Torque3D/Engine/source/cinterface/c_controlInterface.cpp

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "c_controlInterface.h"
#include "console/consoleInternal.h"
#include "console/simSet.h"
#include "app/mainLoop.h"
#include "windowManager/platformWindow.h"
#include "windowManager/platformWindowMgr.h"
#ifdef TORQUE_OS_WIN
#include "windowManager/win32/win32Window.h"
#include "windowManager/win32/winDispatch.h"
extern void createFontInit(void);
extern void createFontShutdown(void);
#endif
#if defined(TORQUE_SDL)
#include <sdl/include/SDL.h>
#endif
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#if defined( TORQUE_MINIDUMP ) && defined( TORQUE_RELEASE )
extern S32 CreateMiniDump(LPEXCEPTION_POINTERS ExceptionInfo);
#endif
extern bool LinkConsoleFunctions;
extern "C" {
// reset the engine, unloading any current level and returning to the main menu
void torque_reset()
{
Con::evaluate("disconnect();");
}
// initialize Torque 3D including argument handling
bool torque_engineinit(S32 argc, const char **argv)
{
#if defined( TORQUE_MINIDUMP ) && defined( TORQUE_RELEASE )
__try {
#endif
LinkConsoleFunctions = true;
#if defined(_MSC_VER)
createFontInit();
#endif
// Initialize the subsystems.
StandardMainLoop::init();
// Handle any command line args.
if (!StandardMainLoop::handleCommandLine(argc, argv))
{
Platform::AlertOK("Error", "Failed to initialize game, shutting down.");
return false;
}
#if defined( TORQUE_MINIDUMP ) && defined( TORQUE_RELEASE )
}
__except (CreateMiniDump(GetExceptionInformation()))
{
_exit(0);
}
#endif
return true;
}
// tick Torque 3D's main loop
S32 torque_enginetick()
{
#if defined( TORQUE_MINIDUMP ) && defined( TORQUE_RELEASE )
__try {
#endif
bool ret = StandardMainLoop::doMainLoop();
return ret;
#if defined( TORQUE_MINIDUMP ) && defined( TORQUE_RELEASE )
}
__except (CreateMiniDump(GetExceptionInformation()))
{
_exit(0);
}
#endif
}
S32 torque_getreturnstatus()
{
return StandardMainLoop::getReturnStatus();
}
// signal an engine shutdown (as with the quit(); console command)
void torque_enginesignalshutdown()
{
Con::evaluate("quit();");
}
// shutdown the engine
S32 torque_engineshutdown()
{
#if defined( TORQUE_MINIDUMP ) && defined( TORQUE_RELEASE )
__try {
#endif
// Clean everything up.
StandardMainLoop::shutdown();
#if defined(_MSC_VER)
createFontShutdown();
#endif
#if defined( TORQUE_MINIDUMP ) && defined( TORQUE_RELEASE )
}
__except (CreateMiniDump(GetExceptionInformation()))
{
_exit(0);
}
#endif
// Return.
return true;
}
bool torque_isdebugbuild()
{
#ifdef _DEBUG
return true;
#else
return false;
#endif
}
// set Torque 3D into web deployment mode (disable fullscreen exlusive mode, etc)
void torque_setwebdeployment()
{
Platform::setWebDeployment(true);
}
// resize the Torque 3D child window to the specified width and height
void torque_resizewindow(S32 width, S32 height)
{
if (PlatformWindowManager::get() && PlatformWindowManager::get()->getFirstWindow())
PlatformWindowManager::get()->getFirstWindow()->setSize(Point2I(width, height));
}
#if defined(TORQUE_OS_WIN) && !defined(TORQUE_SDL)
// retrieve the hwnd of our render window
void* torque_gethwnd()
{
if (PlatformWindowManager::get() && PlatformWindowManager::get()->getFirstWindow())
{
Win32Window* w = (Win32Window*)PlatformWindowManager::get()->getFirstWindow();
return (void *)w->getHWND();
}
return NULL;
}
// directly add a message to the Torque 3D event queue, bypassing the Windows event queue
// this is useful in the case of the IE plugin, where we are hooking into an application
// level message, and posting to the windows queue would cause a hang
void torque_directmessage(U32 message, U32 wparam, U32 lparam)
{
if (PlatformWindowManager::get() && PlatformWindowManager::get()->getFirstWindow())
{
Win32Window* w = (Win32Window*)PlatformWindowManager::get()->getFirstWindow();
Dispatch(DelayedDispatch, w->getHWND(), message, wparam, lparam);
}
}
#endif
#ifdef TORQUE_OS_WIN
void torque_inputevent(S32 type, S32 value1, S32 value2)
{
if (PlatformWindowManager::get() && PlatformWindowManager::get()->getFirstWindow())
{
Win32Window* w = (Win32Window*)PlatformWindowManager::get()->getFirstWindow();
WindowId devId = w->getWindowId();
switch (type)
{
case 0:
w->mouseEvent.trigger(devId, 0, value1, value2, w->isMouseLocked());
break;
case 1:
if (value2)
w->buttonEvent.trigger(devId, 0, IA_MAKE, value1);
else
w->buttonEvent.trigger(devId, 0, IA_BREAK, value1);
break;
}
}
}
#endif
static char* gExecutablePath = NULL;
const char* torque_getexecutablepath()
{
#if defined(TORQUE_SDL)
return gExecutablePath ? gExecutablePath : SDL_GetBasePath();
#elif
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return gExecutablePath;
#endif
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}
void torque_setexecutablepath(const char* directory)
{
dsize_t pathLen = dStrlen(directory) + 1;
gExecutablePath = new char[pathLen];
dStrcpy(gExecutablePath, directory, pathLen);
}
}