//========= Copyright Valve Corporation, All rights reserved. ============// // // The copyright to the contents herein is the property of Valve, L.L.C. // The contents may be used and/or copied only with the written permission of // Valve, L.L.C., or in accordance with the terms and conditions stipulated in // the agreement/contract under which the contents have been supplied. // // $Header: $ // $NoKeywords: $ // // Sound unit test application // //============================================================================= #include #include "tier0/dbg.h" #include "tier0/icommandline.h" #include "filesystem.h" #include "datacache/idatacache.h" #include "appframework/appframework.h" #include "soundsystem/isoundsystem.h" #include "vstdlib/cvar.h" #include "filesystem_init.h" //----------------------------------------------------------------------------- // Main system interfaces //----------------------------------------------------------------------------- IFileSystem *g_pFileSystem; ISoundSystem *g_pSoundSystem; //----------------------------------------------------------------------------- // Standard spew functions //----------------------------------------------------------------------------- static SpewRetval_t SoundTestOutputFunc( SpewType_t spewType, char const *pMsg ) { printf( pMsg ); fflush( stdout ); if (spewType == SPEW_ERROR) return SPEW_ABORT; return (spewType == SPEW_ASSERT) ? SPEW_DEBUGGER : SPEW_CONTINUE; } //----------------------------------------------------------------------------- // The application object //----------------------------------------------------------------------------- class CSoundTestApp : public CDefaultAppSystemGroup { public: // Methods of IApplication virtual bool Create(); virtual bool PreInit(); virtual int Main(); virtual void PostShutdown(); virtual void Destroy(); private: bool CreateAppWindow( char const *pTitle, bool bWindowed, int w, int h ); bool SetupSearchPaths(); void AppPumpMessages(); // Windproc static LONG WINAPI WinAppWindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); LONG WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); HWND m_hWnd; bool m_bExitMainLoop; }; static CSoundTestApp s_SoundTestApp; DEFINE_WINDOWED_STEAM_APPLICATION_OBJECT_GLOBALVAR( CSoundTestApp, s_SoundTestApp ); //----------------------------------------------------------------------------- // The application object //----------------------------------------------------------------------------- bool CSoundTestApp::Create() { SpewOutputFunc( SoundTestOutputFunc ); // Add in the cvar factory AppModule_t cvarModule = LoadModule( VStdLib_GetICVarFactory() ); AddSystem( cvarModule, CVAR_INTERFACE_VERSION ); AppSystemInfo_t appSystems[] = { { "datacache.dll", DATACACHE_INTERFACE_VERSION }, { "soundsystem.dll", SOUNDSYSTEM_INTERFACE_VERSION }, { "", "" } // Required to terminate the list }; if ( !AddSystems( appSystems ) ) return false; g_pFileSystem = (IFileSystem*)FindSystem( FILESYSTEM_INTERFACE_VERSION ); g_pSoundSystem = (ISoundSystem*)FindSystem( SOUNDSYSTEM_INTERFACE_VERSION ); return ( g_pFileSystem && g_pSoundSystem ); } void CSoundTestApp::Destroy() { g_pFileSystem = NULL; g_pSoundSystem = NULL; } //----------------------------------------------------------------------------- // Window management //----------------------------------------------------------------------------- bool CSoundTestApp::CreateAppWindow( char const *pTitle, bool bWindowed, int w, int h ) { WNDCLASSEX wc; memset( &wc, 0, sizeof( wc ) ); wc.cbSize = sizeof( wc ); wc.style = CS_OWNDC | CS_DBLCLKS; wc.lpfnWndProc = WinAppWindowProc; wc.hInstance = (HINSTANCE)GetAppInstance(); wc.lpszClassName = "Valve001"; wc.hIcon = NULL; //LoadIcon( s_HInstance, MAKEINTRESOURCE( IDI_LAUNCHER ) ); wc.hIconSm = wc.hIcon; RegisterClassEx( &wc ); // Note, it's hidden DWORD style = WS_POPUP | WS_CLIPSIBLINGS; if ( bWindowed ) { // Give it a frame style |= WS_OVERLAPPEDWINDOW; style &= ~WS_THICKFRAME; } // Never a max box style &= ~WS_MAXIMIZEBOX; RECT windowRect; windowRect.top = 0; windowRect.left = 0; windowRect.right = w; windowRect.bottom = h; // Compute rect needed for that size client area based on window style AdjustWindowRectEx(&windowRect, style, FALSE, 0); // Create the window m_hWnd = CreateWindow( wc.lpszClassName, pTitle, style, 0, 0, windowRect.right - windowRect.left, windowRect.bottom - windowRect.top, NULL, NULL, (HINSTANCE)GetAppInstance(), NULL ); if ( m_hWnd == INVALID_HANDLE_VALUE ) return false; int CenterX, CenterY; CenterX = (GetSystemMetrics(SM_CXSCREEN) - w) / 2; CenterY = (GetSystemMetrics(SM_CYSCREEN) - h) / 2; CenterX = (CenterX < 0) ? 