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This commit is contained in:
Justin Marshall
2026-05-14 18:37:41 -07:00
parent 16bd1baf35
commit 44f2e67078
18 changed files with 2775 additions and 62 deletions
+2 -2
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@@ -15,9 +15,9 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LocalDebuggerCommand>D:\projects\Doom3\Doom3.exe</LocalDebuggerCommand>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
<LocalDebuggerCommandArguments>+set r_fullscreen 1 +set r_mode 9</LocalDebuggerCommandArguments>
<LocalDebuggerCommandArguments>+set r_fullscreen 0 +set r_mode 9</LocalDebuggerCommandArguments>
<LocalDebuggerWorkingDirectory>D:\projects\Doom3</LocalDebuggerWorkingDirectory>
<LocalDebuggerCommandArgumentsHistory>+set r_fullscreen 1 +set r_mode 1|+set r_fullscreen 0 +set r_mode 1|+set r_fullscreen 1 +set r_mode 0|+set r_fullscreen 1 +set r_mode 10|+set r_fullscreen 1 +set r_mode 9|</LocalDebuggerCommandArgumentsHistory>
<LocalDebuggerCommandArgumentsHistory>+set r_fullscreen 0 +set r_mode 1|+set r_fullscreen 1 +set r_mode 0|+set r_fullscreen 1 +set r_mode 10|+set r_fullscreen 1 +set r_mode 9|+set r_fullscreen 0 +set r_mode 9|</LocalDebuggerCommandArgumentsHistory>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Q4 Debug|x64'">
<LocalDebuggerCommand>D:\projects\Doom3\Quake4.exe</LocalDebuggerCommand>
+2
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@@ -63,6 +63,8 @@ If you have questions concerning this license or the applicable additional terms
#ifdef PREY
#define CONFIG_FILE "PreyConfig.cfg"
#elif defined(QUAKE4)
#define CONFIG_FILE "Q4Config.cfg"
#else
#define CONFIG_FILE "DoomConfig.cfg"
#endif
+2 -1
View File
@@ -96,7 +96,8 @@ const float MAX_BOUND_SIZE = 65536.0f;
#define DIRECTSOUND_VERSION 0x0800
#include <dsound.h>
#include <dinput.h>
// #include <dinput.h>
#include "../opengl/DirectInputShim.h"
#endif /* !GAME_DLL */
#endif /* !_D3SDK */
File diff suppressed because it is too large Load Diff
+28
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@@ -0,0 +1,28 @@
#pragma once
#include <windows.h>
#include <dinput.h>
#ifndef DIRECTINPUT_VERSION
#define DIRECTINPUT_VERSION 0x0800
#endif
// Call this instead of DirectInput8Create.
HRESULT WINAPI IceDirectInput8Create(
HINSTANCE hinst,
DWORD dwVersion,
REFIID riidltf,
LPVOID* ppvOut,
LPUNKNOWN punkOuter
);
// Call from your main window proc on WM_INPUT.
bool IceDirectInputShim_HandleRawInput(LPARAM lParam);
// Optional: call when your hwnd changes/recreates.
bool IceDirectInputShim_RegisterRawInput(HWND hwnd);
// Optional shutdown helper.
void IceDirectInputShim_Shutdown();
void IceDI_ForceOverrideSkipCenter(bool shouldSkip);
+84 -2
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@@ -188,6 +188,12 @@ using Microsoft::WRL::ComPtr;
#ifndef GL_QD3D12_TONEMAP_BRIGHTNESS
#define GL_QD3D12_TONEMAP_BRIGHTNESS 0x600A
#endif
#ifndef GL_QD3D12_TAA_ENABLED
#define GL_QD3D12_TAA_ENABLED 0x600B
#endif
#ifndef GL_QD3D12_TAA
#define GL_QD3D12_TAA GL_QD3D12_TAA_ENABLED
#endif
#ifndef GL_QD3D12_TONE_MAP_BRIGHTNESS
#define GL_QD3D12_TONE_MAP_BRIGHTNESS GL_QD3D12_TONEMAP_BRIGHTNESS
#endif
@@ -314,6 +320,12 @@ void QD3D12_EnableDLAA(int enabled);
int QD3D12_IsDLAAEnabled(void);
void APIENTRY glDLAAQD3D12(GLboolean enable);
void APIENTRY glEnableDLAAQD3D12(GLboolean enable);
void QD3D12_EnableTAA(int enabled);
int QD3D12_IsTAAEnabled(void);
void APIENTRY glTAAQD3D12(GLboolean enable);
void APIENTRY glEnableTAAQD3D12(GLboolean enable);
void APIENTRY glTemporalAAQD3D12(GLboolean enable);
void APIENTRY glEnableTemporalAAQD3D12(GLboolean enable);
void QD3D12_SetPathTracingQuality(uint32_t samplesPerPixel, uint32_t maxBounces);
void QD3D12_SetPathTracingFallbackSamples(uint32_t samplesPerPixel);
void QD3D12_SetCameraInfo(
@@ -661,7 +673,7 @@ struct GLBufferObject
const char* vendor = "Justin Marshall";
const char* renderer = "Quake D3D12 Wrapper";
const char* version = "1.1-quake-d3d12";
const char* extensions = "GL_SGIS_multitexture GL_ARB_multitexture GL_EXT_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_compression GL_EXT_texture_compression_s3tc GL_ARB_vertex_program GL_ARB_fragment_program GL_EXT_texture_cube_map GL_EXT_depth_bounds_test GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_QD3D12_normal_map GL_QD3D12_glow_map GL_QD3D12_specular_map GL_QD3D12_glass_material GL_QD3D12_volumetric_light GL_QD3D12_dlaa GL_QD3D12_tonemap_brightness";
const char* extensions = "GL_SGIS_multitexture GL_ARB_multitexture GL_EXT_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_compression GL_EXT_texture_compression_s3tc GL_ARB_vertex_program GL_ARB_fragment_program GL_EXT_texture_cube_map GL_EXT_depth_bounds_test GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_QD3D12_normal_map GL_QD3D12_glow_map GL_QD3D12_specular_map GL_QD3D12_glass_material GL_QD3D12_volumetric_light GL_QD3D12_dlaa GL_QD3D12_taa GL_QD3D12_tonemap_brightness";
enum TexEnvModeShader
{
@@ -1207,6 +1219,7 @@ struct GLState
QD3D12UpscalerBackend upscalerBackend = QD3D12_UPSCALER_DLSS;
QD3D12UpscalerQuality upscalerQuality = QD3D12_QUALITY_PERFORMANCE;
bool enableInternalTAA = true;
bool enableRayAIDenoise = false;
bool enableDLSSRayReconstruction = true;
bool enableFSRRayRegeneration = false;
@@ -5874,7 +5887,9 @@ static bool QD3D12_ShouldRunInternalTAA(const QD3D12Window& w)
{
// DLSS/DLSS-RR/FSR are already temporal. The internal TAA pass replaces MSAA
// for the native/no-upscaler path and runs after lighting but before 2D.
