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7b4b2a8684
GetAdditionalFunction() will return a function that returns true if we're running the Doom3 demo version. Not really relevant for mods, but I use this to enable some Demo-specific hacks/workarounds in base.dll Adding this here anyway to make sure the next function type added will get another ID (maybe 2).
279 lines
11 KiB
C++
279 lines
11 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __COMMON_H__
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#define __COMMON_H__
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#include "framework/CVarSystem.h"
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/*
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==============================================================
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Common
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==============================================================
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*/
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typedef enum {
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EDITOR_NONE = 0,
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EDITOR_RADIANT = BIT(1),
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EDITOR_GUI = BIT(2),
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EDITOR_DEBUGGER = BIT(3),
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EDITOR_SCRIPT = BIT(4),
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EDITOR_LIGHT = BIT(5),
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EDITOR_SOUND = BIT(6),
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EDITOR_DECL = BIT(7),
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EDITOR_AF = BIT(8),
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EDITOR_PARTICLE = BIT(9),
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EDITOR_PDA = BIT(10),
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EDITOR_AAS = BIT(11),
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EDITOR_MATERIAL = BIT(12)
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} toolFlag_t;
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#define STRTABLE_ID "#str_"
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#define STRTABLE_ID_LENGTH 5
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extern idCVar com_version;
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extern idCVar com_skipRenderer;
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extern idCVar com_asyncInput;
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extern idCVar com_asyncSound;
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extern idCVar com_machineSpec;
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extern idCVar com_purgeAll;
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extern idCVar com_developer;
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extern idCVar com_allowConsole;
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extern idCVar com_speeds;
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extern idCVar com_showFPS;
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extern idCVar com_showMemoryUsage;
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extern idCVar com_showAsyncStats;
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extern idCVar com_showSoundDecoders;
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extern idCVar com_makingBuild;
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extern idCVar com_updateLoadSize;
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extern int time_gameFrame; // game logic time
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extern int time_gameDraw; // game present time
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extern int time_frontend; // renderer frontend time
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extern int time_backend; // renderer backend time
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extern int com_frameTime; // time for the current frame in milliseconds
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extern volatile int com_ticNumber; // 60 hz tics, incremented by async function
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extern int com_editors; // current active editor(s)
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extern bool com_editorActive; // true if an editor has focus
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#ifdef _WIN32
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const char DMAP_MSGID[] = "DMAPOutput";
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const char DMAP_DONE[] = "DMAPDone";
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extern HWND com_hwndMsg;
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extern bool com_outputMsg;
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#endif
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struct MemInfo_t {
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idStr filebase;
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int total;
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int assetTotals;
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// memory manager totals
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int memoryManagerTotal;
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// subsystem totals
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int gameSubsystemTotal;
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int renderSubsystemTotal;
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// asset totals
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int imageAssetsTotal;
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int modelAssetsTotal;
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int soundAssetsTotal;
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};
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class idLangDict;
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class idCommon {
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public:
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virtual ~idCommon( void ) {}
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// Initialize everything.
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// if the OS allows, pass argc/argv directly (without executable name)
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// otherwise pass the command line in a single string (without executable name)
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virtual void Init( int argc, char **argv ) = 0;
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// Shuts down everything.
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virtual void Shutdown( void ) = 0;
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// Shuts down everything.
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virtual void Quit( void ) = 0;
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// Returns true if common initialization is complete.
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virtual bool IsInitialized( void ) const = 0;
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// Called repeatedly as the foreground thread for rendering and game logic.
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virtual void Frame( void ) = 0;
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// Called repeatedly by blocking function calls with GUI interactivity.
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virtual void GUIFrame( bool execCmd, bool network ) = 0;
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// Called 60 times a second from a background thread for sound mixing,
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// and input generation. Not called until idCommon::Init() has completed.
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virtual void Async( void ) = 0;
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// Checks for and removes command line "+set var arg" constructs.
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// If match is NULL, all set commands will be executed, otherwise
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// only a set with the exact name. Only used during startup.
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// set once to clear the cvar from +set for early init code
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virtual void StartupVariable( const char *match, bool once ) = 0;
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// Initializes a tool with the given dictionary.
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virtual void InitTool( const toolFlag_t tool, const idDict *dict ) = 0;
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// Activates or deactivates a tool.
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virtual void ActivateTool( bool active ) = 0;
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// Writes the user's configuration to a file
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virtual void WriteConfigToFile( const char *filename ) = 0;
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// Writes cvars with the given flags to a file.
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virtual void WriteFlaggedCVarsToFile( const char *filename, int flags, const char *setCmd ) = 0;
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// Begins redirection of console output to the given buffer.
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virtual void BeginRedirect( char *buffer, int buffersize, void (*flush)( const char * ) ) = 0;
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// Stops redirection of console output.
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virtual void EndRedirect( void ) = 0;
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// Update the screen with every message printed.
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virtual void SetRefreshOnPrint( bool set ) = 0;
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// Prints message to the console, which may cause a screen update if com_refreshOnPrint is set.
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virtual void Printf( const char *fmt, ... )id_attribute((format(printf,2,3))) = 0;
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// Same as Printf, with a more usable API - Printf pipes to this.
