Files
firestorm/Gameleap/code/mw4/Tools/ImageGrinder/ImageGrinder.cpp
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357 lines
8.8 KiB
C++

// ImageGrinder.cpp : Defines the class behaviors for the application.
//
#include "stdafx.h"
#include "ImageGrinder.h"
#include "MainFrm.h"
#include "ChildFrm.h"
#include "ImageGrinderDoc.h"
#include "ImageGrinderView.h"
#include "ImageCache.h"
#include "TextureLibFrame.h"
#include <Compost\TexturePool.hpp>
#include <DLLPlatform\DLLPlatform.hpp>
#include <Process.h>
unsigned int TNTThreadID=0;
HANDLE HandleTNTThread;
CRITICAL_SECTION TNTCriticalSection;
HANDLE KillTNTEvent;
unsigned int __stdcall TNTThread(void *dat);
/////////////////////////////////////////////////////////////////////////////
// CImageGrinderApp
BEGIN_MESSAGE_MAP(CImageGrinderApp, CWinApp)
//{{AFX_MSG_MAP(CImageGrinderApp)
ON_COMMAND(ID_APP_ABOUT, OnAppAbout)
//}}AFX_MSG_MAP
// Standard file based document commands
ON_COMMAND(ID_FILE_NEW, CWinApp::OnFileNew)
ON_COMMAND(ID_FILE_OPEN, CWinApp::OnFileOpen)
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CImageGrinderApp construction
CImageGrinderApp::CImageGrinderApp()
{
// TODO: add construction code here,
// Place all significant initialization in InitInstance
}
/////////////////////////////////////////////////////////////////////////////
// The one and only CImageGrinderApp object
CImageGrinderApp theApp;
/////////////////////////////////////////////////////////////////////////////
// CImageGrinderApp initialization
BOOL CImageGrinderApp::InitInstance()
{
AfxEnableControlContainer();
// Standard initialization
// If you are not using these features and wish to reduce the size
// of your final executable, you should remove from the following
// the specific initialization routines you do not need.
#ifdef _AFXDLL
Enable3dControls(); // Call this when using MFC in a shared DLL
#else
Enable3dControlsStatic(); // Call this when linking to MFC statically
#endif
// Change the registry key under which our settings are stored.
// TODO: You should modify this string to be something appropriate
// such as the name of your company or organization.
SetRegistryKey(_T("Microsoft\\ArtTools"));
LoadStdProfileSettings(); // Load standard INI file options (including MRU)
// Register the application's document templates. Document templates
// serve as the connection between documents, frame windows and views.
CMultiDocTemplate* pDocTemplate;
pDocTemplate = new CMultiDocTemplate(
IDR_IMAGEGTYPE,
RUNTIME_CLASS(CImageGrinderDoc),
RUNTIME_CLASS(CChildFrame), // custom MDI child frame
RUNTIME_CLASS(CImageGrinderView));
AddDocTemplate(pDocTemplate);
InitGameOS(NULL, NULL, "StartGOS");
Stuff::InitializeClasses();
Stuff::ArmorLevel=1;
CImageCache::InitInstance();
#if defined(USE_TIME_ANALYSIS) && defined(TRACE_ENABLED)
long TraceLogSize = 1000000;
Stuff::TraceManager::Instance->CreateTraceLog(TraceLogSize, true);
#endif
Compost::TexturePool::Instance = new Compost::TexturePool;
Register_Pointer(Compost::TexturePool::Instance);
char tdir[MAX_PATH];
// create main MDI Frame window
CMainFrame* pMainFrame = new CMainFrame;
if (!pMainFrame->LoadFrame(IDR_MAINFRAME))
return FALSE;
m_pMainWnd = pMainFrame;
// The main window has been initialized, so show and update it.
pMainFrame->ShowWindow(m_nCmdShow);
pMainFrame->UpdateWindow();
pMainFrame->Init();
GetCurrentDirectory(MAX_PATH,tdir);
OrgDir=tdir;
OrgDir+="\\";
CString sloc(OrgDir);
sloc+="ImageGrinder.ICH";
// CImageCache::Instance->LoadCache(sloc);
#if 1 // jcem
InitializeCriticalSection( &TNTCriticalSection );
KillTNTEvent=CreateEvent( NULL, false, false, NULL );
HandleTNTThread=(HANDLE)_beginthreadex( 0, 1024, TNTThread, (void* )pMainFrame, 0, &TNTThreadID );
#else // original
_beginthread(TNTThread,1024,(void* )pMainFrame);
#endif
// Parse command line for standard shell commands, DDE, file open
CCommandLineInfo cmdInfo;
ParseCommandLine(cmdInfo);
// Dispatch commands specified on the command line
if(cmdInfo.m_nShellCommand!=CCommandLineInfo::FileNew)
if (!ProcessShellCommand(cmdInfo))
return FALSE;
// CG: The following block was inserted by the 'Document Registration' component.