return !w.isPbuffer && !QD3D12_ExternalTemporalUpscalerActive(w);
return g_gl.enableInternalTAA &&
!w.isPbuffer &&
!QD3D12_ExternalTemporalUpscalerActive(w);
}
static bool QD3D12_FinalBlitToBackBuffer(
@@ -10348,6 +10363,9 @@ void APIENTRY glEnable(GLenum cap)
case GL_FRAGMENT_PROGRAM_ARB:
QD3D12ARB_SetEnabled(cap, true);
break;
case GL_QD3D12_TAA:
QD3D12_EnableTAA(1);
break;
case GL_TEXTURE_2D:
#ifdef GL_TEXTURE_RECTANGLE_ARB
case GL_TEXTURE_RECTANGLE_ARB:
@@ -10385,6 +10403,9 @@ void APIENTRY glDisable(GLenum cap)
case GL_FRAGMENT_PROGRAM_ARB:
QD3D12ARB_SetEnabled(cap, false);
break;
case GL_QD3D12_TAA:
QD3D12_EnableTAA(0);
break;
case GL_TEXTURE_2D:
#ifdef GL_TEXTURE_RECTANGLE_ARB
case GL_TEXTURE_RECTANGLE_ARB:
@@ -10954,6 +10975,10 @@ void APIENTRY glGetIntegerv(GLenum pname, GLint* params)
*params = (GLint)QD3D12_IsDLAAEnabled();
break;
case GL_QD3D12_TAA_ENABLED:
*params = (GLint)QD3D12_IsTAAEnabled();
break;
#ifdef GL_ACTIVE_STENCIL_FACE_EXT
case GL_ACTIVE_STENCIL_FACE_EXT:
*params = (GLint)g_gl.activeStencilFace;
@@ -13561,6 +13586,12 @@ PROC WINAPI qd3d12_wglGetProcAddress(LPCSTR name) {
{ "QD3D12_IsDLAAEnabled", (PROC)QD3D12_IsDLAAEnabled },
{ "glDLAAQD3D12", (PROC)glDLAAQD3D12 },
{ "glEnableDLAAQD3D12", (PROC)glEnableDLAAQD3D12 },
{ "QD3D12_EnableTAA", (PROC)QD3D12_EnableTAA },
{ "QD3D12_IsTAAEnabled", (PROC)QD3D12_IsTAAEnabled },
{ "glTAAQD3D12", (PROC)glTAAQD3D12 },
{ "glEnableTAAQD3D12", (PROC)glEnableTAAQD3D12 },
{ "glTemporalAAQD3D12", (PROC)glTemporalAAQD3D12 },
{ "glEnableTemporalAAQD3D12", (PROC)glEnableTemporalAAQD3D12 },
{ "QD3D12_SetPathTracingQuality", (PROC)QD3D12_SetPathTracingQuality },
{ "QD3D12_SetPathTracingFallbackSamples", (PROC)QD3D12_SetPathTracingFallbackSamples },
{ "glSetTopLevelAccelStructureVisible", (PROC)glSetTopLevelAccelStructureVisible },
@@ -14503,6 +14534,56 @@ void APIENTRY glEnableDLAAQD3D12(GLboolean enable)
glDLAAQD3D12(enable);
}
static void QD3D12_ResetInternalTAAHistoryForWindow(QD3D12Window* window)
{
if (!window)
return;
for (UINT i = 0; i < QD3D12_FrameCount; ++i)
window->taaHistoryValid[i] = false;
}
void QD3D12_EnableTAA(int enabled)
{
const bool newValue = enabled ? true : false;
if (g_gl.enableInternalTAA == newValue)
return;
g_gl.enableInternalTAA = newValue;
g_gl.motionHistoryReset = true;
// TAA history is only valid for the previous TAA mode. Drop it so re-enabling
// starts from the current frame instead of blending against stale history.
QD3D12_ResetInternalTAAHistoryForWindow(g_currentWindow);
for (auto& kv : g_windows)
QD3D12_ResetInternalTAAHistoryForWindow(&kv.second);
}
int QD3D12_IsTAAEnabled(void)
{
return g_gl.enableInternalTAA ? 1 : 0;
}
void APIENTRY glTAAQD3D12(GLboolean enable)
{
QD3D12_EnableTAA(enable != GL_FALSE ? 1 : 0);
}
void APIENTRY glEnableTAAQD3D12(GLboolean enable)
{
glTAAQD3D12(enable);
}
void APIENTRY glTemporalAAQD3D12(GLboolean enable)
{
glTAAQD3D12(enable);
}
void APIENTRY glEnableTemporalAAQD3D12(GLboolean enable)
{
glTAAQD3D12(enable);
}
void QD3D12_SetUpscalerSharpness(float sharpness)
{
g_gl.upscalerSharpness = ClampValue<float>(sharpness, 0.0f, 1.0f);
@@ -15679,6 +15760,7 @@ GLboolean APIENTRY glIsEnabled(GLenum cap)
case GL_STENCIL_TEST_TWO_SIDE_EXT: return g_gl.stencilTwoSide ? GL_TRUE : GL_FALSE;
#endif
case GL_TEXTURE_2D: return g_gl.texture2D[g_gl.activeTextureUnit] ? GL_TRUE : GL_FALSE;
case GL_QD3D12_TAA: return QD3D12_IsTAAEnabled() ? GL_TRUE : GL_FALSE;
case GL_LIGHTING:
return g_glState.lightingEnabled;
+3 -1
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@@ -2325,4 +2325,6 @@ void APIENTRY glShowAllTopLevelAccelStructures(
glRaytracingSceneHandle_t scene);
void QD3D12_SetUpscalerSharpness(float sharpness);
void QD3D12_SetToneMapBrightness(float brightness);
void QD3D12_SetToneMapBrightness(float brightness);
void QD3D12_EnableTAA(int enabled);
+2
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@@ -35,6 +35,7 @@
</ProjectConfiguration>
</ItemGroup>
<ItemGroup>
<ClCompile Include="DirectInputShim.cpp" />
<ClCompile Include="gl_d3d12arb.cpp" />
<ClCompile Include="gl_d3d12raylight.cpp">
<Optimization Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Disabled</Optimization>
@@ -178,6 +179,7 @@
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="DirectInputShim.h" />
<ClInclude Include="gl_d3d12arb.h" />
<ClInclude Include="opengl.h" />
<ClInclude Include="tess\dict-list.h" />
+2
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@@ -42,6 +42,7 @@
<Filter>tess</Filter>
</ClCompile>
<ClCompile Include="gl_d3d12arb.cpp" />
<ClCompile Include="DirectInputShim.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="opengl.h" />
@@ -94,6 +95,7 @@
<Filter>tess</Filter>
</ClInclude>
<ClInclude Include="gl_d3d12arb.h" />
<ClInclude Include="DirectInputShim.h" />
</ItemGroup>
<ItemGroup>
<Filter Include="tess">
+1 -1
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@@ -512,7 +512,7 @@ void IN_InitDirectInput( void ) {
// Register with the DirectInput subsystem and get a pointer
// to a IDirectInput interface we can use.
