mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-04-26 11:31:36 +00:00
465 lines
9.2 KiB
C++
465 lines
9.2 KiB
C++
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#include "precompiled.h"
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#include "../sys/sys_local.h"
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#include "../framework/EventLoop.h"
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#include "../framework/DeclManager.h"
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#include <direct.h>
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#include <io.h>
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idEventLoop* eventLoop;
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idDeclManager* declManager;
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idSys* sys = NULL;
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#define STDIO_PRINT( pre, post ) \
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va_list argptr; \
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va_start( argptr, fmt ); \
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printf( pre ); \
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vprintf( fmt, argptr ); \
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printf( post ); \
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OutputDebugStringA(post); \
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va_end( argptr )
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idCVar com_productionMode( "com_productionMode", "0", CVAR_SYSTEM | CVAR_BOOL, "0 - no special behavior, 1 - building a production build, 2 - running a production build" );
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/*
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==============
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Sys_Mkdir
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==============
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*/
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void Sys_Mkdir( const char* path )
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{
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_mkdir( path );
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}
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/*
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========================
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Sys_Rmdir
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========================
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*/
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bool Sys_Rmdir( const char* path )
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{
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return _rmdir( path ) == 0;
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}
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/*
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==============
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Sys_EXEPath
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==============
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*/
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const char* Sys_EXEPath()
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{
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static char exe[MAX_OSPATH];
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GetModuleFileName( NULL, exe, sizeof( exe ) - 1 );
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return exe;
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}
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/*
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==============
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Sys_ListFiles
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==============
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*/
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int Sys_ListFiles( const char* directory, const char* extension, idStrList& list )
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{
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idStr search;
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struct _finddata_t findinfo;
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// RB: 64 bit fixes, changed int to intptr_t
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intptr_t findhandle;
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// RB end
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int flag;
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if( !extension )
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{
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extension = "";
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}
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// passing a slash as extension will find directories
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if( extension[0] == '/' && extension[1] == 0 )
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{
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extension = "";
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flag = 0;
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}
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else
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{
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flag = _A_SUBDIR;
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}
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sprintf( search, "%s\\*%s", directory, extension );
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// search
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list.Clear();
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findhandle = _findfirst( search, &findinfo );
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if( findhandle == -1 )
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{
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return -1;
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}
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do
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{
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if( flag ^ ( findinfo.attrib & _A_SUBDIR ) )
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{
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list.Append( findinfo.name );
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}
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}
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while( _findnext( findhandle, &findinfo ) != -1 );
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_findclose( findhandle );
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return list.Num();
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}
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int idEventLoop::JournalLevel() const
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{
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return 0;
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}
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/*
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========================
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Sys_IsFolder
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========================
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*/
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sysFolder_t Sys_IsFolder( const char* path )
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{
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struct _stat buffer;
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if( _stat( path, &buffer ) < 0 )
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{
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return FOLDER_ERROR;
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}
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return ( buffer.st_mode & _S_IFDIR ) != 0 ? FOLDER_YES : FOLDER_NO;
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}
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const char* Sys_DefaultSavePath()
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{
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return "";
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}
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const char* Sys_Lang( int )
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{
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return "";
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}
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/*
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=================
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Sys_FileTimeStamp
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=================
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*/
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ID_TIME_T Sys_FileTimeStamp( idFileHandle fp )
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{
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FILETIME writeTime;
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GetFileTime( fp, NULL, NULL, &writeTime );
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/*
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FILETIME = number of 100-nanosecond ticks since midnight
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1 Jan 1601 UTC. time_t = number of 1-second ticks since
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midnight 1 Jan 1970 UTC. To translate, we subtract a
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FILETIME representation of midnight, 1 Jan 1970 from the
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time in question and divide by the number of 100-ns ticks
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in one second.
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*/
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SYSTEMTIME base_st =
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{
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1970, // wYear
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1, // wMonth
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0, // wDayOfWeek
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1, // wDay
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0, // wHour
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0, // wMinute
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0, // wSecond
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0 // wMilliseconds
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};
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FILETIME base_ft;
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SystemTimeToFileTime( &base_st, &base_ft );
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LARGE_INTEGER itime;
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itime.QuadPart = reinterpret_cast<LARGE_INTEGER&>( writeTime ).QuadPart;
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itime.QuadPart -= reinterpret_cast<LARGE_INTEGER&>( base_ft ).QuadPart;
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itime.QuadPart /= 10000000LL;
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return itime.QuadPart;
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}
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/*
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==============
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Sys_Cwd
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==============
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*/
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const char* Sys_Cwd()
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{
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static char cwd[MAX_OSPATH];
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_getcwd( cwd, sizeof( cwd ) - 1 );
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cwd[MAX_OSPATH - 1] = 0;
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return cwd;
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}
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/*
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==============
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Sys_DefaultBasePath
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==============
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*/
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const char* Sys_DefaultBasePath()
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{
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return Sys_Cwd();
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}
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int Sys_NumLangs()
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{
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return 0;
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}
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/*
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================
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Sys_Milliseconds
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================
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*/
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int Sys_Milliseconds()
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{
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static DWORD sys_timeBase = timeGetTime();
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return timeGetTime() - sys_timeBase;
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}
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class idCommonLocal : public idCommon
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{
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public:
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// Initialize everything.
