/* =========================================================================== 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__ class idStr; typedef enum { CPUID_NONE = 0x00000, CPUID_UNSUPPORTED = 0x00001, // unsupported (386/486) CPUID_GENERIC = 0x00002, // unrecognized processor 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 } cpuidSimd_t; typedef enum { AXIS_LEFT_X, AXIS_LEFT_Y, AXIS_RIGHT_X, AXIS_RIGHT_Y, AXIS_LEFT_TRIG, AXIS_RIGHT_TRIG, 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 a "High ASCII" (ISO-8859-1) char SE_MOUSE, // evValue and evValue2 are relative signed x / y moves SE_MOUSE_ABS, // evValue and evValue2 are absolute x / y coordinates in the window SE_JOYSTICK, // 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 enum { J_ACTION_FIRST, // these names are similar to the SDL3 SDL_GamepadButton names J_BTN_SOUTH = J_ACTION_FIRST, // bottom face button, like Xbox A J_BTN_EAST, // right face button, like Xbox B J_BTN_WEST, // left face button, like Xbox X J_BTN_NORTH, // top face button, like Xbox Y J_BTN_BACK, J_BTN_GUIDE, // Note: this one should probably not be used? J_BTN_START, J_BTN_LSTICK, // press left stick J_BTN_RSTICK, // press right stick J_BTN_LSHOULDER, J_BTN_RSHOULDER, J_DPAD_UP, J_DPAD_DOWN, J_DPAD_LEFT, J_DPAD_RIGHT, J_BTN_MISC1, // Additional button (e.g. Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button) J_BTN_RPADDLE1, // Upper or primary paddle, under your right hand (e.g. Xbox Elite paddle P1) J_BTN_LPADDLE1, // Upper or primary paddle, under your left hand (e.g. Xbox Elite paddle P3) J_BTN_RPADDLE2, // Lower or secondary paddle, under your right hand (e.g. Xbox Elite paddle P2) J_BTN_LPADDLE2, // Lower or secondary paddle, under your left hand (e.g. Xbox Elite paddle P4) J_ACTION_MAX = J_BTN_LPADDLE2, // leaving some space here for about 12 additional J_ACTIONs, if needed J_AXIS_MIN = 32, J_AXIS_LEFT_X = J_AXIS_MIN + AXIS_LEFT_X, J_AXIS_LEFT_Y = J_AXIS_MIN + AXIS_LEFT_Y, J_AXIS_RIGHT_X = J_AXIS_MIN + AXIS_RIGHT_X, J_AXIS_RIGHT_Y = J_AXIS_MIN + AXIS_RIGHT_Y, J_AXIS_LEFT_TRIG = J_AXIS_MIN + AXIS_LEFT_TRIG, J_AXIS_RIGHT_TRIG = J_AXIS_MIN + AXIS_RIGHT_TRIG, J_AXIS_MAX = J_AXIS_MIN + MAX_JOYSTICK_AXIS - 1, MAX_JOY_EVENT } sys_jEvents; struct sysEvent_t { sysEventType_t evType; int evValue; // for keys: K_* or ASCII code; for joystick: axis; for mouse: mouseX int evValue2; // for keys: 0/1 for up/down; for axis: value; for mouse: mouseY int evPtrLength; // bytes of data pointed to by evPtr, for journaling void * evPtr; // this must be manually freed if not NULL }; enum sysPath_t { PATH_BASE, PATH_CONFIG, PATH_SAVE, PATH_EXE }; template class idList; // for Sys_ListFiles void Sys_Init( void ); void Sys_Shutdown( void ); void Sys_Error( const char *error, ...); void Sys_Quit( void ); // note that this isn't journaled... char * Sys_GetClipboardData( void ); void Sys_FreeClipboardData( char* data ); 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 ); // allow game to yield CPU time // NOTE: due to SDL_TIMESLICE 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 unsigned int Sys_Milliseconds( void ); // returns a selection of the CPUID_* flags int Sys_GetProcessorId( void ); // sets the FPU precision void Sys_FPU_SetPrecision(); // sets Flush-To-Zero mode void Sys_FPU_SetFTZ( bool enable ); // sets Denormals-Are-Zero mode void Sys_FPU_SetDAZ( bool enable ); // returns amount of system ram int Sys_GetSystemRam( void ); // returns amount of drive space in path int Sys_GetDriveFreeSpace( const char *path ); // 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 ); char *Sys_ConsoleInput( 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 ); 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 ); // for keynums between K_FIRST_SCANCODE and K_LAST_SCANCODE // returns e.g. "SC_A" for K_SC_A const char* Sys_GetScancodeName( int key ); // returns localized name of the key (between K_FIRST_SCANCODE and K_LAST_SCANCODE), // regarding the current keyboard layout - if that name is in ASCII or corresponds // to a "High-ASCII" char supported by Doom3. // Otherwise return same name as Sys_GetScancodeName() // !! Returned string is only valid until next call to this function !! const char* Sys_GetLocalizedScancodeName( int key ); // the same, but using UTF-8 instead of "High-ASCII" const char* Sys_GetLocalizedScancodeNameUTF8( int key ); // returns keyNum_t (K_SC_* constant) for given scancode name (like "SC_A") int Sys_GetKeynumForScancodeName( const char* name ); // returns display name of the key (between K_FIRST_JOY and K_LAST_JOY) // With SDL2 it'll return the name in the SDL_GameController standard layout // (which is based on XBox/XInput => on Nintendo gamepads, A/B and X/Y will be flipped), // with SDL3 it will return the "real" button name const char* Sys_GetLocalizedJoyKeyName( 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 ); // joystick input polling void Sys_SetRumble( int device, int low, int hi ); int Sys_PollJoystickInputEvents( int deviceNum ); int Sys_ReturnJoystickInputEvent( const int n, int &action, int &value ); void Sys_EndJoystickInputEvents(); // 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 ); // DG: added this for an ungodly hack for gamepad support // active = true means "currently a GUI with a cursor is active/focused" // active = false means "that GUI is not active anymore" // ui == NULL means "clear all currently remembered GUIs" class idUserInterface; void Sys_SetInteractiveIngameGuiActive( bool active, idUserInterface* ui ); 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 ); bool Sys_GetPath(sysPath_t type, idStr &path); // 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 ); /* ============================================================== 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 ============================================================== */ struct SDL_Thread; typedef int (*xthread_t)( void * ); typedef struct { const char *name; SDL_Thread *threadHandle; unsigned long threadId; } xthreadInfo; void Sys_CreateThread( xthread_t function, void *parms, xthreadInfo &info, const char *name ); void Sys_DestroyThread( xthreadInfo& info ); // sets threadHandle back to 0 // find the name of the calling thread // if index != NULL, set the index in threads array (use -1 for "main" thread) const char * Sys_GetThreadName( int *index = 0 ); extern void Sys_InitThreads(); extern void Sys_ShutdownThreads(); bool Sys_IsMainThread(); const int MAX_CRITICAL_SECTIONS = 5; enum { CRITICAL_SECTION_ZERO = 0, CRITICAL_SECTION_ONE, CRITICAL_SECTION_TWO, CRITICAL_SECTION_THREE, CRITICAL_SECTION_SYS }; 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 unsigned int GetMilliseconds( void ) = 0; virtual int GetProcessorId( void ) = 0; virtual void FPU_SetFTZ( bool enable ) = 0; virtual void FPU_SetDAZ( bool enable ) = 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__ */