// Create the base DirectInput object
if ( FAILED( hr = DirectInput8Create( GetModuleHandle(NULL), DIRECTINPUT_VERSION, IID_IDirectInput8, (void**)&win32.g_pdi, NULL ) ) ) {
if ( FAILED( hr = IceDirectInput8Create( GetModuleHandle(NULL), DIRECTINPUT_VERSION, IID_IDirectInput8, (void**)&win32.g_pdi, NULL ) ) ) {
common->Printf ("DirectInputCreate failed\n");
}
}
+6
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@@ -276,6 +276,10 @@ main window procedure
LONG WINAPI MainWndProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam ) {
int key;
switch( uMsg ) {
case WM_INPUT:
IceDirectInputShim_HandleRawInput(lParam);
return 0;
case WM_WINDOWPOSCHANGED:
if (glConfig.isInitialized) {
RECT rect;
@@ -334,6 +338,8 @@ LONG WINAPI MainWndProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam ) {
if ( fActive == WA_INACTIVE ) {
win32.movingWindow = false;
Sys_GrabMouseCursor(false);
idKeyInput::ClearStates();
}
// start playing the game sound world
+1 -1
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@@ -1829,7 +1829,7 @@ void CCamWnd::OnPaint() {
CamWnd_EnsureMenuBar(this);
CamWnd_LayoutMenuBar(this);
idGraphicsDeviceContextHelper context(dc.m_hDC, hglrc);
idGraphicsDeviceContextHelper context(dc.m_hDC, hglrc, true);
g_pSplitList = NULL;
if (g_bClipMode) {
+181 -10
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@@ -278,7 +278,6 @@ SCommandInfo g_Commands[] = {
{ "Find_Entity", VK_F3, RAD_CONTROL, ID_MISC_FINDORREPLACEENTITY},
{ "Find_NextEntity", VK_F3,RAD_SHIFT, ID_MISC_FINDNEXTENT},
{ "_ShowDOOM", VK_F2, 0, ID_SHOW_DOOM },
{ "Rotate_MouseRotate", 'R', 0, ID_SELECT_MOUSEROTATE },
{ "Rotate_ToggleFlatRotation", 'R', RAD_CONTROL, ID_VIEW_CAMERAUPDATE },
@@ -1360,12 +1359,71 @@ BOOL CMainFrame::CreateEmbeddedMainToolBar(UINT nID) {
}
m_wndToolBar.SetOwner(this);
RemoveDoomToolbarButton();
if (m_pXYDockWnd) {
m_pXYDockWnd->SetEmbeddedToolBar(&m_wndToolBar);
}
return TRUE;
}
/*
=======================================================================================================================
=======================================================================================================================
*/
static BOOL RemoveMenuCommandRecursive(HMENU hMenu, UINT nCommandID) {
if (!hMenu) {
return FALSE;
}
BOOL removed = FALSE;
for (int i = ::GetMenuItemCount(hMenu) - 1; i >= 0; --i) {
MENUITEMINFO info;
memset(&info, 0, sizeof(info));
info.cbSize = sizeof(info);
info.fMask = MIIM_ID | MIIM_SUBMENU;
if (!::GetMenuItemInfo(hMenu, i, TRUE, &info)) {
continue;
}
if (info.hSubMenu) {
removed |= RemoveMenuCommandRecursive(info.hSubMenu, nCommandID);
if (::GetMenuItemCount(info.hSubMenu) == 0) {
::DeleteMenu(hMenu, i, MF_BYPOSITION);
removed = TRUE;
}
}
if (!info.hSubMenu && info.wID == nCommandID) {
::DeleteMenu(hMenu, i, MF_BYPOSITION);
removed = TRUE;
}
}
return removed;
}
void CMainFrame::RemoveDoomMenuItems(HMENU hMenu) {
if (hMenu) {
RemoveMenuCommandRecursive(hMenu, ID_SHOW_DOOM);
}
}
void CMainFrame::RemoveDoomToolbarButton() {
if (!m_wndToolBar.GetSafeHwnd()) {
return;
}
CToolBarCtrl &toolBarCtrl = m_wndToolBar.GetToolBarCtrl();
for (int i = toolBarCtrl.GetButtonCount() - 1; i >= 0; --i) {
TBBUTTON button;
memset(&button, 0, sizeof(button));
if (toolBarCtrl.GetButton(i, &button) && button.idCommand == ID_SHOW_DOOM) {
toolBarCtrl.DeleteButton(i);
}
}
}
/*
=======================================================================================================================
=======================================================================================================================
@@ -1384,6 +1442,7 @@ void CMainFrame::MoveFrameMenuIntoXYWnd() {
}
m_hMovedMenu = hMenu;
RemoveDoomMenuItems(hMenu);
m_pXYDockWnd->SetMenuHandle(hMenu);
if (::GetMenu(GetSafeHwnd()) == hMenu) {
@@ -1409,6 +1468,62 @@ void CMainFrame::RecalcMainLayout() {
RecalcXYDockLayout();
}
void CMainFrame::AttachDoomWindowToGameTab() {
if (!m_pXYDockWnd || !m_pXYDockWnd->GetSafeHwnd()) {
return;
}
if (!win32.hWnd || !::IsWindow(win32.hWnd)) {
return;
}
if (m_pXYDockWnd->GetDockedGameWindow() != win32.hWnd) {
m_pXYDockWnd->AttachGameWindow(win32.hWnd);
RecalcXYDockLayout();
} else {
m_pXYDockWnd->AttachGameWindow(win32.hWnd);
}
}
bool CMainFrame::IsDockedGameInputActive() const {
return (m_pXYDockWnd &&
m_pXYDockWnd->GetSafeHwnd() &&
m_pXYDockWnd->IsGameTabActive() &&
m_pXYDockWnd->IsGameWindowDocked());
}
BOOL CMainFrame::ForwardDockedGameKey(UINT message, WPARAM wParam, LPARAM lParam) {
if (!IsDockedGameInputActive()) {
return FALSE;
}
HWND hGameWnd = m_pXYDockWnd->GetDockedGameWindow();
if (!hGameWnd || !::IsWindow(hGameWnd)) {
return FALSE;
}
HWND hFocus = ::GetFocus();
if (hFocus != hGameWnd && !::IsChild(hGameWnd, hFocus)) {
::SetFocus(hGameWnd);
}
::PostMessage(hGameWnd, message, wParam, lParam);
return TRUE;
}
void CMainFrame::ApplyActiveTabInputMode() {
AttachDoomWindowToGameTab();
if (IsDockedGameInputActive()) {
common->ActivateTool(false);
m_pXYDockWnd->FocusGameWindow();
} else {
common->ActivateTool(true);
if (soundSystem) {
soundSystem->SetPlayingSoundWorld(g_qeglobals.sw);
}
}
}
/*
=======================================================================================================================
=======================================================================================================================
@@ -1971,6 +2086,12 @@ void CMainFrame::CreateQEChildren() {
=======================================================================================================================
*/
BOOL CMainFrame::OnCommand(WPARAM wParam, LPARAM lParam) {
if (IsDockedGameInputActive()) {
const UINT commandID = LOWORD(wParam);
if (commandID != ID_SHOW_DOOM) {
return FALSE;
}
}
return CFrameWnd::OnCommand(wParam, lParam);
}
@@ -2049,6 +2170,11 @@ bool MouseDown() {
void CMainFrame::OnTimer(UINT_PTR nIDEvent) {
static bool autoSavePending = false;
if (nIDEvent == QE_TIMER0) {
AttachDoomWindowToGameTab();
ApplyActiveTabInputMode();
}
if ( nIDEvent == QE_TIMER0 && !MouseDown() ) {
QE_CountBrushesAndUpdateStatusBar();
}
@@ -2118,6 +2244,10 @@ void CMainFrame::OnDestroy() {
SaveWindowPlacement(GetSafeHwnd(), "radiant_MainWindowPlace");
if (m_pXYDockWnd && m_pXYDockWnd->GetSafeHwnd()) {
m_pXYDockWnd->DetachGameWindow(TRUE);
}
if (m_pXYDockWnd && m_pXYDockWnd->GetSafeHwnd()) {
SaveWindowPlacement(m_pXYDockWnd->GetSafeHwnd(), "radiant_xywindow");
} else if (m_pXYWnd && m_pXYWnd->GetSafeHwnd()) {
@@ -2241,6 +2371,11 @@ void CMainFrame::OnClose() {
=======================================================================================================================
*/
void CMainFrame::OnKeyUp(UINT nChar, UINT nRepCnt, UINT nFlags) {
if (IsDockedGameInputActive()) {
ForwardDockedGameKey(WM_KEYUP, nChar, MAKELPARAM(nRepCnt, nFlags));
return;
}
// run through our list to see if we have a handler for nChar
for (int i = 0; i < g_nCommandCount; i++) {
@@ -2312,6 +2447,11 @@ bool CamOK(unsigned int nKey) {
=======================================================================================================================
*/
void CMainFrame::OnSysKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags) {
if (IsDockedGameInputActive()) {
ForwardDockedGameKey(WM_SYSKEYDOWN, nChar, MAKELPARAM(nRepCnt, nFlags));
return;
}
// OnKeyDown(nChar, nRepCnt, nFlags);
if (nChar == VK_DOWN) {
OnKeyDown(nChar, nRepCnt, nFlags);
@@ -2326,6 +2466,11 @@ void CMainFrame::OnSysKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags) {
*/
void CMainFrame::OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags) {
if (IsDockedGameInputActive()) {
ForwardDockedGameKey(WM_KEYDOWN, nChar, MAKELPARAM(nRepCnt, nFlags));
return;
}
for (int i = 0; i < g_nCommandCount; i++) {
if (g_Commands[i].m_nKey == nChar) { // find a match?
