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b83868090c
The DirectX SDK is not required anymore.
93 lines
3.1 KiB
C
93 lines
3.1 KiB
C
/*
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===========================================================================
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Doom 3 GPL Source Code
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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
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __WIN_LOCAL_H__
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#define __WIN_LOCAL_H__
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#if defined(_MFC_VER) && !defined(_D3SDK) && !defined(GAME_DLL)
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#define _ATL_CSTRING_EXPLICIT_CONSTRUCTORS // prevent auto literal to string conversion
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#include "tools/comafx/StdAfx.h"
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#endif
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#define WIN32_LEAN_AND_MEAN
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#include <winsock2.h>
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#include <mmsystem.h>
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#include <mmreg.h>
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#include <objbase.h>
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#include <GL/gl.h>
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#include "framework/CVarSystem.h"
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#include "renderer/wglext.h" // windows OpenGL extensions
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#include "sys/sys_public.h"
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#define MAX_OSPATH 256
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#define WINDOW_STYLE (WS_OVERLAPPED|WS_BORDER|WS_CAPTION|WS_VISIBLE | WS_THICKFRAME)
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void Sys_CreateConsole( void );
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void Sys_DestroyConsole( void );
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char *Sys_GetCurrentUser( void );
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void Win_SetErrorText( const char *text );
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const unsigned char *Win_GetScanTable( void );
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int Win_MapKey (int key);
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// window procedure
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LONG WINAPI MainWndProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
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void Conbuf_AppendText( const char *msg );
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struct Win32Vars_t {
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HWND hWnd;
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HINSTANCE hInstance;
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OSVERSIONINFOEX osversion;
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// when we get a windows message, we store the time off so keyboard processing
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// can know the exact time of an event (not really needed now that we use async direct input)
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int sysMsgTime;
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HDC hDC; // handle to device context
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HGLRC hGLRC; // handle to GL rendering context
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PIXELFORMATDESCRIPTOR pfd;
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int pixelformat;
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static idCVar sys_arch;
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static idCVar win_username;
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static idCVar win_outputDebugString;
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static idCVar win_outputEditString;
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static idCVar win_viewlog;
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static idCVar win_allowMultipleInstances;
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};
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extern Win32Vars_t win32;
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#endif /* !__WIN_LOCAL_H__ */
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