/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). Doom 3 Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 Source Code. If not, see . In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __SYS_PUBLIC__ #define __SYS_PUBLIC__ typedef enum { CPUID_NONE = 0x00000, CPUID_UNSUPPORTED = 0x00001, // unsupported (386/486) CPUID_GENERIC = 0x00002, // unrecognized processor CPUID_INTEL = 0x00004, // Intel CPUID_AMD = 0x00008, // AMD CPUID_MMX = 0x00010, // Multi Media Extensions CPUID_3DNOW = 0x00020, // 3DNow! CPUID_SSE = 0x00040, // Streaming SIMD Extensions CPUID_SSE2 = 0x00080, // Streaming SIMD Extensions 2 CPUID_SSE3 = 0x00100, // Streaming SIMD Extentions 3 aka Prescott's New Instructions CPUID_ALTIVEC = 0x00200, // AltiVec CPUID_HTT = 0x01000, // Hyper-Threading Technology CPUID_CMOV = 0x02000, // Conditional Move (CMOV) and fast floating point comparison (FCOMI) instructions CPUID_FTZ = 0x04000, // Flush-To-Zero mode (denormal results are flushed to zero) CPUID_DAZ = 0x08000 // Denormals-Are-Zero mode (denormal source operands are set to zero) } cpuid_t; typedef enum { FPU_EXCEPTION_INVALID_OPERATION = 1, FPU_EXCEPTION_DENORMALIZED_OPERAND = 2, FPU_EXCEPTION_DIVIDE_BY_ZERO = 4, FPU_EXCEPTION_NUMERIC_OVERFLOW = 8, FPU_EXCEPTION_NUMERIC_UNDERFLOW = 16, FPU_EXCEPTION_INEXACT_RESULT = 32 } fpuExceptions_t; typedef enum { FPU_PRECISION_SINGLE = 0, FPU_PRECISION_DOUBLE = 1, FPU_PRECISION_DOUBLE_EXTENDED = 2 } fpuPrecision_t; typedef enum { FPU_ROUNDING_TO_NEAREST = 0, FPU_ROUNDING_DOWN = 1, FPU_ROUNDING_UP = 2, FPU_ROUNDING_TO_ZERO = 3 } fpuRounding_t; typedef enum { AXIS_SIDE, AXIS_FORWARD, AXIS_UP, AXIS_ROLL, AXIS_YAW, AXIS_PITCH, MAX_JOYSTICK_AXIS } joystickAxis_t; typedef enum { SE_NONE, // evTime is still valid SE_KEY, // evValue is a key code, evValue2 is the down flag SE_CHAR, // evValue is an ascii char SE_MOUSE, // evValue and evValue2 are reletive signed x / y moves SE_JOYSTICK_AXIS, // evValue is an axis number and evValue2 is the current state (-127 to 127) SE_CONSOLE // evPtr is a char*, from typing something at a non-game console } sysEventType_t; typedef enum { M_ACTION1, M_ACTION2, M_ACTION3, M_ACTION4, M_ACTION5, M_ACTION6, M_ACTION7, M_ACTION8, M_DELTAX, M_DELTAY, M_DELTAZ } sys_mEvents; typedef struct sysEvent_s { sysEventType_t evType; int evValue; int evValue2; int evPtrLength; // bytes of data pointed to by evPtr, for journaling void * evPtr; // this must be manually freed if not NULL } sysEvent_t; typedef struct sysMemoryStats_s { int memoryLoad; int totalPhysical; int availPhysical; int totalPageFile; int availPageFile; int totalVirtual; int availVirtual; int availExtendedVirtual; } sysMemoryStats_t; template class idList; // for Sys_ListFiles void Sys_Init( void ); void Sys_Shutdown( void ); void Sys_Error( const char *error, ...); void Sys_Quit( void ); bool Sys_AlreadyRunning( void ); // note that this isn't journaled... char * Sys_GetClipboardData( void ); void Sys_SetClipboardData( const char *string ); // will go to the various text consoles // NOT thread safe - never use in the async paths void Sys_Printf( const char *msg, ... )id_attribute((format(printf,1,2))); // guaranteed to be thread-safe void Sys_DebugPrintf( const char *fmt, ... )id_attribute((format(printf,1,2))); void Sys_DebugVPrintf( const char *fmt, va_list arg ); // a decent minimum sleep time to avoid going below the process scheduler speeds #define SYS_MINSLEEP 20 // allow game to yield CPU time // NOTE: due to SYS_MINSLEEP this is very bad portability karma, and should be completely removed void Sys_Sleep( int msec ); // Sys_Milliseconds should only be used for profiling purposes, // any game related timing information should come from event timestamps int Sys_Milliseconds( void ); // for accurate performance testing double Sys_GetClockTicks( void ); double Sys_ClockTicksPerSecond( void ); // returns a selection of the CPUID_* flags int Sys_GetProcessorId( void ); const char * Sys_GetProcessorString( void ); // returns true if the FPU stack is empty bool Sys_FPU_StackIsEmpty( void ); // empties the FPU stack void Sys_FPU_ClearStack( void ); // returns the FPU