doom-ios/code/iphone/iphone_wolf.h

300 lines
8.3 KiB
C

/*
Copyright (C) 2009 Id Software, Inc.
This program 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 2
of the License, or (at your option) any later version.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// define this to get only the first episode on selections, and the
// automatic sell screen at the end of episode 1
#define EPISODE_ONE_ONLY
// this is the version number displayed on the menu screen
#define DOOM_IPHONE_VERSION 0.1
// if defined, the game runs in a separate thread from the app event loop
#define USE_GAME_THREAD
typedef enum menuState {
IPM_GAME,
IPM_MAIN,
IPM_MAPS,
IPM_MULTIPLAYER,
IPM_MASTER,
IPM_CONTROLS,
IPM_OPTIONS,
IPM_HUDEDIT
} menuState_t;
extern menuState_t menuState;
void iphoneDrawMenus();
#define VID_WIDTH 480
#define VID_HEIGHT 320
#define MAX_SKILLS 5
#define MAX_MAPS 200
#define MF_TRIED 1
#define MF_COMPLETED 2
#define MF_KILLS 4
#define MF_SECRETS 8
#define MF_TREASURE 16
#define MF_TIME 32
// we want to track mapStats for downloaded content, so we
// won't have a known number of these
typedef struct {
int dataset;
int episode;
int map;
int completionFlags[MAX_SKILLS];
} mapStats_t;
// this structure is saved out at the head of the binary save file,
// and allows all the menus to work without having to load a game save
typedef struct {
int version;
int episode;
int map;
int skill;
int mapsStarted; // when 0, resume game will just be a new game
// if someone downloads more than MAX_MAPS, they won't get stat tracking on them.
int numMapStats;
mapStats_t mapStats[MAX_MAPS];
} currentMap_t;
extern currentMap_t currentMap;
extern boolean levelHasBeenLoaded; // determines if "resume game" does a loadGame and exiting does a saveGame
extern pkTexture_t *fontTexture;
extern pkTexture_t *numberPics[10];
extern int iphoneFrameNum;
extern int levelLoadFrameNum;
extern int consoleActive;
extern cvar_t *skill;
extern cvar_t *episode;
extern cvar_t *controlScheme;
extern cvar_t *stickMove;
extern cvar_t *stickTurn;
extern cvar_t *rotorTurn;
extern cvar_t *stickDeadBand;
extern cvar_t *tiltTurn;
extern cvar_t *tiltMove;
extern cvar_t *tiltDeadBand;
extern cvar_t *tiltAverages;
extern cvar_t *music;
extern cvar_t *showTilt;
extern cvar_t *showTime;
extern cvar_t *cropSprites;
extern cvar_t *revLand;
extern cvar_t *mapScale;
extern cvar_t *hideControls;
extern cvar_t *tapFire;
extern cvar_t *skipSleep;
extern cvar_t *autoUse;
extern cvar_t *statusBar;
extern cvar_t *touchClick;
extern int numTouches;
extern int touches[5][2]; // [0] = x, [1] = y in landscape mode, raster order with y = 0 at top
// so we can detect button releases
extern int numPrevTouches;
extern int prevTouches[5][2];
extern float tilt; // -1.0 to 1.0
extern float tiltPitch;
extern boolean drawWeaponSelect; // true when the weapon select overlay is up
extern int weaponSelected; // -1 for no change
typedef unsigned char color4_t[4];
typedef unsigned char color3_t[3];
typedef struct {
int enterFrame;
int beforeSwap;
int afterSwap;
int afterSleep;
} logTime_t;
#define MAX_LOGGED_TIMES 512
extern logTime_t loggedTimes[MAX_LOGGED_TIMES]; // indexed by iphoneFrameNum
void LoadWallTexture( int wallPicNum );
int TouchDown( int x, int y, int w, int h );
int TouchReleased( int x, int y, int w, int h );
int iphoneDrawText( int x, int y, const char *str );
int iphoneCenterText( int x, int y, const char *str );
void iphoneDrawNumber( int x, int y, int number, int charWidth, int charHeight );
void iphoneDrawPic( int x, int y, int w, int h, const char *pic );
int iphoneDrawPicWithTouch( int x, int y, int w, int h, const char *pic );
void StartGame();
void iphoneOpenAutomap();
void iphoneDrawNotifyText();
void iphoneSet2D( void );
bool TextButton( const char *title, int x, int y, int w, int h );
void R_Draw_Fill( int x, int y, int w, int h, color3_t c );
void R_Draw_Blend( int x, int y, int w, int h, color4_t c );
