dhewm3/neo/sys/win32/win_local.h

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/*
===========================================================================
Doom 3 GPL Source Code
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
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 <http://www.gnu.org/licenses/>.
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 __WIN_LOCAL_H__
#define __WIN_LOCAL_H__
#if defined(_MFC_VER) && !defined(_D3SDK) && !defined(GAME_DLL)
#define _ATL_CSTRING_EXPLICIT_CONSTRUCTORS // prevent auto literal to string conversion
#include "tools/comafx/StdAfx.h"
#endif
#define WIN32_LEAN_AND_MEAN
#include <winsock2.h>
#include <mmsystem.h>
#include <mmreg.h>
#include <objbase.h>
#include <GL/gl.h>
#include "framework/CVarSystem.h"
#include "renderer/wglext.h" // windows OpenGL extensions
#include "sys/sys_public.h"
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#define MAX_OSPATH 256
#define WINDOW_STYLE (WS_OVERLAPPED|WS_BORDER|WS_CAPTION|WS_VISIBLE | WS_THICKFRAME)
void Sys_CreateConsole( void );
void Sys_DestroyConsole( void );
void Win_SetErrorText( const char *text );
const unsigned char *Win_GetScanTable( void );
int Win_MapKey (int key);
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// window procedure
LONG WINAPI MainWndProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
void Conbuf_AppendText( const char *msg );
struct Win32Vars_t {
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HWND hWnd;
HINSTANCE hInstance;
OSVERSIONINFOEX osversion;
// when we get a windows message, we store the time off so keyboard processing
// can know the exact time of an event (not really needed now that we use async direct input)
int sysMsgTime;
HDC hDC; // handle to device context
HGLRC hGLRC; // handle to GL rendering context
PIXELFORMATDESCRIPTOR pfd;
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int pixelformat;
static idCVar win_outputDebugString;
static idCVar win_outputEditString;
static idCVar win_viewlog;
static idCVar win_allowMultipleInstances;
};
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extern Win32Vars_t win32;
#endif /* !__WIN_LOCAL_H__ */