/* ** Command & Conquer Renegade(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program is free software: you can redistribute it and/or modify ** it under the terms of the GNU General Public License as published by ** the Free Software Foundation, either version 3 of the License, or ** (at your option) any later version. ** ** This program is distributed in the hope that it will be useful, ** but WITHOUT ANY WARRANTY; without even the implied warranty of ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ** GNU General Public License for more details. ** ** You should have received a copy of the GNU General Public License ** along with this program. If not, see . */ // vidinitDlg.cpp : implementation file // #include "stdafx.h" #include "vidinit.h" #include "vidinitDlg.h" #include "SurrenderWnd.h" #include "wwsaveload.h" #include #ifdef _DEBUG #define new DEBUG_NEW #undef THIS_FILE static char THIS_FILE[] = __FILE__; #endif //#define REGISTRY_KEY "Software\\Westwood Studios\\Earth and Beyond\\Render" #define REGISTRY_KEY "Software\\Westwood Studios\\Renegade\\Render" ///////////////////////////////////////////////////////////////////////////// // CVidinitDlg dialog CVidinitDlg::CVidinitDlg(CWnd* pParent /*=NULL*/) : CDialog(CVidinitDlg::IDD, pParent), m_TestCWnd(0) { //{{AFX_DATA_INIT(CVidinitDlg) m_RunFullScreen = FALSE; //}}AFX_DATA_INIT // Note that LoadIcon does not require a subsequent DestroyIcon in Win32 m_hIcon = AfxGetApp()->LoadIcon(IDR_MAINFRAME); } void CVidinitDlg::DoDataExchange(CDataExchange* pDX) { CDialog::DoDataExchange(pDX); //{{AFX_DATA_MAP(CVidinitDlg) DDX_Control(pDX, IDC_RESOLUTIONS, m_Resolutions); DDX_Control(pDX, IDC_DRIVERS, m_Drivers); DDX_Check(pDX, IDC_CHECK1, m_RunFullScreen); //}}AFX_DATA_MAP } BEGIN_MESSAGE_MAP(CVidinitDlg, CDialog) //{{AFX_MSG_MAP(CVidinitDlg) ON_WM_PAINT() ON_WM_QUERYDRAGICON() ON_LBN_SELCHANGE(IDC_DRIVERS, OnSelchangeDrivers) ON_BN_CLICKED(IDTEST, OnTest) //}}AFX_MSG_MAP ON_MESSAGE(WM_USER+1, OnDeadBeef) END_MESSAGE_MAP() ///////////////////////////////////////////////////////////////////////////// // CVidinitDlg message handlers BOOL CVidinitDlg::OnInitDialog() { CDialog::OnInitDialog(); // Set the icon for this dialog. The framework does this automatically // when the application's main window is not a dialog SetIcon(m_hIcon, TRUE); // Set big icon SetIcon(m_hIcon, FALSE); // Set small icon // TODO: Add extra initialization here WW3D::Init(GetSafeHwnd()); WWMath::Init(); WWSaveLoad::Init(); // HACK: Added throwaway variable for texture_depth to match new function interface. (DRM 6/01/00) // TODO: Add UI support for texture depth selection. (DRM, 6/1/00) int texture_depth; WW3D::Detect_Drivers(AfxGetInstanceHandle()); WW3D::Registry_Load_Render_Device(REGISTRY_KEY, m_DeviceName, 255, m_DeviceWidth, m_DeviceHeight, m_DeviceDepth, m_DeviceWindowed, texture_depth); // Loop thought the different available render devices for (int lp = 0; lp < WW3D::Get_Render_Device_Count(); lp++) { const RenderDeviceDescClass &desc = WW3D::Get_Render_Device_Desc(lp); char temp[255]; sprintf(temp, "%s", WW3D::Get_Render_Device_Name(lp)); m_Drivers.AddString(temp); } int idx = m_Drivers.FindStringExact(0, m_DeviceName); if (idx != -1) { m_Drivers.SetCurSel(idx); OnSelchangeDrivers(); char temp[255]; sprintf(temp, "%d x %d in %d bit mode.", m_DeviceWidth, m_DeviceHeight, m_DeviceDepth); int idx = m_Resolutions.FindStringExact(0, temp); m_Resolutions.SetCurSel(idx); m_RunFullScreen = !m_DeviceWindowed; UpdateData(false); } return TRUE; // return TRUE unless you set the focus