void InitImmediateModeGL();
int iphoneRotateForLandscape();
void iphoneCheckForLandscapeReverse();
void iphonePacifierUpdate();
void iphoneDrawScreen();
extern int damageflash;
extern int bonusFrameNum;
extern int attackDirTime[2];
#define HF_DISABLED 1
#define HF_NODRAW 2 // invisible button
typedef struct {
int x, y; // mdpoint
int drawWidth, drawHeight;
int touchWidth, touchHeight; // allow touches outside the actual bounds
pkTexture_t *texture;
boolean drawAsLimit; // draw with red tint to show further movement won't do anything
float touchState;
float drawState; // offsets for rotors
int hudFlags;
struct touch_s *touch;
} hudPic_t;
typedef struct {
hudPic_t forwardStick;
hudPic_t sideStick;
hudPic_t turnStick;
hudPic_t turnRotor;
hudPic_t fire;
hudPic_t menu;
hudPic_t map;
hudPic_t weaponSelect;
} hud_t;
extern hud_t huds;
void HudSetForScheme( int schemeNum );
void HudSetTexnums();
void HudEditFrame();
void Sound_StartLocalSound( const char *sound );
void Sound_StartLocalSoundAtVolume( const char *sound, float volume );
int BackButton();
void ResumeGame();
//---------------------------------------
// Touch and button
//---------------------------------------
typedef struct touch_s {
boolean down;
int x, y;
int prevX, prevY; // will be set to x, y on first touch, copied after each game frame
int stateCount; // set to 1 on first event that state changes, incremented each game frame
void *controlOwner;
void *identification;
} touch_t;
#define MAX_TOUCHES 5
extern touch_t sysTouches[MAX_TOUCHES];
extern touch_t gameTouches[MAX_TOUCHES];
extern pthread_mutex_t eventMutex; // used to sync between game and event threads
touch_t *TapInBounds( int x, int y, int w, int h );
touch_t *TouchInBounds( int x, int y, int w, int h );
touch_t *UpdateHudTouch( hudPic_t *hud );
typedef struct {
pkTexture_t *texture;
const char *title;
int x, y, w, h;
touch_t *touch;
float scale; // ramps up and down after touches
int frameNum; // reset scale if not checked on previous frame
} ibutton_t;
void SetButtonPics( ibutton_t *button, const char *picName, const char *title, int x, int y );
void SetButtonText( ibutton_t *button, const char *title, int x, int y, int w, int h );
boolean HandleButton( ibutton_t *button );
//---------------------------------------
// Doom stuff we call directly
//---------------------------------------
void G_DoSaveGame (boolean menu);
//---------------------------------------
// iphone_mapSelect.c
//---------------------------------------
void DisplayLoadingScreen();
void iphoneMapSelectMenu();
//---------------------------------------
// interfaces from the original game code
//---------------------------------------
void iphoneSetNotifyText( const char *str, ... );
void iphoneIntermission( wbstartstruct_t* wbstartstruct );
//---------------------------------------
// interfaces to Objective-C land
//---------------------------------------
// The event thread will fill this after hitting enter
// on the console. The game thread should check it,
// execute it, and clear it under mutex.
extern char consoleCommand[1024];
void SysIPhoneSwapBuffers();
void SysIPhoneVibrate();
void SysIPhoneOpenURL( const char *url );
void SysIPhoneSetUIKitOrientation( int isLandscapeRight );
const char * SysIPhoneGetConsoleTextField();
void SysIPhoneSetConsoleTextField(const char *);
void SysIPhoneInitAudioSession();
int SysIPhoneOtherAudioIsPlaying();
int SysIphoneMilliseconds();
int SysIphoneMicroseconds();
const char * SysIphoneGetAppDir();
const char * SysIphoneGetDocDir();
//---------------------------------------
// interfaces from Objective-C land
//---------------------------------------
void iphoneStartup();
void iphoneShutdown();
void iphoneFrame();
void iphoneTiltEvent( float *tilts );
void iphoneTouchEvent( int numTouches, int touches[16] );
void iphoneActivateConsole();
void iphoneDeactivateConsole();
void iphoneExecuteCommandLine();