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ae2d3a7e99
If a key is pressed whichs SDL_Keycode isn't known to Doom3 (has no corresponding K_* constant), its SDL_Scancode is mapped to the corresponding newly added K_SC_* scancode constant. I think I have K_SC_* constants for all keys that differ between keyboard layouts (which is mostly printable characters; F1-F12, Ctrl, Shift, ... should be the same on all layouts, which means that e.g. SDL_SCANCODE_F1 always belongs to SDLK_F1 which the old code already maps to Doom3's K_F1). What's extra nice (IMO) is that when Doom3 requests a *localized* name of the key (like for showing in the bindings menu), we actually use the name of the SDL_Keycode that *currently* belongs to the scancode, and esp. the "Western High-ASCII characters" (ISO-8859-1) supported by Doom3 like Ä or Ñ are displayed correctly. (I already implemented a very similar hack in Yamagi Quake II and reused the list of scancodes) This should fix most of the problems reported in #323
385 lines
12 KiB
C++
385 lines
12 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 __SYS_PUBLIC__
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#define __SYS_PUBLIC__
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class idStr;
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typedef enum {
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CPUID_NONE = 0x00000,
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CPUID_UNSUPPORTED = 0x00001, // unsupported (386/486)
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CPUID_GENERIC = 0x00002, // unrecognized processor
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CPUID_MMX = 0x00010, // Multi Media Extensions
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CPUID_3DNOW = 0x00020, // 3DNow!
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CPUID_SSE = 0x00040, // Streaming SIMD Extensions
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CPUID_SSE2 = 0x00080, // Streaming SIMD Extensions 2
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CPUID_SSE3 = 0x00100, // Streaming SIMD Extentions 3 aka Prescott's New Instructions
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CPUID_ALTIVEC = 0x00200, // AltiVec
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} cpuidSimd_t;
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typedef enum {
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AXIS_SIDE,
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AXIS_FORWARD,
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AXIS_UP,
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AXIS_ROLL,
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AXIS_YAW,
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AXIS_PITCH,
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MAX_JOYSTICK_AXIS
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} joystickAxis_t;
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typedef enum {
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SE_NONE, // evTime is still valid
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SE_KEY, // evValue is a key code, evValue2 is the down flag
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SE_CHAR, // evValue is an ascii char
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SE_MOUSE, // evValue and evValue2 are reletive signed x / y moves
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SE_JOYSTICK_AXIS, // evValue is an axis number and evValue2 is the current state (-127 to 127)
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SE_CONSOLE // evPtr is a char*, from typing something at a non-game console
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} sysEventType_t;
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typedef enum {
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M_ACTION1,
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M_ACTION2,
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M_ACTION3,
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M_ACTION4,
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M_ACTION5,
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M_ACTION6,
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M_ACTION7,
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M_ACTION8,
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M_DELTAX,
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M_DELTAY,
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M_DELTAZ
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} sys_mEvents;
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struct sysEvent_t {
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sysEventType_t evType;
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int evValue;
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int evValue2;
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int evPtrLength; // bytes of data pointed to by evPtr, for journaling
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void * evPtr; // this must be manually freed if not NULL
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};
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enum sysPath_t {
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PATH_BASE,
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PATH_CONFIG,
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PATH_SAVE,
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PATH_EXE
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};
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template<class type> class idList; // for Sys_ListFiles
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void Sys_Init( void );
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void Sys_Shutdown( void );
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void Sys_Error( const char *error, ...);
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void Sys_Quit( void );
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// note that this isn't journaled...
