Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
357 lines
8.8 KiB
C++
357 lines
8.8 KiB
C++
// ImageGrinder.cpp : Defines the class behaviors for the application.
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//
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#include "stdafx.h"
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#include "ImageGrinder.h"
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#include "MainFrm.h"
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#include "ChildFrm.h"
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#include "ImageGrinderDoc.h"
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#include "ImageGrinderView.h"
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#include "ImageCache.h"
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#include "TextureLibFrame.h"
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#include <Compost\TexturePool.hpp>
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#include <DLLPlatform\DLLPlatform.hpp>
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#include <Process.h>
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unsigned int TNTThreadID=0;
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HANDLE HandleTNTThread;
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CRITICAL_SECTION TNTCriticalSection;
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HANDLE KillTNTEvent;
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unsigned int __stdcall TNTThread(void *dat);
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/////////////////////////////////////////////////////////////////////////////
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// CImageGrinderApp
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BEGIN_MESSAGE_MAP(CImageGrinderApp, CWinApp)
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//{{AFX_MSG_MAP(CImageGrinderApp)
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ON_COMMAND(ID_APP_ABOUT, OnAppAbout)
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//}}AFX_MSG_MAP
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// Standard file based document commands
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ON_COMMAND(ID_FILE_NEW, CWinApp::OnFileNew)
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ON_COMMAND(ID_FILE_OPEN, CWinApp::OnFileOpen)
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CImageGrinderApp construction
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CImageGrinderApp::CImageGrinderApp()
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{
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// TODO: add construction code here,
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// Place all significant initialization in InitInstance
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}
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/////////////////////////////////////////////////////////////////////////////
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// The one and only CImageGrinderApp object
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CImageGrinderApp theApp;
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/////////////////////////////////////////////////////////////////////////////
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// CImageGrinderApp initialization
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BOOL CImageGrinderApp::InitInstance()
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{
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AfxEnableControlContainer();
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// Standard initialization
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// If you are not using these features and wish to reduce the size
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// of your final executable, you should remove from the following
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// the specific initialization routines you do not need.
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#ifdef _AFXDLL
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Enable3dControls(); // Call this when using MFC in a shared DLL
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#else
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Enable3dControlsStatic(); // Call this when linking to MFC statically
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#endif
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// Change the registry key under which our settings are stored.
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// TODO: You should modify this string to be something appropriate
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// such as the name of your company or organization.
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SetRegistryKey(_T("Microsoft\\ArtTools"));
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LoadStdProfileSettings(); // Load standard INI file options (including MRU)
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// Register the application's document templates. Document templates
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// serve as the connection between documents, frame windows and views.
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CMultiDocTemplate* pDocTemplate;
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pDocTemplate = new CMultiDocTemplate(
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IDR_IMAGEGTYPE,
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RUNTIME_CLASS(CImageGrinderDoc),
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RUNTIME_CLASS(CChildFrame), // custom MDI child frame
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RUNTIME_CLASS(CImageGrinderView));
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AddDocTemplate(pDocTemplate);
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InitGameOS(NULL, NULL, "StartGOS");
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Stuff::InitializeClasses();
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Stuff::ArmorLevel=1;
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CImageCache::InitInstance();
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#if defined(USE_TIME_ANALYSIS) && defined(TRACE_ENABLED)
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long TraceLogSize = 1000000;
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Stuff::TraceManager::Instance->CreateTraceLog(TraceLogSize, true);
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#endif
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Compost::TexturePool::Instance = new Compost::TexturePool;
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Register_Pointer(Compost::TexturePool::Instance);
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char tdir[MAX_PATH];
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// create main MDI Frame window
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CMainFrame* pMainFrame = new CMainFrame;
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if (!pMainFrame->LoadFrame(IDR_MAINFRAME))
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return FALSE;
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m_pMainWnd = pMainFrame;
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// The main window has been initialized, so show and update it.
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pMainFrame->ShowWindow(m_nCmdShow);
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pMainFrame->UpdateWindow();
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pMainFrame->Init();
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GetCurrentDirectory(MAX_PATH,tdir);
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OrgDir=tdir;
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OrgDir+="\\";
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CString sloc(OrgDir);
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sloc+="ImageGrinder.ICH";
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// CImageCache::Instance->LoadCache(sloc);
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#if 1 // jcem
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InitializeCriticalSection( &TNTCriticalSection );
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KillTNTEvent=CreateEvent( NULL, false, false, NULL );
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HandleTNTThread=(HANDLE)_beginthreadex( 0, 1024, TNTThread, (void* )pMainFrame, 0, &TNTThreadID );
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#else // original
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_beginthread(TNTThread,1024,(void* )pMainFrame);
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#endif
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// Parse command line for standard shell commands, DDE, file open
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CCommandLineInfo cmdInfo;
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ParseCommandLine(cmdInfo);
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// Dispatch commands specified on the command line
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if(cmdInfo.m_nShellCommand!=CCommandLineInfo::FileNew)
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if (!ProcessShellCommand(cmdInfo))
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return FALSE;
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// CG: The following block was inserted by the 'Document Registration' component.