// check modifiers
@@ -2422,6 +2567,8 @@ BOOL CMainFrame::OnCreateClient(LPCREATESTRUCT lpcs, CCreateContext *pContext) {
RecalcMainLayout();
CreateQEChildren();
AttachDoomWindowToGameTab();
ApplyActiveTabInputMode();
if (m_pXYWnd) {
m_pXYWnd->SetActive(true);
@@ -5903,6 +6050,24 @@ void CMainFrame::NudgeSelection(int nDirection, float fAmount) {
=======================================================================================================================
*/
BOOL CMainFrame::PreTranslateMessage(MSG *pMsg) {
if (pMsg && IsDockedGameInputActive()) {
const UINT message = pMsg->message;
const BOOL keyMessage = (message >= WM_KEYFIRST && message <= WM_KEYLAST);
if (keyMessage) {
HWND hGameWnd = m_pXYDockWnd->GetDockedGameWindow();
if (hGameWnd && ::IsWindow(hGameWnd)) {
if (pMsg->hwnd == hGameWnd || ::IsChild(hGameWnd, pMsg->hwnd)) {
return FALSE;
}
::SetFocus(hGameWnd);
::PostMessage(hGameWnd, pMsg->message, pMsg->wParam, pMsg->lParam);
return TRUE;
}
}
}
if (pMsg && m_pXYDockWnd && m_pXYDockWnd->GetSafeHwnd()) {
BOOL menuKey = FALSE;
@@ -7004,13 +7169,14 @@ void CMainFrame::OnActivate(UINT nState, CWnd *pWndOther, BOOL bMinimized) {
CFrameWnd::OnActivate(nState, pWndOther, bMinimized);
if ( nState != WA_INACTIVE ) {
common->ActivateTool( true );
if (::IsWindowVisible(win32.hWnd)) {
::ShowWindow(win32.hWnd, SW_HIDE);
}
AttachDoomWindowToGameTab();
ApplyActiveTabInputMode();
// start playing the editor sound world
soundSystem->SetPlayingSoundWorld( g_qeglobals.sw );
if (win32.hWnd && ::IsWindow(win32.hWnd) && ::IsWindowVisible(win32.hWnd)) {
if (!m_pXYDockWnd || !m_pXYDockWnd->IsGameWindowDocked()) {
::ShowWindow(win32.hWnd, SW_HIDE);
}
}
}
else {
//com_editorActive = false;
@@ -7266,11 +7432,16 @@ void CMainFrame::OnPatchCombine() {
void CMainFrame::OnShowDoom()
{
int show = ::IsWindowVisible(win32.hWnd) ? SW_HIDE : SW_NORMAL;
if (show == SW_NORMAL) {
// Legacy command path. The menu/toolbar entry is removed, but if an old
// accelerator or external command still reaches this handler, switch to the
// always-attached Game tab instead of showing a popup.
AttachDoomWindowToGameTab();
if (m_pXYDockWnd && m_pXYDockWnd->GetSafeHwnd()) {
g_Inspectors->SetMode(W_TEXTURE);
m_pXYDockWnd->SelectGameTab();
ApplyActiveTabInputMode();
RecalcXYDockLayout();
}
::ShowWindow(win32.hWnd, show);
}
void CMainFrame::OnViewRendermode()
+7 -1
View File
@@ -117,7 +117,7 @@ protected:
// CMainFrameLayoutWnd
//
// Main workspace split:
// [ Camera/Inspector stack ] [ splitter ] [ XYDock: menu, toolbar, Z | XY ]
// [ Camera/Inspector stack ] [ splitter ] [ XYDock: XY tab | Game tab ]
//
// XYDock already owns the Z/XY splitter. This wrapper supplies the missing
// MainFrm-level split and gives startup proportions like the reference image.
@@ -231,6 +231,10 @@ public:
CMenu* GetMenu() const;
void RecalcMainLayout();
void RecalcXYDockLayout();
void AttachDoomWindowToGameTab();
bool IsDockedGameInputActive() const;
BOOL ForwardDockedGameKey(UINT message, WPARAM wParam, LPARAM lParam);
void ApplyActiveTabInputMode();
void SetActiveXY(CXYWnd* p)
{
@@ -275,6 +279,8 @@ protected:
void CreateQEChildren();
BOOL CreateEmbeddedMainToolBar(UINT nID);
void MoveFrameMenuIntoXYWnd();
void RemoveDoomMenuItems(HMENU hMenu);
void RemoveDoomToolbarButton();
void LoadCommandMap();
void SaveCommandMap();
void ShowMenuItemKeyBindings(CMenu *pMenu);
+5 -1
View File
@@ -84,21 +84,25 @@ extern std::mutex g_graphicsDeviceContextMutex;
class idGraphicsDeviceContextHelper
{
public:
idGraphicsDeviceContextHelper(HDC inDC, HGLRC inRC)
idGraphicsDeviceContextHelper(HDC inDC, HGLRC inRC, bool tsaaEnabled = false)
: dc(inDC)
, rc(inRC)
{
this->tsaaEnabled = tsaaEnabled;
g_graphicsDeviceContextMutex.lock();
wglMakeCurrent(dc, rc);
}
~idGraphicsDeviceContextHelper()
{
QD3D12_EnableTAA(tsaaEnabled);
SwapBuffers(dc);
QD3D12_EnableTAA(true);
g_graphicsDeviceContextMutex.unlock();
}
private:
bool tsaaEnabled = false;
HDC dc = nullptr;
HGLRC rc = nullptr;
};
+701 -40
View File
@@ -42,6 +42,16 @@ If you have questions concerning this license or the applicable additional terms
#define WM_IDLEUPDATECMDUI 0x0363
#endif
#define ID_XYDOCK_TABS 0x7A00
#define ID_XYDOCK_XYPAGE 0x7A03
#define ID_XYDOCK_GAMEPAGE 0x7A04
#define ID_GAME_HOST 0x7A30
#define ID_GAME_FILL_FIT 0x7A40
#define ID_GAME_FILL_100 0x7A41
#define ID_GAME_FILL_75 0x7A42
#define ID_GAME_FILL_50 0x7A43
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
@@ -586,6 +596,16 @@ int CXYMDIContainerWnd::GetFixedZWidth() const {
return GetZWidth();
}
void CXYMDIContainerWnd::FocusXYWindow() {
if (m_pXYWnd && m_pXYWnd->GetSafeHwnd()) {
m_pXYWnd->SetFocus();
}
}
CWnd *CXYMDIContainerWnd::GetXYWindow() const {
return m_pXYWnd;
}
bool CXYMDIContainerWnd::HitTestSplitter(const CPoint &point) const {
return !m_rcSplitter.IsRectEmpty() && m_rcSplitter.PtInRect(point);
}
@@ -756,6 +776,421 @@ BOOL CXYMDIContainerWnd::OnCmdMsg(UINT nID, int nCode, void *pExtra, AFX_CMDHAND
return FALSE;
}
//=============================================================================
// CGameDockWnd
//=============================================================================
IMPLEMENT_DYNAMIC(CGameDockWnd, CWnd)
BEGIN_MESSAGE_MAP(CGameDockWnd, CWnd)
ON_WM_CREATE()
ON_WM_SIZE()
ON_WM_ERASEBKGND()
ON_WM_DESTROY()
ON_WM_SETFOCUS()
ON_BN_CLICKED(ID_GAME_FILL_FIT, OnFillFit)
ON_BN_CLICKED(ID_GAME_FILL_100, OnFill100)
ON_BN_CLICKED(ID_GAME_FILL_75, OnFill75)
ON_BN_CLICKED(ID_GAME_FILL_50, OnFill50)
END_MESSAGE_MAP()
CGameDockWnd::CGameDockWnd() {
m_hGameWnd = NULL;
m_hOldParent = NULL;
m_dwOldStyle = 0;
m_dwOldExStyle = 0;
m_nFillPercent = 0;
m_bActive = FALSE;
}
CGameDockWnd::~CGameDockWnd() {
}
BOOL CGameDockWnd::Create(CWnd *pParent, UINT nID) {
CString className = AfxRegisterWndClass(
CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS,
::LoadCursor(NULL, IDC_ARROW),
(HBRUSH)::GetStockObject(BLACK_BRUSH),
NULL
);
return CWnd::CreateEx(
0,
className,
"RadiantGameDockWnd",
WS_CHILD | WS_CLIPCHILDREN | WS_CLIPSIBLINGS,
CRect(0, 0, 0, 0),
pParent,
nID
);
}
void CGameDockWnd::SendGameActivate(BOOL bActive) {
if (!m_hGameWnd || !::IsWindow(m_hGameWnd)) {
return;
}
//
// Doom 3's MainWndProc expects:
//
// LOWORD(wParam) = WA_ACTIVE / WA_INACTIVE
// HIWORD(wParam) = minimized flag
//
// We are not minimizing it when changing tabs, so HIWORD is FALSE.