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char * Sys_GetClipboardData( void );
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void Sys_FreeClipboardData( char* data );
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void Sys_SetClipboardData( const char *string );
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// will go to the various text consoles
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// NOT thread safe - never use in the async paths
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void Sys_Printf( const char *msg, ... )id_attribute((format(printf,1,2)));
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// guaranteed to be thread-safe
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void Sys_DebugPrintf( const char *fmt, ... )id_attribute((format(printf,1,2)));
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void Sys_DebugVPrintf( const char *fmt, va_list arg );
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// allow game to yield CPU time
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// NOTE: due to SDL_TIMESLICE this is very bad portability karma, and should be completely removed
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void Sys_Sleep( int msec );
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// Sys_Milliseconds should only be used for profiling purposes,
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// any game related timing information should come from event timestamps
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unsigned int Sys_Milliseconds( void );
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// returns a selection of the CPUID_* flags
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int Sys_GetProcessorId( void );
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// sets the FPU precision
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void Sys_FPU_SetPrecision();
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// sets Flush-To-Zero mode
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void Sys_FPU_SetFTZ( bool enable );
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// sets Denormals-Are-Zero mode
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void Sys_FPU_SetDAZ( bool enable );
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// returns amount of system ram
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int Sys_GetSystemRam( void );
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// returns amount of drive space in path
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int Sys_GetDriveFreeSpace( const char *path );
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// lock and unlock memory
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bool Sys_LockMemory( void *ptr, int bytes );
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bool Sys_UnlockMemory( void *ptr, int bytes );
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// set amount of physical work memory
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void Sys_SetPhysicalWorkMemory( int minBytes, int maxBytes );
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// DLL loading, the path should be a fully qualified OS path to the DLL file to be loaded
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uintptr_t Sys_DLL_Load( const char *dllName );
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void * Sys_DLL_GetProcAddress( uintptr_t dllHandle, const char *procName );
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void Sys_DLL_Unload( uintptr_t dllHandle );
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// event generation
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void Sys_GenerateEvents( void );
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sysEvent_t Sys_GetEvent( void );
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void Sys_ClearEvents( void );
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char *Sys_ConsoleInput( void );
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// input is tied to windows, so it needs to be started up and shut down whenever
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// the main window is recreated
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void Sys_InitInput( void );
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void Sys_ShutdownInput( void );
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void Sys_InitScanTable( void );
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unsigned char Sys_GetConsoleKey( bool shifted );
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// map a scancode key to a char
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// does nothing on win32, as SE_KEY == SE_CHAR there
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// on other OSes, consider the keyboard mapping
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unsigned char Sys_MapCharForKey( int key );
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// for keynums between K_FIRST_SCANCODE and K_LAST_SCANCODE
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// returns e.g. "SC_A" for K_SC_A
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const char* Sys_GetScancodeName( int key );
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// returns localized name of the key (between K_FIRST_SCANCODE and K_LAST_SCANCODE),
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// regarding the current keyboard layout - if that name is in ASCII or corresponds
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// to a "High-ASCII" char supported by Doom3.
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// Otherwise return same name as Sys_GetScancodeName()
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// !! Returned string is only valid until next call to this function !!
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const char* Sys_GetLocalizedScancodeName( int key );
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// returns keyNum_t (K_SC_* constant) for given scancode name (like "SC_A")
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int Sys_GetKeynumForScancodeName( const char* name );
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// keyboard input polling
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int Sys_PollKeyboardInputEvents( void );
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int Sys_ReturnKeyboardInputEvent( const int n, int &ch, bool &state );
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void Sys_EndKeyboardInputEvents( void );
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// mouse input polling
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int Sys_PollMouseInputEvents( void );
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int Sys_ReturnMouseInputEvent( const int n, int &action, int &value );
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void Sys_EndMouseInputEvents( void );
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// when the console is down, or the game is about to perform a lengthy
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// operation like map loading, the system can release the mouse cursor
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// when in windowed mode
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void Sys_GrabMouseCursor( bool grabIt );
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void Sys_ShowWindow( bool show );
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bool Sys_IsWindowVisible( void );
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void Sys_ShowConsole( int visLevel, bool quitOnClose );
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void Sys_Mkdir( const char *path );
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ID_TIME_T Sys_FileTimeStamp( FILE *fp );
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// NOTE: do we need to guarantee the same output on all platforms?
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const char * Sys_TimeStampToStr( ID_TIME_T timeStamp );
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bool Sys_GetPath(sysPath_t type, idStr &path);
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// use fs_debug to verbose Sys_ListFiles
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// returns -1 if directory was not found (the list is cleared)
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int Sys_ListFiles( const char *directory, const char *extension, idList<class idStr> &list );
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/*
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==============================================================
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Networking
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==============================================================
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*/
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typedef enum {
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NA_BAD, // an address lookup failed
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NA_LOOPBACK,
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NA_BROADCAST,
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NA_IP
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} netadrtype_t;
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typedef struct {
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netadrtype_t type;
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unsigned char ip[4];
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unsigned short port;
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} netadr_t;
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#define PORT_ANY -1
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class idPort {
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public:
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idPort(); // this just zeros netSocket and port
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virtual ~idPort();
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// if the InitForPort fails, the idPort.port field will remain 0
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bool InitForPort( int portNumber );
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int GetPort( void ) const { return bound_to.port; }
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netadr_t GetAdr( void ) const { return bound_to; }
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void Close();
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bool GetPacket( netadr_t &from, void *data, int &size, int maxSize );
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bool GetPacketBlocking( netadr_t &from, void *data, int &size, int maxSize, int timeout );
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void SendPacket( const netadr_t to, const void *data, int size );
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int packetsRead;
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int bytesRead;
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int packetsWritten;
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int bytesWritten;
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private:
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netadr_t bound_to; // interface and port
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int netSocket; // OS specific socket
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};
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class idTCP {
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public:
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idTCP();
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virtual ~idTCP();
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// if host is host:port, the value of port is ignored
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bool Init( const char *host, short port );
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void Close();
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// returns -1 on failure (and closes socket)
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// those are non blocking, can be used for polling
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// there is no buffering, you are not guaranteed to Read or Write everything in a single call
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// (specially on win32, see recv and send documentation)
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int Read( void *data, int size );
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int Write( void *data, int size );
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private:
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netadr_t address; // remote address
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int fd; // OS specific socket
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};
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// parses the port number
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// can also do DNS resolve if you ask for it.
