dhewm3/neo/sys/sys_public.h
Daniel Gibson 27aeda205c Make Sys_SetInteractiveIngameGuiActive() work better
it could happen that UIs are added to the internal list twice,
and also that the last UI wasn't removed from the list when a new one
was focused fast enough.

That should work better now, I hope I didn't break anything..
2024-03-17 04:03:27 +01:00

447 lines
15 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_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 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, // 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 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 );
// 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<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 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__ */