to a control } // If you add a minimize button to your dialog, you will need the code below // to draw the icon. For MFC applications using the document/view model, // this is automatically done for you by the framework. void CVidinitDlg::OnPaint() { if (IsIconic()) { CPaintDC dc(this); // device context for painting SendMessage(WM_ICONERASEBKGND, (WPARAM) dc.GetSafeHdc(), 0); // Center icon in client rectangle int cxIcon = GetSystemMetrics(SM_CXICON); int cyIcon = GetSystemMetrics(SM_CYICON); CRect rect; GetClientRect(&rect); int x = (rect.Width() - cxIcon + 1) / 2; int y = (rect.Height() - cyIcon + 1) / 2; // Draw the icon dc.DrawIcon(x, y, m_hIcon); } else { CDialog::OnPaint(); } } // The system calls this to obtain the cursor to display while the user drags // the minimized window. HCURSOR CVidinitDlg::OnQueryDragIcon() { return (HCURSOR) m_hIcon; } void CVidinitDlg::OnOK() { // TODO: Add extra validation here UpdateData(); int driver = m_Drivers.GetCurSel(); if (driver == -1) return; int sel = m_Resolutions.GetCurSel(); if (sel == -1) return; const RenderDeviceDescClass &desc = WW3D::Get_Render_Device_Desc(driver); const DynamicVectorClass& res = desc.Enumerate_Resolutions(); // HACK: using constant 32 for texture depth. (DRM, 6/1/00) // TODO: Add UI support for texture depth selection. (DRM, 6/1/00) WW3D::Registry_Save_Render_Device( REGISTRY_KEY, driver, res[sel].Width, res[sel].Height, res[sel].BitDepth, !m_RunFullScreen, 32); WW3D::Shutdown(); WWMath::Shutdown(); WWSaveLoad::Shutdown(); CDialog::OnOK(); } void CVidinitDlg::OnCancel() { // TODO: Add extra cleanup here WW3D::Shutdown(); WWMath::Shutdown(); WWSaveLoad::Shutdown(); CDialog::OnCancel(); } void CVidinitDlg::OnSelchangeDrivers() { // TODO: Add your control notification handler code here int driver = m_Drivers.GetCurSel(); const RenderDeviceDescClass &desc = WW3D::Get_Render_Device_Desc(driver); SetDlgItemText(IDC_HARDWARE_NAME, desc.Get_Hardware_Name()); SetDlgItemText(IDC_HARDWARE_VENDOR, desc.Get_Hardware_Vendor()); SetDlgItemText(IDC_HARDWARE_CHIPSET, desc.Get_Hardware_Chipset()); SetDlgItemText(IDC_DRIVER_NAME, desc.Get_Device_Name()); SetDlgItemText(IDC_DRIVER_VENDOR, desc.Get_Device_Vendor()); const DynamicVectorClass& res = desc.Enumerate_Resolutions(); while (m_Resolutions.GetCount()) { m_Resolutions.DeleteString(0); } for (int lp = 0; lp < res.Count(); lp++) { char temp[255]; sprintf(temp, "%d x %d in %d bit mode.", res[lp].Width, res[lp].Height, res[lp].BitDepth); m_Resolutions.AddString(temp); } } void CVidinitDlg::OnTest() { UpdateData(true); // TODO: Add your control notification handler code here int driver = m_Drivers.GetCurSel(); if (driver == -1) return; int sel = m_Resolutions.GetCurSel(); if (sel == -1) return; const RenderDeviceDescClass &desc = WW3D::Get_Render_Device_Desc(driver); const DynamicVectorClass& res = desc.Enumerate_Resolutions(); m_TestCWnd = new CSurrenderWnd(this, driver, res[sel].Width, res[sel].Height, res[sel].BitDepth, !m_RunFullScreen); CWnd *wnd = GetDlgItem(IDTEST); wnd->EnableWindow(false); wnd = GetDlgItem(IDOK); wnd->EnableWindow(false); wnd = GetDlgItem(IDCANCEL); wnd->EnableWindow(false); } LRESULT CVidinitDlg::OnDeadBeef(WPARAM wParam, LPARAM lParam) { if (m_TestCWnd && wParam == 0xDEADBEEF && lParam == 0xDEADBEEF) { WW3D::Restore_Display_Mode(); m_TestCWnd->RemoveSubclass(); m_TestCWnd->PostMessage(WM_CLOSE); m_TestCWnd = 0; CWnd *wnd = GetDlgItem(IDTEST); wnd->EnableWindow(true); wnd = GetDlgItem(IDOK); wnd->EnableWindow(true); wnd = GetDlgItem(IDCANCEL); wnd->EnableWindow(true); } return 0; }