dhewm3/neo/sys/sys_public.h
dhewg 1fed72fbb4 Get rid of Sys_DoPreferences()
The OSX backend was the only one utilizing this to set CVars
for the video mode.
Not required anymore since its now based on SDL.
2012-01-05 00:24:13 +01:00

425 lines
13 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__
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
} cpuid_t;
typedef enum {
FPU_EXCEPTION_INVALID_OPERATION = 1,
FPU_EXCEPTION_DENORMALIZED_OPERAND = 2,
FPU_EXCEPTION_DIVIDE_BY_ZERO = 4,
FPU_EXCEPTION_NUMERIC_OVERFLOW = 8,
FPU_EXCEPTION_NUMERIC_UNDERFLOW = 16,
FPU_EXCEPTION_INEXACT_RESULT = 32
} fpuExceptions_t;
typedef enum {
FPU_PRECISION_SINGLE = 0,
FPU_PRECISION_DOUBLE = 1,
FPU_PRECISION_DOUBLE_EXTENDED = 2
} fpuPrecision_t;
typedef enum {
FPU_ROUNDING_TO_NEAREST = 0,
FPU_ROUNDING_DOWN = 1,
FPU_ROUNDING_UP = 2,
FPU_ROUNDING_TO_ZERO = 3
} fpuRounding_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 reletive signed x / y moves
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
};
struct sysMemoryStats_t {
int memoryLoad;
int totalPhysical;
int availPhysical;
int totalPageFile;
int availPageFile;
int totalVirtual;
int availVirtual;
int availExtendedVirtual;
};
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 );
bool Sys_AlreadyRunning( void );
// note that this isn't journaled...
char * Sys_GetClipboardData( void );
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 );
// returns true if the FPU stack is empty
bool Sys_FPU_StackIsEmpty( void );
// returns the FPU state as a string
const char * Sys_FPU_GetState( void );
// enables the given FPU exceptions
void Sys_FPU_EnableExceptions( int exceptions );
// sets the FPU precision
void Sys_FPU_SetPrecision( int precision );
// sets the FPU rounding mode
void Sys_FPU_SetRounding( int rounding );
// 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 video ram
int Sys_GetVideoRam( void );
// returns amount of drive space in path
int Sys_GetDriveFreeSpace( const char *path );
// returns memory stats
void Sys_GetCurrentMemoryStatus( sysMemoryStats_t &stats );
void Sys_GetExeLaunchMemoryStatus( sysMemoryStats_t &stats );
// 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 );
// 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 );
const char * Sys_DefaultCDPath( void );
const char * Sys_DefaultBasePath( void );
const char * Sys_DefaultSavePath( void );
const char * Sys_EXEPath( void );
// 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 );
// know early if we are performing a fatal error shutdown so the error message doesn't get lost
void Sys_SetFatalError( const char *error );
/*
==============================================================
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();
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 const char * FPU_GetState( void ) = 0;
virtual bool FPU_StackIsEmpty( void ) = 0;
virtual void FPU_SetFTZ( bool enable ) = 0;
virtual void FPU_SetDAZ( bool enable ) = 0;
virtual void FPU_EnableExceptions( int exceptions ) = 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__ */