//
const WPARAM activateParam = MAKEWPARAM(bActive ? WA_ACTIVE : WA_INACTIVE, FALSE);
//
// lParam is the other window involved in activation.
// For our embedded case, use the host when activating/deactivating.
//
HWND hOther = m_wndHost.GetSafeHwnd();
::SendMessage(m_hGameWnd, WM_ACTIVATE, activateParam, reinterpret_cast<LPARAM>(hOther));
common->ActivateTool(!bActive);
if (bActive) {
//
// WM_ACTIVATE updates win32.activeApp / mouse grabbing.
// SetFocus makes keyboard input go directly to the game HWND.
//
::SetFocus(m_hGameWnd);
::SendMessage(m_hGameWnd, WM_SETFOCUS, reinterpret_cast<WPARAM>(hOther), 0);
}
else {
::SendMessage(m_hGameWnd, WM_KILLFOCUS, reinterpret_cast<WPARAM>(hOther), 0);
}
}
int CGameDockWnd::OnCreate(LPCREATESTRUCT lpCreateStruct) {
if (CWnd::OnCreate(lpCreateStruct) == -1) {
return -1;
}
CString hostClass = AfxRegisterWndClass(
CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS,
::LoadCursor(NULL, IDC_ARROW),
(HBRUSH)::GetStockObject(BLACK_BRUSH),
NULL
);
m_wndTitle.Create("GAME", WS_CHILD | WS_VISIBLE | SS_CENTERIMAGE, CRect(0, 0, 0, 0), this);
m_btnFit.Create("FIT", WS_CHILD | WS_VISIBLE | BS_PUSHBUTTON, CRect(0, 0, 0, 0), this, ID_GAME_FILL_FIT);
m_btn100.Create("100%", WS_CHILD | WS_VISIBLE | BS_PUSHBUTTON, CRect(0, 0, 0, 0), this, ID_GAME_FILL_100);
m_btn75.Create("75%", WS_CHILD | WS_VISIBLE | BS_PUSHBUTTON, CRect(0, 0, 0, 0), this, ID_GAME_FILL_75);
m_btn50.Create("50%", WS_CHILD | WS_VISIBLE | BS_PUSHBUTTON, CRect(0, 0, 0, 0), this, ID_GAME_FILL_50);
if (!m_wndHost.CreateEx(
WS_EX_CLIENTEDGE,
hostClass,
"RadiantGameRenderHost",
WS_CHILD | WS_VISIBLE | WS_CLIPCHILDREN | WS_CLIPSIBLINGS,
CRect(0, 0, 0, 0),
this,
ID_GAME_HOST
)) {
return -1;
}
return 0;
}
void CGameDockWnd::OnDestroy() {
DetachGameWindow(TRUE);
CWnd::OnDestroy();
}
void CGameDockWnd::OnSetFocus(CWnd *pOldWnd) {
CWnd::OnSetFocus(pOldWnd);
FocusGameWindow();
}
void CGameDockWnd::SetActive(BOOL bActive) {
const BOOL wasActive = m_bActive;
m_bActive = bActive;
if (m_hGameWnd && ::IsWindow(m_hGameWnd)) {
::ShowWindow(m_hGameWnd, bActive ? SW_SHOW : SW_HIDE);
if (bActive) {
LayoutGameWindow();
::InvalidateRect(m_hGameWnd, NULL, FALSE);
}
//
// Only synthesize WM_ACTIVATE on real active-state transitions.
// LayoutChildren() calls ShowActiveTab(), so without this guard the
// game would get repeated WA_ACTIVE messages every layout pass.
//
if (wasActive != m_bActive) {
SendGameActivate(m_bActive);
}
if (bActive) {
FocusGameWindow();
}
}
//
// Keep the engine/editor global mode in sync even if the HWND does not
// exist yet. This way attaching the game later starts in the correct mode.
//
if (bActive) {
common->ActivateTool(false);
}
else {
common->ActivateTool(true);
}
}
BOOL CGameDockWnd::IsGameWindowDocked() const {
return (m_hGameWnd && ::IsWindow(m_hGameWnd)) ? TRUE : FALSE;
}
HWND CGameDockWnd::GetGameWindow() const {
return (m_hGameWnd && ::IsWindow(m_hGameWnd)) ? m_hGameWnd : NULL;
}
void CGameDockWnd::FocusGameWindow() {
if (m_bActive && m_hGameWnd && ::IsWindow(m_hGameWnd)) {
::SetFocus(m_hGameWnd);
}
}
void CGameDockWnd::AttachGameWindow(HWND hGameWnd) {
if (!hGameWnd || !::IsWindow(hGameWnd) || !m_wndHost.GetSafeHwnd()) {
return;
}
if (m_hGameWnd == hGameWnd) {
LayoutGameWindow();
return;
}
DetachGameWindow(TRUE);
m_hGameWnd = hGameWnd;
m_hOldParent = ::GetParent(hGameWnd);
m_dwOldStyle = ::GetWindowLong(hGameWnd, GWL_STYLE);
m_dwOldExStyle = ::GetWindowLong(hGameWnd, GWL_EXSTYLE);
::SetParent(hGameWnd, m_wndHost.GetSafeHwnd());
LONG style = m_dwOldStyle;
style &= ~(WS_POPUP | WS_CAPTION | WS_THICKFRAME | WS_SYSMENU | WS_MINIMIZEBOX | WS_MAXIMIZEBOX);
style |= WS_CHILD | WS_VISIBLE | WS_CLIPCHILDREN | WS_CLIPSIBLINGS;
::SetWindowLong(hGameWnd, GWL_STYLE, style);
LONG exStyle = m_dwOldExStyle;
exStyle &= ~(WS_EX_APPWINDOW | WS_EX_TOOLWINDOW | WS_EX_WINDOWEDGE | WS_EX_DLGMODALFRAME);
exStyle |= WS_EX_CONTROLPARENT;
::SetWindowLong(hGameWnd, GWL_EXSTYLE, exStyle);
::SetWindowPos(
hGameWnd,
NULL,
0,
0,
0,
0,
SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE | SWP_FRAMECHANGED | SWP_SHOWWINDOW
);
LayoutGameWindow();
::ShowWindow(hGameWnd, m_bActive ? SW_SHOW : SW_HIDE);
Sys_GrabMouseCursor(m_bActive);
IceDI_ForceOverrideSkipCenter(!m_bActive);
if (m_bActive) {
//
// If the Game tab was already active before the HWND got attached,
// SetActive(TRUE) would not see a false->true transition, so force the
// initial activation here.