state as a string const char * Sys_FPU_GetState( void ); // enables the given FPU exceptions void Sys_FPU_EnableExceptions( int exceptions ); // sets the FPU precision void Sys_FPU_SetPrecision( int precision ); // sets the FPU rounding mode void Sys_FPU_SetRounding( int rounding ); // sets Flush-To-Zero mode (only available when CPUID_FTZ is set) void Sys_FPU_SetFTZ( bool enable ); // sets Denormals-Are-Zero mode (only available when CPUID_DAZ is set) void Sys_FPU_SetDAZ( bool enable ); // returns amount of system ram int Sys_GetSystemRam( void ); // returns amount of video ram int Sys_GetVideoRam( void ); // returns amount of drive space in path int Sys_GetDriveFreeSpace( const char *path ); // returns memory stats void Sys_GetCurrentMemoryStatus( sysMemoryStats_t &stats ); void Sys_GetExeLaunchMemoryStatus( sysMemoryStats_t &stats ); // lock and unlock memory bool Sys_LockMemory( void *ptr, int bytes ); bool Sys_UnlockMemory( void *ptr, int bytes ); // set amount of physical work memory void Sys_SetPhysicalWorkMemory( int minBytes, int maxBytes ); // DLL loading, the path should be a fully qualified OS path to the DLL file to be loaded uintptr_t Sys_DLL_Load( const char *dllName ); void * Sys_DLL_GetProcAddress( uintptr_t dllHandle, const char *procName ); void Sys_DLL_Unload( uintptr_t dllHandle ); // event generation void Sys_GenerateEvents( void ); sysEvent_t Sys_GetEvent( void ); void Sys_ClearEvents( void ); // input is tied to windows, so it needs to be started up and shut down whenever // the main window is recreated void Sys_InitInput( void ); void Sys_ShutdownInput( void ); void Sys_InitScanTable( void ); const unsigned char *Sys_GetScanTable( void ); unsigned char Sys_GetConsoleKey( bool shifted ); // map a scancode key to a char // does nothing on win32, as SE_KEY == SE_CHAR there // on other OSes, consider the keyboard mapping unsigned char Sys_MapCharForKey( int key ); // keyboard input polling int Sys_PollKeyboardInputEvents( void ); int Sys_ReturnKeyboardInputEvent( const int n, int &ch, bool &state ); void Sys_EndKeyboardInputEvents( void ); // mouse input polling int Sys_PollMouseInputEvents( void ); int Sys_ReturnMouseInputEvent( const int n, int &action, int &value ); void Sys_EndMouseInputEvents( void ); // when the console is down, or the game is about to perform a lengthy // operation like map loading, the system can release the mouse cursor // when in windowed mode void Sys_GrabMouseCursor( bool grabIt ); void Sys_ShowWindow( bool show ); bool Sys_IsWindowVisible( void ); void Sys_ShowConsole( int visLevel, bool quitOnClose ); void Sys_Mkdir( const char *path ); ID_TIME_T Sys_FileTimeStamp( FILE *fp ); // NOTE: do we need to guarantee the same output on all platforms? const char * Sys_TimeStampToStr( ID_TIME_T timeStamp ); const char * Sys_DefaultCDPath( void ); const char * Sys_DefaultBasePath( void ); const char * Sys_DefaultSavePath( void ); const char * Sys_EXEPath( void ); // use fs_debug to verbose Sys_ListFiles // returns -1 if directory was not found (the list is cleared) int Sys_ListFiles( const char *directory, const char *extension, idList &list ); // know early if we are performing a fatal error shutdown so the error message doesn't get lost void Sys_SetFatalError( const char *error ); // display perference dialog void Sys_DoPreferences( void ); /* ============================================================== Networking ============================================================== */ typedef enum { NA_BAD, // an address lookup failed NA_LOOPBACK, NA_BROADCAST, NA_IP } netadrtype_t; typedef struct { netadrtype_t type; unsigned char ip[4]; unsigned short port; } netadr_t; #define PORT_ANY -1 class idPort { public: idPort(); // this just zeros netSocket and port virtual ~idPort(); // if the InitForPort fails, the idPort.port field will remain 0 bool InitForPort( int portNumber ); int GetPort( void ) const { return bound_to.port; } netadr_t GetAdr( void ) const { return bound_to; } void Close(); bool GetPacket( netadr_t &from, void *data, int &size, int maxSize ); bool GetPacketBlocking( netadr_t &from, void *data, int &size, int