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{
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// Enable DDE Execute open
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EnableShellOpen();
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RegisterShellFileTypes(TRUE);
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m_pMainWnd->DragAcceptFiles();
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}
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return TRUE;
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}
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/////////////////////////////////////////////////////////////////////////////
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// CAboutDlg dialog used for App About
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class CAboutDlg : public CDialog
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{
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public:
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CAboutDlg();
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// Dialog Data
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//{{AFX_DATA(CAboutDlg)
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enum { IDD = IDD_ABOUTBOX };
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//}}AFX_DATA
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// ClassWizard generated virtual function overrides
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//{{AFX_VIRTUAL(CAboutDlg)
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protected:
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virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
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//}}AFX_VIRTUAL
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// Implementation
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protected:
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//{{AFX_MSG(CAboutDlg)
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// No message handlers
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//}}AFX_MSG
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DECLARE_MESSAGE_MAP()
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};
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CAboutDlg::CAboutDlg() : CDialog(CAboutDlg::IDD)
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{
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//{{AFX_DATA_INIT(CAboutDlg)
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//}}AFX_DATA_INIT
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}
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void CAboutDlg::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CAboutDlg)
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CAboutDlg, CDialog)
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//{{AFX_MSG_MAP(CAboutDlg)
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// No message handlers
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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// App command to run the dialog
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void CImageGrinderApp::OnAppAbout()
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{
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CAboutDlg aboutDlg;
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aboutDlg.DoModal();
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}
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/////////////////////////////////////////////////////////////////////////////
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// CImageGrinderApp message handlers
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int CImageGrinderApp::ExitInstance()
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{
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Unregister_Pointer(Compost::TexturePool::Instance);
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delete Compost::TexturePool::Instance;
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// TODO: Add your specialized code here and/or call the base class
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/*
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CString sloc=GetProfileString("Settings","TexturePath","c:");
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sloc+="\\";
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*/
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CString sloc(OrgDir);
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sloc+="ImageGrinder.ICH";
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// CImageCache::Instance->SaveCache(sloc);
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Stuff::TerminateClasses();
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ExitGameOS();
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return CWinApp::ExitInstance();
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}
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void InitializeGameEngine()
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{
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void DoGameLogic()
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{
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void UpdateDisplay()
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{
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void TerminateGameEngine()
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{
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//
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//-------------------
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// Turn off libraries
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//-------------------
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//
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}
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void
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DumpScene(const char* name)
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{
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}
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//
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// Setup the GameOS structure
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//
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void __stdcall GetGameOSEnvironment( char* CommandLine )
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{
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CommandLine=CommandLine;
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Environment.applicationName = "TCT";
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Environment.screenWidth = 640;
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Environment.screenHeight = 480;
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Environment.fullScreen = FALSE;
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Environment.bitDepth = 16;
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Environment.debugLog = ""; //"DebugLog.txt";
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Environment.spew = ""; //"GameOS*";
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Environment.UpdateRenderers = NULL;
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Environment.DoGameLogic = NULL;
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Environment.InitializeGameEngine = NULL;
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Environment.TerminateGameEngine = NULL;
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Environment.Renderer = 0;
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Environment.FullScreenDevice = 0;
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Environment.AntiAlias = 0; // true/false - Enable full screen antialiasing
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//
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// Texture infomation
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//
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Environment.Texture_S_256 = 13;
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Environment.Texture_S_128 = 12;
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Environment.Texture_S_64 = 1;
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Environment.Texture_S_32 = 1;
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Environment.Texture_S_16 = 1;
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Environment.Texture_K_256 = 1;
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Environment.Texture_K_128 = 1;
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Environment.Texture_K_64 = 1;
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Environment.Texture_K_32 = 1;
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Environment.Texture_K_16 = 1;
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Environment.Texture_A_256 = 1;
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Environment.Texture_A_128 = 1;
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Environment.Texture_A_64 = 1;
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Environment.Texture_A_32 = 1;
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Environment.Texture_A_16 = 1;
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}
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BOOL CImageGrinderApp::OnIdle(LONG lCount)
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{
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/*
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BOOL ret,ret2;
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CMainFrame* pMainFrame = (CMainFrame*)m_pMainWnd;
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ret=false;
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if(pMainFrame)
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ret=pMainFrame->OnIdle();
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ret2=CWinApp::OnIdle(lCount);
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return ret || ret2;
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*/
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return CWinApp::OnIdle(lCount);
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}
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unsigned int __stdcall TNTThread(void *dat)
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{
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CMainFrame* pMainFrame = (CMainFrame*)dat;
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HANDLE EventHandles[2];
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EventHandles[0]=KillTNTEvent;
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//EventHandles[1]=TNTEvent;
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while( WaitForMultipleObjects( 1, EventHandles, FALSE, 10) == WAIT_TIMEOUT )
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// WAIT_OBJECT_0+1 // Kill event will always be checked first
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{
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//EnterCriticalSection( &TNTCriticalSection );
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if (!pMainFrame->OnIdle())
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break;
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//LeaveCriticalSection( &TNTCriticalSection );
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}
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_endthreadex(0);
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return 0;
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}
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void DestroyTNTThread()
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{
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if( HandleTNTThread )
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{
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SetEvent( KillTNTEvent );
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WaitForSingleObject( HandleTNTThread, INFINITE );
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CloseHandle( HandleTNTThread );
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DeleteCriticalSection( &TNTCriticalSection );
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CloseHandle( KillTNTEvent );
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HandleTNTThread=0;
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}
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}
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