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// NOTE: DNS resolve is a slow/blocking call, think before you use
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// ( could be exploited for server DoS )
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bool Sys_StringToNetAdr( const char *s, netadr_t *a, bool doDNSResolve );
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const char * Sys_NetAdrToString( const netadr_t a );
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bool Sys_IsLANAddress( const netadr_t a );
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bool Sys_CompareNetAdrBase( const netadr_t a, const netadr_t b );
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void Sys_InitNetworking( void );
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void Sys_ShutdownNetworking( void );
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/*
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==============================================================
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Multi-threading
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==============================================================
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*/
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struct SDL_Thread;
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typedef int (*xthread_t)( void * );
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typedef struct {
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const char *name;
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SDL_Thread *threadHandle;
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unsigned int threadId;
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} xthreadInfo;
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void Sys_CreateThread( xthread_t function, void *parms, xthreadInfo &info, const char *name );
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void Sys_DestroyThread( xthreadInfo& info ); // sets threadHandle back to 0
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// find the name of the calling thread
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// if index != NULL, set the index in threads array (use -1 for "main" thread)
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const char * Sys_GetThreadName( int *index = 0 );
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extern void Sys_InitThreads();
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extern void Sys_ShutdownThreads();
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bool Sys_IsMainThread();
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const int MAX_CRITICAL_SECTIONS = 5;
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enum {
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CRITICAL_SECTION_ZERO = 0,
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CRITICAL_SECTION_ONE,
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CRITICAL_SECTION_TWO,
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CRITICAL_SECTION_THREE,
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CRITICAL_SECTION_SYS
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};
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void Sys_EnterCriticalSection( int index = CRITICAL_SECTION_ZERO );
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void Sys_LeaveCriticalSection( int index = CRITICAL_SECTION_ZERO );
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const int MAX_TRIGGER_EVENTS = 4;
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enum {
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TRIGGER_EVENT_ZERO = 0,
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TRIGGER_EVENT_ONE,
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TRIGGER_EVENT_TWO,
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TRIGGER_EVENT_THREE
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};
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void Sys_WaitForEvent( int index = TRIGGER_EVENT_ZERO );
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void Sys_TriggerEvent( int index = TRIGGER_EVENT_ZERO );
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/*
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==============================================================
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idSys
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==============================================================
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*/
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class idSys {
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public:
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virtual void DebugPrintf( const char *fmt, ... )id_attribute((format(printf,2,3))) = 0;
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virtual void DebugVPrintf( const char *fmt, va_list arg ) = 0;
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virtual unsigned int GetMilliseconds( void ) = 0;
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virtual int GetProcessorId( void ) = 0;
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virtual void FPU_SetFTZ( bool enable ) = 0;
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virtual void FPU_SetDAZ( bool enable ) = 0;
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virtual bool LockMemory( void *ptr, int bytes ) = 0;
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virtual bool UnlockMemory( void *ptr, int bytes ) = 0;
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virtual uintptr_t DLL_Load( const char *dllName ) = 0;
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virtual void * DLL_GetProcAddress( uintptr_t dllHandle, const char *procName ) = 0;
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virtual void DLL_Unload( uintptr_t dllHandle ) = 0;
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virtual void DLL_GetFileName( const char *baseName, char *dllName, int maxLength ) = 0;
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virtual sysEvent_t GenerateMouseButtonEvent( int button, bool down ) = 0;
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virtual sysEvent_t GenerateMouseMoveEvent( int deltax, int deltay ) = 0;
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virtual void OpenURL( const char *url, bool quit ) = 0;
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virtual void StartProcess( const char *exePath, bool quit ) = 0;
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};
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extern idSys * sys;
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#endif /* !__SYS_PUBLIC__ */
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