Initial commit: ROW Client source code
Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
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//----------------------------------------------------------------------------
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// File: StreamData.cpp
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//
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// Desc: The StreamData sample shows how to streaming wave data into
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// a DirectSound buffer.
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//
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// Copyright (c) 1999-2001 Microsoft Corp. All rights reserved.
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//-----------------------------------------------------------------------------
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#define STRICT
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#include <windows.h>
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#include <basetsd.h>
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#include <commdlg.h>
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#include <mmreg.h>
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#include <dxerr8.h>
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#include <dsound.h>
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#include "resource.h"
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#include "DSUtil.h"
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//-----------------------------------------------------------------------------
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// Function-prototypes
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//-----------------------------------------------------------------------------
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INT_PTR CALLBACK MainDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam );
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DWORD WINAPI NotificationProc( LPVOID lpParameter );
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VOID OnInitDialog( HWND hDlg );
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HRESULT InitDirectSound( HWND hDlg );
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HRESULT FreeDirectSound();
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VOID OnOpenSoundFile( HWND hDlg );
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VOID LoadWaveAndCreateBuffer( HWND hDlg, TCHAR* strFileName );
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HRESULT InitDSoundNotification();
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HRESULT PlayBuffer( BOOL bLooped );
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HRESULT HandleNotification( BOOL bLooped );
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VOID OnTimer( HWND hDlg );
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VOID EnablePlayUI( HWND hDlg, BOOL bEnable );
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//-----------------------------------------------------------------------------
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// Defines, constants, and global variables
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//-----------------------------------------------------------------------------
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#define NUM_PLAY_NOTIFICATIONS 16
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#define SAFE_DELETE(p) { if(p) { delete (p); (p)=NULL; } }
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#define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }
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CSoundManager* g_pSoundManager = NULL;
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CStreamingSound* g_pStreamingSound = NULL;
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HANDLE g_hNotificationEvent = NULL;
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DWORD g_dwNotifyThreadID = 0;
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HANDLE g_hNotifyThread = NULL;
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HINSTANCE g_hInst = NULL;
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//-----------------------------------------------------------------------------
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// Name: WinMain()
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// Desc: Entry point for the application. Since we use a simple dialog for
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// user interaction we don't need to pump messages.
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//-----------------------------------------------------------------------------
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INT APIENTRY WinMain( HINSTANCE hInst, HINSTANCE hPrevInst, LPSTR pCmdLine,
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INT nCmdShow )
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{
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g_hInst = hInst;
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g_hNotificationEvent = CreateEvent( NULL, FALSE, FALSE, NULL );
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// Display the main dialog box.
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DialogBox( hInst, MAKEINTRESOURCE(IDD_MAIN), NULL, MainDlgProc );
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CloseHandle( g_hNotificationEvent );
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return TRUE;
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}
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//-----------------------------------------------------------------------------
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// Name: NotificationProc()
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// Desc: Handles dsound notifcation events
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//-----------------------------------------------------------------------------
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DWORD WINAPI NotificationProc( LPVOID lpParameter )
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{
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HRESULT hr;
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HWND hDlg = (HWND) lpParameter;
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MSG msg;
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DWORD dwResult;
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BOOL bDone = FALSE;
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BOOL bLooped;
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while( !bDone )
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{
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dwResult = MsgWaitForMultipleObjects( 1, &g_hNotificationEvent,
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FALSE, INFINITE, QS_ALLEVENTS );
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switch( dwResult )
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{
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case WAIT_OBJECT_0 + 0:
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// g_hNotificationEvent is signaled
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// This means that DirectSound just finished playing
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// a piece of the buffer, so we need to fill the circular
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// buffer with new sound from the wav file
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bLooped = ( IsDlgButtonChecked( hDlg, IDC_LOOP_CHECK ) == BST_CHECKED );
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if( FAILED( hr = g_pStreamingSound->HandleWaveStreamNotification( bLooped ) ) )
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{
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DXTRACE_ERR( TEXT("HandleWaveStreamNotification"), hr );
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MessageBox( hDlg, "Error handling DirectSound notifications."
