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