//
SendGameActivate(TRUE);
FocusGameWindow();
}
}
void CGameDockWnd::DetachGameWindow(BOOL bRestore) {
if (!m_hGameWnd || !::IsWindow(m_hGameWnd)) {
m_hGameWnd = NULL;
m_hOldParent = NULL;
m_dwOldStyle = 0;
m_dwOldExStyle = 0;
return;
}
HWND hGameWnd = m_hGameWnd;
m_hGameWnd = NULL;
::ShowWindow(hGameWnd, SW_HIDE);
if (bRestore) {
::SetParent(hGameWnd, m_hOldParent);
::SetWindowLong(hGameWnd, GWL_STYLE, m_dwOldStyle);
::SetWindowLong(hGameWnd, GWL_EXSTYLE, m_dwOldExStyle);
::SetWindowPos(
hGameWnd,
NULL,
0,
0,
0,
0,
SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE | SWP_FRAMECHANGED
);
}
m_hOldParent = NULL;
m_dwOldStyle = 0;
m_dwOldExStyle = 0;
}
void CGameDockWnd::SetFillPercent(int percent) {
m_nFillPercent = percent;
LayoutGameWindow();
}
CRect CGameDockWnd::ComputeGameRect(const CRect &hostClient) const {
CRect rc = hostClient;
if (hostClient.Width() <= 0 || hostClient.Height() <= 0) {
return rc;
}
int targetW = hostClient.Width();
int targetH = hostClient.Height();
if (m_nFillPercent == 0) {
// Fit to a 16:9 frame while preserving aspect ratio.
targetW = hostClient.Width();
targetH = (targetW * 9) / 16;
if (targetH > hostClient.Height()) {
targetH = hostClient.Height();
targetW = (targetH * 16) / 9;
}
} else {
targetW = (hostClient.Width() * m_nFillPercent) / 100;
targetH = (hostClient.Height() * m_nFillPercent) / 100;
}
if (targetW < 1) {
targetW = 1;
}
if (targetH < 1) {
targetH = 1;
}
int x = hostClient.left + (hostClient.Width() - targetW) / 2;
int y = hostClient.top + (hostClient.Height() - targetH) / 2;
rc.SetRect(x, y, x + targetW, y + targetH);
return rc;
}
void CGameDockWnd::LayoutGameWindow() {
if (!m_hGameWnd || !::IsWindow(m_hGameWnd) || !m_wndHost.GetSafeHwnd()) {
return;
}
CRect hostClient;
m_wndHost.GetClientRect(hostClient);
CRect gameRect = ComputeGameRect(hostClient);
::MoveWindow(
m_hGameWnd,
gameRect.left,
gameRect.top,
gameRect.Width(),
gameRect.Height(),
TRUE
);
::InvalidateRect(m_hGameWnd, NULL, FALSE);
}
void CGameDockWnd::LayoutChildren() {
if (!GetSafeHwnd()) {
return;
}
CRect client;
GetClientRect(client);
const int stripH = 34;
const int gap = 6;
int x = client.left + 8;
int y = client.top + 4;
if (m_wndTitle.GetSafeHwnd()) {
m_wndTitle.MoveWindow(x, y, 90, 24, TRUE);
x += 100;
}
CWnd *buttons[] = { &m_btnFit, &m_btn100, &m_btn75, &m_btn50 };
for (int i = 0; i < 4; i++) {
if (buttons[i]->GetSafeHwnd()) {
buttons[i]->MoveWindow(x, y, 54, 24, TRUE);
x += 54 + gap;
}
}
CRect hostRect(
client.left + 4,
client.top + stripH + 4,
client.right - 4,
client.bottom - 4
);
if (hostRect.Width() < 1 || hostRect.Height() < 1) {
return;
}
if (m_wndHost.GetSafeHwnd()) {
m_wndHost.MoveWindow(hostRect, TRUE);
}
LayoutGameWindow();
}
void CGameDockWnd::OnSize(UINT nType, int cx, int cy) {
CWnd::OnSize(nType, cx, cy);
LayoutChildren();
}
BOOL CGameDockWnd::OnEraseBkgnd(CDC *pDC) {
CRect client;
GetClientRect(client);
pDC->FillSolidRect(client, RGB(18, 18, 18));
return TRUE;
}
void CGameDockWnd::OnFillFit() {
SetFillPercent(0);
FocusGameWindow();
}
void CGameDockWnd::OnFill100() {
SetFillPercent(100);
FocusGameWindow();
}
void CGameDockWnd::OnFill75() {
SetFillPercent(75);
FocusGameWindow();
}
void CGameDockWnd::OnFill50() {
SetFillPercent(50);
FocusGameWindow();
}
//=============================================================================
// CXYDockWnd
//=============================================================================
@@ -766,11 +1201,13 @@ BEGIN_MESSAGE_MAP(CXYDockWnd, CWnd)
ON_WM_SIZE()
ON_WM_ERASEBKGND()
ON_MESSAGE(WM_IDLEUPDATECMDUI, OnIdleUpdateCmdUI)
ON_NOTIFY(TCN_SELCHANGE, ID_XYDOCK_TABS, OnTabSelChange)
END_MESSAGE_MAP()
CXYDockWnd::CXYDockWnd() {
m_pToolBar = NULL;
m_bInLayout = false;
m_nActiveTab = XYDOCK_TAB_XY;
}
CXYDockWnd::~CXYDockWnd() {
@@ -803,15 +1240,69 @@ int CXYDockWnd::OnCreate(LPCREATESTRUCT lpCreateStruct) {
if (CWnd::OnCreate(lpCreateStruct) == -1) {
return -1;
}
if (!m_wndMenuBar.Create(this, 0x7A01)) {
if (!m_wndTabs.Create(
WS_CHILD | WS_VISIBLE | WS_CLIPCHILDREN | WS_CLIPSIBLINGS | TCS_TABS | TCS_SINGLELINE,
CRect(0, 0, 0, 0),
this,
ID_XYDOCK_TABS
)) {
return -1;
}
if (!m_wndMDIContainer.Create(this, 0x7A02)) {
TCITEM item;
memset(&item, 0, sizeof(item));
item.mask = TCIF_TEXT;
item.pszText = "XY";
m_wndTabs.InsertItem(XYDOCK_TAB_XY, &item);
item.pszText = "Game";
m_wndTabs.InsertItem(XYDOCK_TAB_GAME, &item);
CString pageClass = AfxRegisterWndClass(
CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS,
::LoadCursor(NULL, IDC_ARROW),
(HBRUSH)(COLOR_BTNFACE + 1),
NULL
);
if (!m_wndXYPage.CreateEx(
0,
pageClass,
"RadiantXYTabPage",
WS_CHILD | WS_VISIBLE | WS_CLIPCHILDREN | WS_CLIPSIBLINGS,
CRect(0, 0, 0, 0),
&m_wndTabs,
ID_XYDOCK_XYPAGE
)) {
return -1;
}
if (!m_wndGamePage.Create(&m_wndTabs, ID_XYDOCK_GAMEPAGE)) {
return -1;
}
m_wndGamePage.ShowWindow(SW_HIDE);
if (!m_wndMenuBar.Create(&m_wndXYPage, 0x7A01)) {
return -1;
}
if (!m_wndMDIContainer.Create(&m_wndXYPage, 0x7A02)) {
return -1;
}
m_wndTabs.SetCurSel(XYDOCK_TAB_XY);
return 0;
}
CWnd *CXYDockWnd::GetXYPageParent() const {
if (m_wndXYPage.GetSafeHwnd()) {
return const_cast<CWnd *>(&m_wndXYPage);
}
return const_cast<CXYDockWnd *>(this);
}
void CXYDockWnd::SetChildWindows(CXYWnd *pXYWnd, CZWnd *pZWnd) {