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"Sample will now exit.", "DirectSound Sample",
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MB_OK | MB_ICONERROR );
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bDone = TRUE;
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}
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break;
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case WAIT_OBJECT_0 + 1:
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// Messages are available
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while( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
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{
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if( msg.message == WM_QUIT )
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bDone = TRUE;
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}
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break;
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}
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}
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return 0;
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}
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//-----------------------------------------------------------------------------
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// Name: MainDlgProc()
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// Desc: Handles dialog messages
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//-----------------------------------------------------------------------------
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INT_PTR CALLBACK MainDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam )
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{
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HRESULT hr;
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switch (msg)
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{
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case WM_INITDIALOG:
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OnInitDialog( hDlg );
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break;
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case WM_COMMAND:
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switch ( LOWORD(wParam) )
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{
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case IDC_SOUNDFILE:
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OnOpenSoundFile( hDlg );
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break;
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case IDCANCEL:
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PostQuitMessage( 0 );
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EndDialog( hDlg, IDCANCEL );
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break;
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case IDC_PLAY:
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{
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BOOL bLooped = ( IsDlgButtonChecked( hDlg, IDC_LOOP_CHECK ) == BST_CHECKED );
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if( FAILED( hr = PlayBuffer( bLooped ) ) )
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{
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DXTRACE_ERR( TEXT("PlayBuffer"), hr );
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MessageBox( hDlg, "Error playing DirectSound buffer."
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"Sample will now exit.", "DirectSound Sample",
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MB_OK | MB_ICONERROR );
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EndDialog( hDlg, IDABORT );
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}
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// Update the UI controls to show the sound as playing
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EnablePlayUI( hDlg, FALSE );
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}
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break;
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case IDC_STOP:
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if( g_pStreamingSound )
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{
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g_pStreamingSound->Stop();
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g_pStreamingSound->Reset();
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}
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EnablePlayUI( hDlg, TRUE );
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break;
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default:
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return FALSE; // Didn't handle message
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}
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break;
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case WM_TIMER:
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OnTimer( hDlg );
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break;
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case WM_DESTROY:
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// Cleanup everything
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KillTimer( hDlg, 1 );
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SAFE_DELETE( g_pStreamingSound );
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SAFE_DELETE( g_pSoundManager );
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// Close down notification thread
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PostThreadMessage( g_dwNotifyThreadID, WM_QUIT, 0, 0 );
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WaitForSingleObject( g_hNotifyThread, INFINITE );
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CloseHandle( g_hNotifyThread );
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break;
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default:
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return FALSE; // Didn't handle message
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}
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return TRUE; // Handled message
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}
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//-----------------------------------------------------------------------------
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// Name: OnInitDialog()
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// Desc: Initializes the dialogs (sets up UI controls, etc.)
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//-----------------------------------------------------------------------------
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VOID OnInitDialog( HWND hDlg )
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{
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HRESULT hr;
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// Load the icon
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HICON hIcon = LoadIcon( g_hInst, MAKEINTRESOURCE( IDR_MAINFRAME ) );
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// Set the icon for this dialog.
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SendMessage( hDlg, WM_SETICON, ICON_BIG, (LPARAM) hIcon ); // Set big icon
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SendMessage( hDlg, WM_SETICON, ICON_SMALL, (LPARAM) hIcon ); // Set small icon
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// Create a static IDirectSound in the CSound class.
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// Set coop level to DSSCL_PRIORITY, and set primary buffer
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// format to stereo, 22kHz and 16-bit output.