0: CenterX; CenterY = (CenterY < 0) ? 0: CenterY; // In VCR modes, keep it in the upper left so mouse coordinates are always relative to the window. SetWindowPos (m_hWnd, NULL, CenterX, CenterY, 0, 0, SWP_NOSIZE | SWP_NOZORDER | SWP_SHOWWINDOW | SWP_DRAWFRAME); return true; } //----------------------------------------------------------------------------- // Message handler //----------------------------------------------------------------------------- LONG CSoundTestApp::WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { if ( uMsg == WM_CLOSE ) { m_bExitMainLoop = true; } return DefWindowProc( hWnd, uMsg, wParam, lParam ); } LONG WINAPI CSoundTestApp::WinAppWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam ) { return s_SoundTestApp.WindowProc( hWnd, uMsg, wParam, lParam ); } //----------------------------------------------------------------------------- // Sets up the game path //----------------------------------------------------------------------------- bool CSoundTestApp::SetupSearchPaths() { CFSSteamSetupInfo steamInfo; steamInfo.m_pDirectoryName = NULL; steamInfo.m_bOnlyUseDirectoryName = false; steamInfo.m_bToolsMode = true; steamInfo.m_bSetSteamDLLPath = true; steamInfo.m_bSteam = g_pFileSystem->IsSteam(); if ( FileSystem_SetupSteamEnvironment( steamInfo ) != FS_OK ) return false; CFSMountContentInfo fsInfo; fsInfo.m_pFileSystem = g_pFileSystem; fsInfo.m_bToolsMode = true; fsInfo.m_pDirectoryName = steamInfo.m_GameInfoPath; if ( FileSystem_MountContent( fsInfo ) != FS_OK ) return false; // Finally, load the search paths for the "GAME" path. CFSSearchPathsInit searchPathsInit; searchPathsInit.m_pDirectoryName = steamInfo.m_GameInfoPath; searchPathsInit.m_pFileSystem = g_pFileSystem; if ( FileSystem_LoadSearchPaths( searchPathsInit ) != FS_OK ) return false; g_pFileSystem->AddSearchPath( steamInfo.m_GameInfoPath, "SKIN", PATH_ADD_TO_HEAD ); FileSystem_AddSearchPath_Platform( g_pFileSystem, steamInfo.m_GameInfoPath ); // and now add episodic to the GAME searchpath char shorts[MAX_PATH]; Q_strncpy( shorts, steamInfo.m_GameInfoPath, MAX_PATH ); Q_StripTrailingSlash( shorts ); Q_strncat( shorts, "/../episodic", MAX_PATH, MAX_PATH ); g_pFileSystem->AddSearchPath( shorts, "GAME", PATH_ADD_TO_HEAD ); return true; } //----------------------------------------------------------------------------- // PreInit, PostShutdown //----------------------------------------------------------------------------- bool CSoundTestApp::PreInit( ) { // Add paths... if ( !SetupSearchPaths() ) return false; const char *pArg; int iWidth = 1024; int iHeight = 768; bool bWindowed = (CommandLine()->CheckParm( "-fullscreen" ) == NULL); if (CommandLine()->CheckParm( "-width", &pArg )) { iWidth = atoi( pArg ); } if (CommandLine()->CheckParm( "-height", &pArg )) { iHeight = atoi( pArg ); } if ( !CreateAppWindow( "SoundTest", bWindowed, iWidth, iHeight ) ) return false; return true; } void CSoundTestApp::PostShutdown() { } //----------------------------------------------------------------------------- // Pump messages //----------------------------------------------------------------------------- void CSoundTestApp::AppPumpMessages() { MSG msg; while ( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) ) { TranslateMessage( &msg ); DispatchMessage( &msg ); } } //----------------------------------------------------------------------------- // The application object //----------------------------------------------------------------------------- int CSoundTestApp::Main() { CAudioSource *pSource = g_pSoundSystem->LoadSound( "sound/ambient/alarms/alarm1.wav" ); CAudioMixer *pMixer; g_pSoundSystem->PlaySound( pSource, 1.0f, &pMixer ); m_bExitMainLoop = false; while ( !m_bExitMainLoop ) { AppPumpMessages(); g_pSoundSystem->Update( Plat_FloatTime() ); } return 1; }