dhewm3/neo/sys/sys_public.h
Daniel Gibson ae63021d00 Add absolute mouse mode and refactor mouse grabbing code
There were lots of places in the code that called Sys_GrabInput(),
some of them each frame.
Most of this is unified in events.cpp now, in handleMouseGrab() which
is called once per frame by Sys_GenerateEvents() - this makes reasoning
about when the mouse is grabbed and when not a lot easier.
Sys_GrabInput(false) still is called in a few places, before operations
that tend to take long (like loading a map or vid_restart), but
(hopefully) not regularly anymore.

The other big change is that the game now uses SDLs absolute mouse mode
for fullscreen menus (except the PDA which is an ugly hack), so the
ingame cursor is at the same position as the system cursor, which
especially helps when debugging with `in_nograb 1` and should also help
if someone wants to integrate an additional GUI toolkit like Dear ImGui.
2022-01-10 00:46:32 +01:00

386 lines
12 KiB
C++

/*
===========================================================================
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 <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 __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_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 relative signed x / y moves
SE_MOUSE_ABS, // evValue and evValue2 are absolute x / y coordinates in the window
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;
struct sysEvent_t {
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
};
enum sysPath_t {
PATH_BASE,
PATH_CONFIG,
PATH_SAVE,
PATH_EXE
};
template<class type> 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 );
// returns keyNum_t (K_SC_* constant) for given scancode name (like "SC_A")
int Sys_GetKeynumForScancodeName( const char* name );
// 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 );
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<class idStr> &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 int 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__ */