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g_pSoundManager = new CSoundManager();
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if( FAILED( hr = g_pSoundManager->Initialize( hDlg, DSSCL_PRIORITY, 2, 22050, 16 ) ) )
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{
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DXTRACE_ERR( TEXT("Initialize"), hr );
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MessageBox( hDlg, "Error initializing DirectSound. Sample will now exit.",
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"DirectSound Sample", MB_OK | MB_ICONERROR );
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EndDialog( hDlg, IDABORT );
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return;
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}
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// Create a thread to handle DSound notifications
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g_hNotifyThread = CreateThread( NULL, 0, NotificationProc,
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hDlg, 0, &g_dwNotifyThreadID );
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// Create a timer, so we can check for when the soundbuffer is stopped
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SetTimer( hDlg, 0, 250, NULL );
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// Set the UI controls
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SetDlgItemText( hDlg, IDC_FILENAME, TEXT("No file loaded.") );
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}
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//-----------------------------------------------------------------------------
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// Name: OnOpenSoundFile()
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// Desc: Called when the user requests to open a sound file
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//-----------------------------------------------------------------------------
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VOID OnOpenSoundFile( HWND hDlg )
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{
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static TCHAR strFileName[MAX_PATH] = TEXT("");
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static TCHAR strPath[MAX_PATH] = TEXT("");
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// Setup the OPENFILENAME structure
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OPENFILENAME ofn = { sizeof(OPENFILENAME), hDlg, NULL,
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TEXT("Wave Files\0*.wav\0All Files\0*.*\0\0"), NULL,
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0, 1, strFileName, MAX_PATH, NULL, 0, strPath,
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TEXT("Open Sound File"),
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OFN_FILEMUSTEXIST|OFN_HIDEREADONLY, 0, 0,
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TEXT(".wav"), 0, NULL, NULL };
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// Get the default media path (something like C:\WINDOWS\MEDIA)
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if( '\0' == strPath[0] )
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{
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GetWindowsDirectory( strPath, MAX_PATH );
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if( strcmp( &strPath[strlen(strPath)], TEXT("\\") ))
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strcat( strPath, TEXT("\\") );
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strcat( strPath, TEXT("MEDIA") );
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}
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if( g_pStreamingSound )
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{
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g_pStreamingSound->Stop();
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g_pStreamingSound->Reset();
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}
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// Update the UI controls to show the sound as loading a file
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EnableWindow( GetDlgItem( hDlg, IDC_LOOP_CHECK ), FALSE );
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EnableWindow( GetDlgItem( hDlg, IDC_PLAY ), FALSE );
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EnableWindow( GetDlgItem( hDlg, IDC_STOP ), FALSE );
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SetDlgItemText( hDlg, IDC_FILENAME, TEXT("Loading file...") );
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// Display the OpenFileName dialog. Then, try to load the specified file
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if( TRUE != GetOpenFileName( &ofn ) )
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{
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SetDlgItemText( hDlg, IDC_FILENAME, TEXT("Load aborted.") );
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return;
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}
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SetDlgItemText( hDlg, IDC_FILENAME, TEXT("") );
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// Load the wave file and create a DirectSound buffer
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LoadWaveAndCreateBuffer( hDlg, strFileName );
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// Remember the path for next time
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strcpy( strPath, strFileName );
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char* strLastSlash = strrchr( strPath, '\\' );
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strLastSlash[0] = '\0';
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}
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//-----------------------------------------------------------------------------
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// Name: LoadWaveAndCreateBuffer()
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// Desc: Loads the wave file, and create a DirectSound buffer. Since we are
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// streaming data into the buffer, the buffer will be filled with data
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// when the sound is played, and as notification events are signaled
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//-----------------------------------------------------------------------------
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VOID LoadWaveAndCreateBuffer( HWND hDlg, TCHAR* strFileName )
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{
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HRESULT hr;
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CWaveFile waveFile;
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DWORD dwNotifySize;
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// Load the wave file
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if( FAILED( hr = waveFile.Open( strFileName, NULL, WAVEFILE_READ ) ) )
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{
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DXTRACE_ERR( TEXT("Open"), hr );
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waveFile.Close();
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SetDlgItemText( hDlg, IDC_FILENAME, TEXT("Bad wave file.") );
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return;
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}
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if( waveFile.GetSize() == 0 )
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{
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waveFile.Close();
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SetDlgItemText( hDlg, IDC_FILENAME, TEXT("Wave file blank.") );
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return;
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}
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// The wave file is valid, and waveFile.m_pwfx is the wave's format
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// so we are done with the reader.
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waveFile.Close();
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// This samples works by dividing a 3 second streaming buffer into
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// NUM_PLAY_NOTIFICATIONS (16) pieces. It creates a notification for each
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// piece and when a notification arrives then it fills the circular streaming
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// buffer with new wav data over the sound data which was just played
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// Determine the g_dwNotifySize. It should be an integer multiple of nBlockAlign
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DWORD nBlockAlign = (DWORD)waveFile.m_pwfx->nBlockAlign;
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INT nSamplesPerSec = waveFile.m_pwfx->nSamplesPerSec;
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dwNotifySize = nSamplesPerSec * 3 * nBlockAlign / NUM_PLAY_NOTIFICATIONS;
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dwNotifySize -= dwNotifySize % nBlockAlign;
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// Create a new sound
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SAFE_DELETE( g_pStreamingSound );
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// Set up the direct sound buffer. Request the NOTIFY flag, so
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// that we are notified as the sound buffer plays. Note, that using this flag
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// may limit the amount of hardware acceleration that can occur.