m_wndMDIContainer.SetChildWindows(pXYWnd, pZWnd);
LayoutChildren();
@@ -825,15 +1316,14 @@ void CXYDockWnd::SetEmbeddedWindows(CWnd *pZWnd, CWnd *pXYWnd) {
void CXYDockWnd::SetToolBar(CToolBar *pToolBar) {
m_pToolBar = pToolBar;
if (m_pToolBar && m_pToolBar->GetSafeHwnd()) {
CWnd *commandTarget = GetCommandTarget();
if (!commandTarget || !commandTarget->GetSafeHwnd()) {
commandTarget = this;
}
m_pToolBar->SetParent(this);
CWnd *toolbarParent = GetXYPageParent();
m_pToolBar->SetParent(toolbarParent);
m_pToolBar->SetOwner(this);
m_pToolBar->SetDlgCtrlID(AFX_IDW_TOOLBAR);
m_pToolBar->ModifyStyle(WS_POPUP | WS_CAPTION | WS_THICKFRAME | WS_SYSMENU, WS_CHILD | WS_VISIBLE | WS_CLIPSIBLINGS | WS_CLIPCHILDREN);
m_pToolBar->ModifyStyle(
WS_POPUP | WS_CAPTION | WS_THICKFRAME | WS_SYSMENU,
WS_CHILD | WS_VISIBLE | WS_CLIPSIBLINGS | WS_CLIPCHILDREN
);
}
LayoutChildren();
}
@@ -858,6 +1348,10 @@ CWnd *CXYDockWnd::GetCommandTarget() const {
}
void CXYDockWnd::UpdateToolBarCmdUI(BOOL bDisableIfNoHndler) {
if (m_nActiveTab != XYDOCK_TAB_XY) {
return;
}
if (!m_pToolBar || !m_pToolBar->GetSafeHwnd() || !m_pToolBar->IsWindowVisible()) {
return;
}
@@ -923,6 +1417,121 @@ int CXYDockWnd::GetZPercent() const {
return GetZDockPercent();
}
void CXYDockWnd::ShowActiveTab() {
const BOOL xyActive = (m_nActiveTab == XYDOCK_TAB_XY);
const BOOL gameActive = (m_nActiveTab == XYDOCK_TAB_GAME);
if (m_wndXYPage.GetSafeHwnd()) {
m_wndXYPage.ShowWindow(xyActive ? SW_SHOW : SW_HIDE);
if (xyActive) {
m_wndXYPage.SetWindowPos(&wndTop, 0, 0, 0, 0,
SWP_NOMOVE | SWP_NOSIZE | SWP_NOACTIVATE);
}
}
if (m_wndGamePage.GetSafeHwnd()) {
m_wndGamePage.ShowWindow(gameActive ? SW_SHOW : SW_HIDE);
if (gameActive) {
m_wndGamePage.SetWindowPos(&wndTop, 0, 0, 0, 0,
SWP_NOMOVE | SWP_NOSIZE | SWP_NOACTIVATE);
}
m_wndGamePage.SetActive(gameActive);
}
}
void CXYDockWnd::SetActiveTab(int nTab) {
if (nTab != XYDOCK_TAB_XY && nTab != XYDOCK_TAB_GAME) {
nTab = XYDOCK_TAB_XY;
}
const BOOL changed = (m_nActiveTab != nTab);
m_nActiveTab = nTab;
if (m_wndTabs.GetSafeHwnd()) {
m_wndTabs.SetCurSel(nTab);
}
LayoutChildren();
if (changed) {
if (m_nActiveTab == XYDOCK_TAB_GAME) {
//
// Game tab selected:
// - editor tool input off
// - game HWND receives WM_ACTIVATE/WA_ACTIVE through SetActive(TRUE)
// - keyboard/mouse focus moves to game
//
common->ActivateTool(false);
if (m_wndGamePage.GetSafeHwnd()) {
m_wndGamePage.SetActive(TRUE);
}
FocusGameWindow();
}
else {
//
// XY tab selected:
// - game HWND receives WM_ACTIVATE/WA_INACTIVE through SetActive(FALSE)
// - editor tool input comes back
// - focus returns to XY
//
if (m_wndGamePage.GetSafeHwnd()) {
m_wndGamePage.SetActive(FALSE);
}
common->ActivateTool(true);
FocusXYWindow();
}
}
}
void CXYDockWnd::OnTabSelChange(NMHDR *pNMHDR, LRESULT *pResult) {
int sel = m_wndTabs.GetCurSel();
SetActiveTab(sel);
if (pResult) {
*pResult = 0;
}
}
void CXYDockWnd::SelectXYTab() {
SetActiveTab(XYDOCK_TAB_XY);
}
void CXYDockWnd::SelectGameTab() {
SetActiveTab(XYDOCK_TAB_GAME);
}
BOOL CXYDockWnd::IsGameTabActive() const {
return (m_nActiveTab == XYDOCK_TAB_GAME) ? TRUE : FALSE;
}
void CXYDockWnd::AttachGameWindow(HWND hGameWnd) {
m_wndGamePage.AttachGameWindow(hGameWnd);
m_wndGamePage.SetActive(IsGameTabActive());
}
void CXYDockWnd::DetachGameWindow(BOOL bRestore) {
m_wndGamePage.DetachGameWindow(bRestore);
}
BOOL CXYDockWnd::IsGameWindowDocked() const {
return m_wndGamePage.IsGameWindowDocked();
}
HWND CXYDockWnd::GetDockedGameWindow() const {
return m_wndGamePage.GetGameWindow();
}
void CXYDockWnd::FocusGameWindow() {
m_wndGamePage.FocusGameWindow();
}
void CXYDockWnd::FocusXYWindow() {
m_wndMDIContainer.FocusXYWindow();
}
void CXYDockWnd::LayoutChildren() {
if (!GetSafeHwnd() || m_bInLayout) {
return;
@@ -933,41 +1542,77 @@ void CXYDockWnd::LayoutChildren() {
CRect client;
GetClientRect(client);
int y = client.top;
const int width = client.Width();
if (m_wndMenuBar.GetSafeHwnd()) {
if (m_wndMenuBar.GetMenuHandle()) {
m_wndMenuBar.ShowWindow(SW_SHOW);
const int menuHeight = m_wndMenuBar.PreferredHeight();
m_wndMenuBar.MoveWindow(client.left, y, width, menuHeight, TRUE);
y += menuHeight;
} else {
m_wndMenuBar.ShowWindow(SW_HIDE);
}
}
if (m_pToolBar && m_pToolBar->GetSafeHwnd()) {
if (m_pToolBar->IsWindowVisible()) {
CSize toolbarSize = m_pToolBar->CalcFixedLayout(FALSE, TRUE);
int toolbarHeight = toolbarSize.cy;
if (toolbarHeight < 24) {
toolbarHeight = 24;
}
m_pToolBar->MoveWindow(client.left, y, width, toolbarHeight, TRUE);
y += toolbarHeight;
}
}
CRect content(client.left, y, client.right, client.bottom);
if (content.Width() < 1 || content.Height() < 1) {
if (client.Width() < 1 || client.Height() < 1) {
m_bInLayout = false;
return;
}
if (m_wndMDIContainer.GetSafeHwnd()) {
m_wndMDIContainer.MoveWindow(content, TRUE);
m_wndMDIContainer.LayoutChildren();
CRect pageRect(0, 0, client.Width(), client.Height());
if (m_wndTabs.GetSafeHwnd()) {
m_wndTabs.MoveWindow(client, TRUE);
// The tab pages are children of the tab control, so use tab-client
// coordinates here. Creating/moving them as siblings of the tab control
// can leave them behind the tab control's client area, which makes both
// tabs look empty even though their child windows exist.