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virtual void VPrintf( const char *fmt, va_list arg ) = 0;
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// Prints message that only shows up if the "developer" cvar is set,
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// and NEVER forces a screen update, which could cause reentrancy problems.
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virtual void DPrintf( const char *fmt, ... ) id_attribute((format(printf,2,3))) = 0;
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// Prints WARNING %s message and adds the warning message to a queue for printing later on.
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virtual void Warning( const char *fmt, ... ) id_attribute((format(printf,2,3))) = 0;
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// Prints WARNING %s message in yellow that only shows up if the "developer" cvar is set.
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virtual void DWarning( const char *fmt, ...) id_attribute((format(printf,2,3))) = 0;
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// Prints all queued warnings.
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virtual void PrintWarnings( void ) = 0;
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// Removes all queued warnings.
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virtual void ClearWarnings( const char *reason ) = 0;
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// Issues a C++ throw. Normal errors just abort to the game loop,
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// which is appropriate for media or dynamic logic errors.
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virtual void Error( const char *fmt, ... ) id_attribute((format(printf,2,3))) = 0;
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// Fatal errors quit all the way to a system dialog box, which is appropriate for
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// static internal errors or cases where the system may be corrupted.
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virtual void FatalError( const char *fmt, ... ) id_attribute((format(printf,2,3))) = 0;
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// Returns a pointer to the dictionary with language specific strings.
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virtual const idLangDict * GetLanguageDict( void ) = 0;
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// Returns key bound to the command
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virtual const char * KeysFromBinding( const char *bind ) = 0;
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// Returns the binding bound to the key
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virtual const char * BindingFromKey( const char *key ) = 0;
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// Directly sample a button.
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virtual int ButtonState( int key ) = 0;
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// Directly sample a keystate.
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virtual int KeyState( int key ) = 0;
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/* Some Mods (like Ruiner and DarkMod when it still was a mod) used "SourceHook"
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* to override Doom3 Methods to call their own code before the original method
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* was executed.. this is super ugly and probably not super portable either.
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*
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* So let's offer something that's slightly less ugly: A function pointer based
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* interface to provide similar (but known!) hacks.
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* For example, Ruiner used SourceHook to intercept idCmdSystem::BufferCommandText()
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* and recreate some cooked rendering data in case reloadImages or vid_restart was executed.
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* Now, instead of doing ugly hacks with SourceHook, Ruiner can just call
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* common->SetCallback( idCommon::CB_ReloadImages,
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* (idCommon::FunctionPointer)functionToCall,
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* (void*)argForFunctionToCall );
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*
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* (the Mod needs to check if SetCallback() returned true; if it didn't the used version
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* of dhewm3 doesn't support the given CallBackType and the Mod must either error out
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* or handle the case that the callback doesn't work)
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*
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* Of course this means that for every new SourceHook hack a Mod (that's ported to dhewm3)
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* uses, a corresponding entry must be added to enum CallbackType and it must be handled,
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* which implies that the Mod will only properly work with the latest dhewm3 git code
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* or the next release..
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* I guess most mods don't need this hack though, so I think it's feasible.
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*
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* Note that this allows adding new types of callbacks without breaking the API and ABI
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* between dhewm3 and the Game DLLs; the alternative would be something like
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* idCommon::RegisterReloadImagesCallback(), and maybe other similar methods later, which
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* would break the ABI and API each time and all Mods would have to be adjusted, even if
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* they don't even need that functionality (because they never needed SourceHook or similar).
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*
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* Similar to SetCallback() I've also added GetAdditionalFunction() to get a function pointer
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* from dhewm3 that Mods can call (and that's not exported via the normal interface classes).
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* Right now it's only used for a Doom3 Demo specific hack only relevant for base.dll (not for Mods)
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*/
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typedef void* (*FunctionPointer)(void*); // needs to be cast to/from real type!
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enum CallbackType {
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// called on reloadImages and vid_restart commands (before anything "real" happens)
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// expecting callback to be like void cb(void* userarg, const idCmdArgs& cmdArgs)
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// where cmdArgs contains the command+arguments that was called
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CB_ReloadImages = 1,
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};
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// returns true if setting the callback was successful, else false
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// When a game DLL is unloaded the callbacks are automatically removed from the Engine
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// so you usually don't have to worry about that; but you can call this with cb = NULL
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// and userArg = NULL to remove a callback manually (e.g. if userArg refers to an object you deleted)
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virtual bool SetCallback(CallbackType cbt, FunctionPointer cb, void* userArg) = 0;
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enum FunctionType {
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// the function pointer's signature is bool fn(void) - no arguments.
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// it returns true if we're currently running the doom3 demo
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// not relevant for mods, only for game/ aka base.dll/base.so/...
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FT_IsDemo = 1,
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};
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// returns true if that function is available in this version of dhewm3
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// *out_fnptr will be the function (you'll have to cast it probably)
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// *out_userArg will be an argument you have to pass to the function, if appropriate (else NULL)
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virtual bool GetAdditionalFunction(FunctionType ft, FunctionPointer* out_fnptr, void** out_userArg) = 0;
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};
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extern idCommon * common;
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#endif /* !__COMMON_H__ */
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