{
// Enable DDE Execute open
EnableShellOpen();
RegisterShellFileTypes(TRUE);
m_pMainWnd->DragAcceptFiles();
}
return TRUE;
}
/////////////////////////////////////////////////////////////////////////////
// CAboutDlg dialog used for App About
class CAboutDlg : public CDialog
{
public:
CAboutDlg();
// Dialog Data
//{{AFX_DATA(CAboutDlg)
enum { IDD = IDD_ABOUTBOX };
//}}AFX_DATA
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CAboutDlg)
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
//}}AFX_VIRTUAL
// Implementation
protected:
//{{AFX_MSG(CAboutDlg)
// No message handlers
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
CAboutDlg::CAboutDlg() : CDialog(CAboutDlg::IDD)
{
//{{AFX_DATA_INIT(CAboutDlg)
//}}AFX_DATA_INIT
}
void CAboutDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CAboutDlg)
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CAboutDlg, CDialog)
//{{AFX_MSG_MAP(CAboutDlg)
// No message handlers
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
// App command to run the dialog
void CImageGrinderApp::OnAppAbout()
{
CAboutDlg aboutDlg;
aboutDlg.DoModal();
}
/////////////////////////////////////////////////////////////////////////////
// CImageGrinderApp message handlers
int CImageGrinderApp::ExitInstance()
{
Unregister_Pointer(Compost::TexturePool::Instance);
delete Compost::TexturePool::Instance;
// TODO: Add your specialized code here and/or call the base class
/*
CString sloc=GetProfileString("Settings","TexturePath","c:");
sloc+="\\";
*/
CString sloc(OrgDir);
sloc+="ImageGrinder.ICH";
// CImageCache::Instance->SaveCache(sloc);
Stuff::TerminateClasses();
ExitGameOS();
return CWinApp::ExitInstance();
}
void InitializeGameEngine()
{
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void DoGameLogic()
{
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void UpdateDisplay()
{
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void TerminateGameEngine()
{
//
//-------------------
// Turn off libraries
//-------------------
//
}
void
DumpScene(const char* name)
{
}
//
// Setup the GameOS structure
//
void __stdcall GetGameOSEnvironment( char* CommandLine )
{
CommandLine=CommandLine;
Environment.applicationName = "TCT";
Environment.screenWidth = 640;
Environment.screenHeight = 480;
Environment.fullScreen = FALSE;
Environment.bitDepth = 16;
Environment.debugLog = ""; //"DebugLog.txt";
Environment.spew = ""; //"GameOS*";
Environment.UpdateRenderers = NULL;
Environment.DoGameLogic = NULL;
Environment.InitializeGameEngine = NULL;
Environment.TerminateGameEngine = NULL;
Environment.Renderer = 0;
Environment.FullScreenDevice = 0;
Environment.AntiAlias = 0; // true/false - Enable full screen antialiasing
//
// Texture infomation
//
Environment.Texture_S_256 = 13;
Environment.Texture_S_128 = 12;
Environment.Texture_S_64 = 1;
Environment.Texture_S_32 = 1;
Environment.Texture_S_16 = 1;
Environment.Texture_K_256 = 1;
Environment.Texture_K_128 = 1;
Environment.Texture_K_64 = 1;
Environment.Texture_K_32 = 1;
Environment.Texture_K_16 = 1;
Environment.Texture_A_256 = 1;
Environment.Texture_A_128 = 1;
Environment.Texture_A_64 = 1;
Environment.Texture_A_32 = 1;
Environment.Texture_A_16 = 1;
}
BOOL CImageGrinderApp::OnIdle(LONG lCount)
{
/*
BOOL ret,ret2;
CMainFrame* pMainFrame = (CMainFrame*)m_pMainWnd;
ret=false;
if(pMainFrame)
ret=pMainFrame->OnIdle();
ret2=CWinApp::OnIdle(lCount);
return ret || ret2;
*/
return CWinApp::OnIdle(lCount);
}
unsigned int __stdcall TNTThread(void *dat)
{
CMainFrame* pMainFrame = (CMainFrame*)dat;
HANDLE EventHandles[2];
EventHandles[0]=KillTNTEvent;
//EventHandles[1]=TNTEvent;
while( WaitForMultipleObjects( 1, EventHandles, FALSE, 10) == WAIT_TIMEOUT )
// WAIT_OBJECT_0+1 // Kill event will always be checked first
{
//EnterCriticalSection( &TNTCriticalSection );
if (!pMainFrame->OnIdle())
break;
//LeaveCriticalSection( &TNTCriticalSection );
}
_endthreadex(0);
return 0;
}
void DestroyTNTThread()
{
if( HandleTNTThread )
{
SetEvent( KillTNTEvent );
WaitForSingleObject( HandleTNTThread, INFINITE );
CloseHandle( HandleTNTThread );
DeleteCriticalSection( &TNTCriticalSection );
CloseHandle( KillTNTEvent );
HandleTNTThread=0;
}
}