework->GetD3DDevice(), 0, 0, buffer );
}
//-----------------------------------------------------------------------------
// Name: AppOutputText()
// Desc: Draws text on the window.
//-----------------------------------------------------------------------------
VOID AppOutputText( LPDIRECT3DDEVICE3 pd3dDevice, DWORD x, DWORD y, CHAR* str )
{
LPDIRECTDRAWSURFACE4 pddsRenderSurface;
if( FAILED( pd3dDevice->GetRenderTarget( &pddsRenderSurface ) ) )
return;
// Get a DC for the surface. Then, write out the buffer
HDC hDC;
if( SUCCEEDED( pddsRenderSurface->GetDC(&hDC) ) )
{
SetTextColor( hDC, RGB(255,255,0) );
SetBkMode( hDC, TRANSPARENT );
ExtTextOut( hDC, x, y, 0, NULL, str, strlen(str), NULL );
pddsRenderSurface->ReleaseDC(hDC);
}
pddsRenderSurface->Release();
}
//-----------------------------------------------------------------------------
// Name: DisplayFrameworkError()
// Desc: Displays error messages in a message box
//-----------------------------------------------------------------------------
VOID DisplayFrameworkError( HRESULT hr, APPMSGTYPE errType )
{
CHAR strMsg[512];
switch( hr )
{
case D3DENUMERR_NOCOMPATIBLEDEVICES:
strcpy( strMsg, TEXT("Could not find any compatible Direct3D\n"
"devices.") );
break;
case D3DENUMERR_SUGGESTREFRAST:
strcpy( strMsg, TEXT("Could not find any compatible devices.\n\n"
"Try enabling the reference rasterizer using\n"
"EnableRefRast.reg.") );
break;
case D3DENUMERR_ENUMERATIONFAILED:
strcpy( strMsg, TEXT("Enumeration failed. Your system may be in an\n"
"unstable state and need to be rebooted") );
break;
case D3DFWERR_INITIALIZATIONFAILED:
strcpy( strMsg, TEXT("Generic initialization error.\n\nEnable "
"debug output for detailed information.") );
break;
case D3DFWERR_NODIRECTDRAW:
strcpy( strMsg, TEXT("No DirectDraw") );
break;
case D3DFWERR_NODIRECT3D:
strcpy( strMsg, TEXT("No Direct3D") );
break;
case D3DFWERR_INVALIDMODE:
strcpy( strMsg, TEXT("This sample requires a 16-bit (or higher) "
"display mode\nto run in a window.\n\nPlease switch "
"your desktop settings accordingly.") );
break;
case D3DFWERR_COULDNTSETCOOPLEVEL:
strcpy( strMsg, TEXT("Could not set Cooperative Level") );
break;
case D3DFWERR_NO3DDEVICE:
strcpy( strMsg, TEXT("No 3D Device") );
break;
case D3DFWERR_NOZBUFFER:
strcpy( strMsg, TEXT("No ZBuffer") );
break;
case D3DFWERR_NOVIEWPORT:
strcpy( strMsg, TEXT("No Viewport") );
break;
case D3DFWERR_NOPRIMARY:
strcpy( strMsg, TEXT("No primary") );
break;
case D3DFWERR_NOCLIPPER:
strcpy( strMsg, TEXT("No Clipper") );
break;
case D3DFWERR_BADDISPLAYMODE:
strcpy( strMsg, TEXT("Bad display mode") );
break;
case D3DFWERR_NOBACKBUFFER:
strcpy( strMsg, TEXT("No backbuffer") );
break;
case D3DFWERR_NONZEROREFCOUNT:
strcpy( strMsg, TEXT("Nonzerorefcount") );
break;
case D3DFWERR_NORENDERTARGET:
strcpy( strMsg, TEXT("No render target") );
break;
case E_OUTOFMEMORY:
strcpy( strMsg, TEXT("Not enough memory!") );
break;
case DDERR_OUTOFVIDEOMEMORY:
strcpy( strMsg, TEXT("There was insufficient video memory "
"to use the\nhardware device.") );
break;
default:
strcpy( strMsg, TEXT("Generic application error.\n\nEnable "
"debug output for detailed information.") );
}
if( MSGERR_APPMUSTEXIT == errType )
{
strcat( strMsg, TEXT("\n\nThis sample will now exit.") );
MessageBox( NULL, strMsg, g_strAppTitle, MB_ICONERROR|MB_OK );
}
else
{
if( MSGWARN_SWITCHTOSOFTWARE == errType )
strcat( strMsg, TEXT("\n\nSwitching to software rasterizer.") );
MessageBox( NULL, strMsg, g_strAppTitle, MB_ICONWARNING|MB_OK );
}
}