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CnC_Renegade/Code/Tools/vidinit/vidinitDlg.cpp

264 lines
7.4 KiB
C++

/*
** 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 <http://www.gnu.org/licenses/>.
*/
// vidinitDlg.cpp : implementation file
//
#include "stdafx.h"
#include "vidinit.h"
#include "vidinitDlg.h"
#include "SurrenderWnd.h"
#include "wwsaveload.h"
#include <ww3d.h>
#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<ResolutionDescClass>& 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<ResolutionDescClass>& 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<ResolutionDescClass>& 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;
}