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if( FAILED( hr = g_pSoundManager->CreateStreaming( &g_pStreamingSound, strFileName,
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DSBCAPS_CTRLPOSITIONNOTIFY | DSBCAPS_GETCURRENTPOSITION2,
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GUID_NULL, NUM_PLAY_NOTIFICATIONS,
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dwNotifySize, g_hNotificationEvent ) ) )
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{
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if( hr != DSERR_BADFORMAT && hr != E_INVALIDARG )
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DXTRACE_ERR( TEXT("CreateStreaming"), hr );
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SetDlgItemText( hDlg, IDC_FILENAME, TEXT("Could not create sound buffer.") );
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return;
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}
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// Update the UI controls to show the sound as the file is loaded
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EnablePlayUI( hDlg, TRUE );
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SetDlgItemText( hDlg, IDC_FILENAME, strFileName );
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}
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//-----------------------------------------------------------------------------
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// Name: PlayBuffer()
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// Desc: Reset the buffer, fill it with sound, and starting it playing
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//-----------------------------------------------------------------------------
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HRESULT PlayBuffer( BOOL bLooped )
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{
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HRESULT hr;
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if( NULL == g_pStreamingSound )
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return E_FAIL; // Sanity check
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if( FAILED( hr = g_pStreamingSound->Reset() ) )
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return DXTRACE_ERR( TEXT("Reset"), hr );
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// Fill the entire buffer with wave data, and if the wav file is small then
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// repeat the wav file if the user wants to loop the file, otherwise fill in
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// silence
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LPDIRECTSOUNDBUFFER pDSB = g_pStreamingSound->GetBuffer( 0 );
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if( FAILED( hr = g_pStreamingSound->FillBufferWithSound( pDSB, bLooped ) ) )
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return DXTRACE_ERR( TEXT("FillBufferWithSound"), hr );
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// Always play with the LOOPING flag since the streaming buffer
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// wraps around before the entire WAV is played
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if( FAILED( hr = g_pStreamingSound->Play( 0, DSBPLAY_LOOPING ) ) )
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return DXTRACE_ERR( TEXT("Play"), hr );
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: OnTimer()
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// Desc: When we think the sound is playing this periodically checks to see if
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// the sound has stopped. If it has then updates the dialog.
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//-----------------------------------------------------------------------------
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VOID OnTimer( HWND hDlg )
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{
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if( IsWindowEnabled( GetDlgItem( hDlg, IDC_STOP ) ) )
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{
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// We think the sound is playing, so see if it has stopped yet.
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if( !g_pStreamingSound->IsSoundPlaying() )
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{
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// Update the UI controls to show the sound as stopped
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EnablePlayUI( hDlg, TRUE );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Name: EnablePlayUI( hDlg,)
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// Desc: Enables or disables the Play UI controls
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//-----------------------------------------------------------------------------
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VOID EnablePlayUI( HWND hDlg, BOOL bEnable )
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{
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if( bEnable )
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{
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EnableWindow( GetDlgItem( hDlg, IDC_LOOP_CHECK ), TRUE );
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EnableWindow( GetDlgItem( hDlg, IDC_PLAY ), TRUE );
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EnableWindow( GetDlgItem( hDlg, IDC_STOP ), FALSE );
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SetFocus( GetDlgItem( hDlg, IDC_PLAY ) );
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}
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else
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{
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EnableWindow( GetDlgItem( hDlg, IDC_LOOP_CHECK ), FALSE );
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EnableWindow( GetDlgItem( hDlg, IDC_PLAY ), FALSE );
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EnableWindow( GetDlgItem( hDlg, IDC_STOP ), TRUE );
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SetFocus( GetDlgItem( hDlg, IDC_STOP ) );
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}
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}
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