maxSize, int timeout ); void SendPacket( const netadr_t to, const void *data, int size ); int packetsRead; int bytesRead; int packetsWritten; int bytesWritten; private: netadr_t bound_to; // interface and port int netSocket; // OS specific socket }; class idTCP { public: idTCP(); virtual ~idTCP(); // if host is host:port, the value of port is ignored bool Init( const char *host, short port ); void Close(); // returns -1 on failure (and closes socket) // those are non blocking, can be used for polling // there is no buffering, you are not guaranteed to Read or Write everything in a single call // (specially on win32, see recv and send documentation) int Read( void *data, int size ); int Write( void *data, int size ); private: netadr_t address; // remote address int fd; // OS specific socket }; // parses the port number // can also do DNS resolve if you ask for it. // NOTE: DNS resolve is a slow/blocking call, think before you use // ( could be exploited for server DoS ) bool Sys_StringToNetAdr( const char *s, netadr_t *a, bool doDNSResolve ); const char * Sys_NetAdrToString( const netadr_t a ); bool Sys_IsLANAddress( const netadr_t a ); bool Sys_CompareNetAdrBase( const netadr_t a, const netadr_t b ); void Sys_InitNetworking( void ); void Sys_ShutdownNetworking( void ); /* ============================================================== Multi-threading ============================================================== */ typedef THREAD_RETURN_TYPE (*xthread_t)( void * ); typedef enum { THREAD_NORMAL, THREAD_ABOVE_NORMAL, THREAD_HIGHEST } xthreadPriority; typedef struct { const char * name; intptr_t threadHandle; size_t threadId; } xthreadInfo; const int MAX_THREADS = 10; extern xthreadInfo *g_threads[MAX_THREADS]; extern int g_thread_count; void Sys_CreateThread( xthread_t function, void *parms, xthreadPriority priority, xthreadInfo &info, const char *name, xthreadInfo *threads[MAX_THREADS], int *thread_count ); void Sys_DestroyThread( xthreadInfo& info ); // sets threadHandle back to 0 // find the name of the calling thread // if index != NULL, set the index in g_threads array (use -1 for "main" thread) const char * Sys_GetThreadName( int *index = 0 ); const int MAX_CRITICAL_SECTIONS = 4; enum { CRITICAL_SECTION_ZERO = 0, CRITICAL_SECTION_ONE, CRITICAL_SECTION_TWO, CRITICAL_SECTION_THREE }; void Sys_EnterCriticalSection( int index = CRITICAL_SECTION_ZERO ); void Sys_LeaveCriticalSection( int index = CRITICAL_SECTION_ZERO ); const int MAX_TRIGGER_EVENTS = 4; enum { TRIGGER_EVENT_ZERO = 0, TRIGGER_EVENT_ONE, TRIGGER_EVENT_TWO, TRIGGER_EVENT_THREE }; void Sys_WaitForEvent( int index = TRIGGER_EVENT_ZERO ); void Sys_TriggerEvent( int index = TRIGGER_EVENT_ZERO ); /* ============================================================== idSys ============================================================== */ class idSys { public: virtual void DebugPrintf( const char *fmt, ... )id_attribute((format(printf,2,3))) = 0; virtual void DebugVPrintf( const char *fmt, va_list arg ) = 0; virtual double GetClockTicks( void ) = 0; virtual double ClockTicksPerSecond( void ) = 0; virtual int GetProcessorId( void ) = 0; virtual const char * GetProcessorString( void ) = 0; virtual const char * FPU_GetState( void ) = 0; virtual bool FPU_StackIsEmpty( void ) = 0; virtual void FPU_SetFTZ( bool enable ) = 0; virtual void FPU_SetDAZ( bool enable ) = 0; virtual void FPU_EnableExceptions( int exceptions ) = 0; virtual bool LockMemory( void *ptr, int bytes ) = 0; virtual bool UnlockMemory( void *ptr, int bytes ) = 0; virtual uintptr_t DLL_Load( const char *dllName ) = 0; virtual void * DLL_GetProcAddress( uintptr_t dllHandle, const char *procName ) = 0; virtual void DLL_Unload( uintptr_t dllHandle ) = 0; virtual void DLL_GetFileName( const char *baseName, char *dllName, int maxLength ) = 0; virtual sysEvent_t GenerateMouseButtonEvent( int button, bool down ) = 0; virtual sysEvent_t GenerateMouseMoveEvent( int deltax, int deltay ) = 0; virtual void OpenURL( const char *url, bool quit ) = 0; virtual void StartProcess( const char *exePath, bool quit ) = 0; }; extern idSys * sys; #endif /* !__SYS_PUBLIC__ */