m_wndTabs.GetClientRect(&pageRect);
m_wndTabs.AdjustRect(FALSE, &pageRect);
pageRect.DeflateRect(2, 2);
}
if (m_wndXYPage.GetSafeHwnd()) {
m_wndXYPage.MoveWindow(pageRect, TRUE);
}
if (m_wndGamePage.GetSafeHwnd()) {
m_wndGamePage.MoveWindow(pageRect, TRUE);
m_wndGamePage.LayoutChildren();
}
ShowActiveTab();
if (m_pToolBar && m_pToolBar->GetSafeHwnd() && m_wndXYPage.GetSafeHwnd()) {
if (::GetParent(m_pToolBar->GetSafeHwnd()) != m_wndXYPage.GetSafeHwnd()) {
m_pToolBar->SetParent(&m_wndXYPage);
}
}
if (m_wndXYPage.GetSafeHwnd()) {
CRect xyClient;
m_wndXYPage.GetClientRect(xyClient);
int y = xyClient.top;
const int width = xyClient.Width();
if (m_wndMenuBar.GetSafeHwnd()) {
if (m_wndMenuBar.GetMenuHandle()) {
m_wndMenuBar.ShowWindow(SW_SHOW);
const int menuHeight = m_wndMenuBar.PreferredHeight();
m_wndMenuBar.MoveWindow(xyClient.left, y, width, menuHeight, TRUE);
y += menuHeight;
} else {
m_wndMenuBar.ShowWindow(SW_HIDE);
}
}
if (m_pToolBar && m_pToolBar->GetSafeHwnd()) {
if (m_pToolBar->IsWindowVisible()) {
CSize toolbarSize = m_pToolBar->CalcFixedLayout(FALSE, TRUE);
int toolbarHeight = toolbarSize.cy;
if (toolbarHeight < 24) {
toolbarHeight = 24;
}
m_pToolBar->MoveWindow(xyClient.left, y, width, toolbarHeight, TRUE);
y += toolbarHeight;
}
}
CRect content(xyClient.left, y, xyClient.right, xyClient.bottom);
if (content.Width() >= 1 && content.Height() >= 1 && m_wndMDIContainer.GetSafeHwnd()) {
m_wndMDIContainer.MoveWindow(content, TRUE);
m_wndMDIContainer.LayoutChildren();
}
}
m_bInLayout = false;
@@ -978,6 +1623,10 @@ void CXYDockWnd::RecalcLayout() {
}
BOOL CXYDockWnd::TrackMenuMnemonic(UINT nChar) {
if (m_nActiveTab != XYDOCK_TAB_XY) {
return FALSE;
}
if (m_wndMenuBar.GetSafeHwnd()) {
return m_wndMenuBar.TrackMnemonic(nChar);
}
@@ -999,6 +1648,10 @@ LRESULT CXYDockWnd::OnIdleUpdateCmdUI(WPARAM wParam, LPARAM lParam) {
}
BOOL CXYDockWnd::OnCommand(WPARAM wParam, LPARAM lParam) {
if (m_nActiveTab != XYDOCK_TAB_XY) {
return CWnd::OnCommand(wParam, lParam);
}
CWnd *commandTarget = GetCommandTarget();
if (commandTarget && commandTarget->GetSafeHwnd() && commandTarget != this) {
return static_cast<BOOL>(commandTarget->SendMessage(WM_COMMAND, wParam, lParam));
@@ -1007,6 +1660,10 @@ BOOL CXYDockWnd::OnCommand(WPARAM wParam, LPARAM lParam) {
}
BOOL CXYDockWnd::OnNotify(WPARAM wParam, LPARAM lParam, LRESULT *pResult) {
if (wParam == ID_XYDOCK_TABS) {
return CWnd::OnNotify(wParam, lParam, pResult);
}
CWnd *commandTarget = GetCommandTarget();
if (commandTarget && commandTarget->GetSafeHwnd() && commandTarget != this) {
LRESULT result = commandTarget->SendMessage(WM_NOTIFY, wParam, lParam);
@@ -1026,6 +1683,10 @@ BOOL CXYDockWnd::OnCmdMsg(UINT nID, int nCode, void *pExtra, AFX_CMDHANDLERINFO
return TRUE;
}
if (m_nActiveTab != XYDOCK_TAB_XY) {
return FALSE;
}
CWnd *commandTarget = GetCommandTarget();
if (commandTarget && commandTarget->GetSafeHwnd() && commandTarget != this) {
return commandTarget->OnCmdMsg(nID, nCode, pExtra, pHandlerInfo);
+97 -2
View File
@@ -39,6 +39,7 @@ If you have questions concerning this license or the applicable additional terms
#include "qe3.h"
#include "CamWnd.h"
#include <afxcmn.h>
class CXYWnd;
@@ -109,6 +110,8 @@ public:
int GetZDockPercent() const;
int GetZWidth() const;
int GetFixedZWidth() const;
void FocusXYWindow();
CWnd *GetXYWindow() const;
protected:
CWnd *m_pXYWnd;
@@ -143,16 +146,83 @@ protected:
DECLARE_MESSAGE_MAP()
};
//=============================================================================
// CGameDockWnd
//
// Docked game preview page used by CXYDockWnd's Game tab. This class owns a
// small command strip and a black child host window. The real game HWND is
// reparented into the host so the existing renderer/context can keep using the
// same window instead of a popup.
//=============================================================================
class CGameDockWnd : public CWnd
{
DECLARE_DYNAMIC(CGameDockWnd)
public:
CGameDockWnd();
virtual ~CGameDockWnd();
BOOL Create(CWnd *pParent, UINT nID);
void AttachGameWindow(HWND hGameWnd);
void DetachGameWindow(BOOL bRestore = TRUE);
BOOL IsGameWindowDocked() const;
HWND GetGameWindow() const;
void FocusGameWindow();
void SetActive(BOOL bActive);
void LayoutChildren();
void SendGameActivate(BOOL bActive);
protected:
CStatic m_wndTitle;
CButton m_btnFit;
CButton m_btn100;
CButton m_btn75;
CButton m_btn50;
CWnd m_wndHost;
HWND m_hGameWnd;
HWND m_hOldParent;
LONG m_dwOldStyle;
LONG m_dwOldExStyle;
int m_nFillPercent; // 0 = fit 16:9, otherwise percentage of host area
BOOL m_bActive;
void SetFillPercent(int percent);
void LayoutGameWindow();
CRect ComputeGameRect(const CRect &hostClient) const;
afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
afx_msg void OnSize(UINT nType, int cx, int cy);
afx_msg BOOL OnEraseBkgnd(CDC *pDC);
afx_msg void OnDestroy();
afx_msg void OnSetFocus(CWnd *pOldWnd);
afx_msg void OnFillFit();
afx_msg void OnFill100();
afx_msg void OnFill75();
afx_msg void OnFill50();
DECLARE_MESSAGE_MAP()
};
//=============================================================================
// CXYDockWnd
//
// Owns the embedded XY editor layout:
// Owns the embedded XY editor layout and the new docked game preview:
// [ tabs: XY | Game ]
//
// XY tab:
// [ menu bar ]
// [ toolbar ]
// [ MDI client: Z window | splitter | XY top render window ]
//
// Game tab:
// [ game command strip / fill controls ]
// [ hosted game HWND ]
//
// The docked Z window starts at 5% of the MDI container width. The divider in
// the MDI client can be dragged to resize the Z and XY top panes.
// the MDI client can be dragged to resize the Z and XY top panes interactively.
//=============================================================================
class CXYDockWnd : public CWnd
{
@@ -187,16 +257,41 @@ public:
int GetZDockPercent() const;
int GetZPercent() const;
void AttachGameWindow(HWND hGameWnd);
void DetachGameWindow(BOOL bRestore = TRUE);
BOOL IsGameWindowDocked() const;
HWND GetDockedGameWindow() const;
BOOL IsGameTabActive() const;
void SelectXYTab();
void SelectGameTab();
void FocusGameWindow();
void FocusXYWindow();
protected:
enum {
XYDOCK_TAB_XY = 0,
XYDOCK_TAB_GAME = 1
};
CTabCtrl m_wndTabs;
CWnd m_wndXYPage;
CGameDockWnd m_wndGamePage;
CXYMenuBar m_wndMenuBar;
CXYMDIContainerWnd m_wndMDIContainer;
CToolBar *m_pToolBar;
bool m_bInLayout;
int m_nActiveTab;
void SetActiveTab(int nTab);
void ShowActiveTab();
CWnd *GetXYPageParent() const;
afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
afx_msg void OnSize(UINT nType, int cx, int cy);
afx_msg BOOL OnEraseBkgnd(CDC *pDC);
afx_msg LRESULT OnIdleUpdateCmdUI(WPARAM wParam, LPARAM lParam);
afx_msg void OnTabSelChange(NMHDR *pNMHDR, LRESULT *pResult);
virtual BOOL OnCommand(WPARAM wParam, LPARAM lParam);
virtual BOOL OnNotify(WPARAM wParam, LPARAM lParam, LRESULT *pResult);
virtual BOOL OnCmdMsg(UINT nID, int nCode, void *pExtra, AFX_CMDHANDLERINFO *pHandlerInfo);
+18
View File
@@ -0,0 +1,18 @@
{
"mapspath" "w:\doom\base\maps"
"bsp" ""
"bsp noflood" ""
"bsp shadowOpt 2" ""
"bsp noaas" ""
"bspext" ""
"bspext noflood" ""
"autosave" "c:\autosave.map"
"autosave1" "c:\autosave1.map"
"autosave2" "c:\autosave2.map"
"texturepath" "w:\doom\base\textures"
"entitypath" "w:\doom\base\scripts\*.def"
"remotebasepath" "w:\doom\base"
"rshcmd" ""
"basepath" "w:\doom\base"
"brush_primit" "1"
}