Adds a multiplayer tab to allow hosting and joining games from within the GZDoom launcher rather than needed to use the command line. This has its own set of defaults independent from the main play page which necessitated rewriting how this information is passed and stored in the backend. A startup info struct is now passed back which has its defaults set from the cvars and then propagates any changes to it back to the defaults after selection is complete, making it much simpler to interface with the engine defaults.
184 lines
5.6 KiB
C++
184 lines
5.6 KiB
C++
#include "i_interface.h"
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#include "st_start.h"
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#include "gamestate.h"
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#include "startupinfo.h"
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#include "c_cvars.h"
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#include "gstrings.h"
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#include "version.h"
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#include "m_argv.h"
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static_assert(sizeof(void*) == 8,
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"Only LP64/LLP64 builds are officially supported. "
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"Please do not attempt to build for other platforms; "
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"even if the program succeeds in a MAP01 smoke test, "
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"there are e.g. known visual artifacts "
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"<https://forum.zdoom.org/viewtopic.php?f=7&t=75673> "
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"that lead to a bad user experience.");
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// Some global engine variables taken out of the backend code.
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FStartupScreen* StartWindow;
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SystemCallbacks sysCallbacks;
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FString endoomName;
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bool batchrun;
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float menuBlurAmount;
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bool AppActive = true;
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int chatmodeon;
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gamestate_t gamestate = GS_STARTUP;
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bool ToggleFullscreen;
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int paused;
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bool pauseext;
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FStartupInfo GameStartupInfo;
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CVAR(Bool, vid_fps, false, 0)
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CVAR(Bool, queryiwad, QUERYIWADDEFAULT, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, saveargs, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, savenetfile, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, savenetargs, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(String, defaultiwad, "", CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(String, defaultargs, "", CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(String, defaultnetiwad, "", CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(String, defaultnetargs, "", CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Int, defaultnetplayers, 8, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Int, defaultnethostport, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Int, defaultnetticdup, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Int, defaultnetmode, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Int, defaultnetgamemode, -1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, defaultnetaltdm, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(String, defaultnetaddress, "", CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Int, defaultnetjoinport, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Int, defaultnetpage, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Int, defaultnethostteam, 255, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Int, defaultnetjointeam, 255, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, defaultnetextratic, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(String, defaultnetsavefile, "", CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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EXTERN_CVAR(Bool, ui_generic)
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EXTERN_CVAR(Int, vid_preferbackend)
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EXTERN_CVAR(Bool, vid_fullscreen)
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CUSTOM_CVAR(String, language, "auto", CVAR_ARCHIVE | CVAR_NOINITCALL | CVAR_GLOBALCONFIG)
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{
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GStrings.UpdateLanguage(self);
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UpdateGenericUI(ui_generic);
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if (sysCallbacks.LanguageChanged) sysCallbacks.LanguageChanged(self);
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}
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// Some of this info has to be passed and managed from the front end since it's game-engine specific.
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FStartupSelectionInfo::FStartupSelectionInfo(const TArray<WadStuff>& wads, FArgs& args, int startFlags) : Wads(&wads), Args(&args), DefaultStartFlags(startFlags)
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{
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DefaultQueryIWAD = queryiwad;
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DefaultLanguage = language;
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DefaultBackend = vid_preferbackend;
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DefaultFullscreen = vid_fullscreen;
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if (defaultiwad[0] != '\0')
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{
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for (int i = 0; i < wads.Size(); ++i)
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{
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if (!wads[i].Name.CompareNoCase(defaultiwad))
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{
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DefaultIWAD = i;
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break;
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}
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}
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}
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DefaultArgs = defaultargs;
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bSaveArgs = saveargs;
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if (defaultnetiwad[0] != '\0')
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{
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for (int i = 0; i < wads.Size(); ++i)
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{
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if (!wads[i].Name.CompareNoCase(defaultnetiwad))
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{
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DefaultNetIWAD = i;
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break;
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}
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}
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}
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DefaultNetArgs = defaultnetargs;
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DefaultNetPage = defaultnetpage;
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DefaultNetSaveFile = defaultnetsavefile;
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bSaveNetFile = savenetfile;
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bSaveNetArgs = savenetargs;
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DefaultNetPlayers = defaultnetplayers;
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DefaultNetHostPort = defaultnethostport;
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DefaultNetTicDup = defaultnetticdup;
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DefaultNetMode = defaultnetmode;
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DefaultNetGameMode = defaultnetgamemode;
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DefaultNetAltDM = defaultnetaltdm;
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DefaultNetHostTeam = defaultnethostteam;
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DefaultNetExtraTic = defaultnetextratic;
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DefaultNetAddress = defaultnetaddress;
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DefaultNetJoinPort = defaultnetjoinport;
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DefaultNetJoinTeam = defaultnetjointeam;
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}
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// Return whatever IWAD the user selected.
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int FStartupSelectionInfo::SaveInfo()
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{
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DefaultLanguage.StripLeftRight();
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DefaultArgs.StripLeftRight();
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DefaultNetArgs.StripLeftRight();
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AdditionalNetArgs.StripLeftRight();
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DefaultNetAddress.StripLeftRight();
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DefaultNetSaveFile.StripLeftRight();
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queryiwad = DefaultQueryIWAD;
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language = DefaultLanguage.GetChars();
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vid_fullscreen = DefaultFullscreen;
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if (DefaultBackend != vid_preferbackend)
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vid_preferbackend = DefaultBackend;
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if (bNetStart)
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{
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savenetfile = bSaveNetFile;
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savenetargs = bSaveNetArgs;
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defaultnetiwad = (*Wads)[DefaultNetIWAD].Name.GetChars();
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defaultnetpage = DefaultNetPage;
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defaultnetsavefile = savenetfile ? DefaultNetSaveFile.GetChars() : "";
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defaultnetargs = savenetargs ? DefaultNetArgs.GetChars() : "";
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if (bHosting)
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{
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defaultnetplayers = DefaultNetPlayers;
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defaultnethostport = DefaultNetHostPort;
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defaultnetticdup = DefaultNetTicDup;
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defaultnetmode = DefaultNetMode;
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defaultnetgamemode = DefaultNetGameMode;
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defaultnetaltdm = DefaultNetAltDM;
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defaultnethostteam = DefaultNetHostTeam;
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defaultnetextratic = DefaultNetExtraTic;
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}
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else
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{
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defaultnetaddress = DefaultNetAddress.GetChars();
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defaultnetjoinport = DefaultNetJoinPort;
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defaultnetjointeam = DefaultNetJoinTeam;
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}
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if (!DefaultNetArgs.IsEmpty())
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Args->AppendArgsString(DefaultNetArgs);
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if (!AdditionalNetArgs.IsEmpty())
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Args->AppendArgsString(AdditionalNetArgs);
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return DefaultNetIWAD;
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}
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defaultiwad = (*Wads)[DefaultIWAD].Name.GetChars();
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saveargs = bSaveArgs;
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defaultargs = saveargs ? DefaultArgs.GetChars() : "";
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if (!DefaultArgs.IsEmpty())
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Args->AppendArgsString(DefaultArgs);
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return DefaultIWAD;
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}
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