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// if the OS allows, pass argc/argv directly (without executable name)
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// otherwise pass the command line in a single string (without executable name)
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virtual void Init( int argc, const char* const* argv, const char* cmdline ) { };
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// Shuts down everything.
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virtual void Shutdown() { };
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virtual bool IsShuttingDown() const
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{
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return false;
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};
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virtual void CreateMainMenu() { };
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// Shuts down everything.
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virtual void Quit() { };
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// Returns true if common initialization is complete.
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virtual bool IsInitialized() const
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{
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return true;
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};
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// Called repeatedly as the foreground thread for rendering and game logic.
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virtual void Frame() { };
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// Redraws the screen, handling games, guis, console, etc
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// in a modal manner outside the normal frame loop
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virtual void UpdateScreen() { };
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virtual void UpdateLevelLoadPacifier() { };
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// Checks for and removes command line "+set var arg" constructs.
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// If match is NULL, all set commands will be executed, otherwise
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// only a set with the exact name.
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virtual void StartupVariable( const char* match ) { };
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// Begins redirection of console output to the given buffer.
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virtual void BeginRedirect( char* buffer, int buffersize, void ( *flush )( const char* ) ) { };
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// Stops redirection of console output.
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virtual void EndRedirect() { };
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// Update the screen with every message printed.
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virtual void SetRefreshOnPrint( bool set ) { };
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virtual void Printf( const char* fmt, ... )
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{
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STDIO_PRINT( "", "" );
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}
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virtual void VPrintf( const char* fmt, va_list arg )
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{
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vprintf( fmt, arg );
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}
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virtual void DPrintf( const char* fmt, ... )
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{
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/*STDIO_PRINT( "", "" );*/
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}
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virtual void Warning( const char* fmt, ... )
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{
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STDIO_PRINT( "WARNING: ", "\n" );
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}
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virtual void DWarning( const char* fmt, ... )
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{
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/*STDIO_PRINT( "WARNING: ", "\n" );*/
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}
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// Prints all queued warnings.
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virtual void PrintWarnings() { };
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// Removes all queued warnings.
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virtual void ClearWarnings( const char* reason ) { };
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virtual void Error( const char* fmt, ... )
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{
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STDIO_PRINT( "ERROR: ", "\n" );
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exit( 0 );
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}
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virtual void FatalError( const char* fmt, ... )
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{
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STDIO_PRINT( "FATAL ERROR: ", "\n" );
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exit( 0 );
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}
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// Returns key bound to the command
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virtual const char* KeysFromBinding( const char* bind )
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{
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return NULL;
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};
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// Returns the binding bound to the key
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virtual const char* BindingFromKey( const char* key )
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{
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return NULL;
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};
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// Directly sample a button.
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virtual int ButtonState( int key )
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{
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return 0;
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};
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// Directly sample a keystate.
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virtual int KeyState( int key )
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{
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return 0;
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};
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// Returns true if a multiplayer game is running.
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// CVars and commands are checked differently in multiplayer mode.
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virtual bool IsMultiplayer()
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{
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return false;
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};
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virtual bool IsServer()
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{
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return false;
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};
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virtual bool IsClient()
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{
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return false;
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};
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// Returns true if the player has ever enabled the console
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virtual bool GetConsoleUsed()
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{
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return false;
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};
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// Returns the rate (in ms between snaps) that we want to generate snapshots
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virtual int GetSnapRate()
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{
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return 0;
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};
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virtual void NetReceiveReliable( int peer, int type, idBitMsg& msg ) { };
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virtual void NetReceiveSnapshot( class idSnapShot& ss ) { };
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virtual void NetReceiveUsercmds( int peer, idBitMsg& msg ) { };
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// Processes the given event.
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virtual bool ProcessEvent( const sysEvent_t* event )
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{
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return false;
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};
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virtual bool LoadGame( const char* saveName )
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{
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return false;
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};
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virtual bool SaveGame( const char* saveName )
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{
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return false;
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};
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virtual idGame* Game()
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{
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return NULL;
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};
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virtual idRenderWorld* RW()
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{
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return NULL;
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};
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virtual idSoundWorld* SW()
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{
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return NULL;
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};
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virtual idSoundWorld* MenuSW()
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{
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return NULL;
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};
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virtual idSession* Session()
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{
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return NULL;
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};
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virtual idCommonDialog& Dialog()
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{
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static idCommonDialog useless;
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return useless;
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};
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virtual void OnSaveCompleted( idSaveLoadParms& parms ) { };
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virtual void OnLoadCompleted( idSaveLoadParms& parms ) { };
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virtual void OnLoadFilesCompleted( idSaveLoadParms& parms ) { };
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virtual void OnEnumerationCompleted( idSaveLoadParms& parms ) { };
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virtual void OnDeleteCompleted( idSaveLoadParms& parms ) { };
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virtual void TriggerScreenWipe( const char* _wipeMaterial, bool hold ) { };
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virtual void OnStartHosting( idMatchParameters& parms ) { };
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virtual int GetGameFrame()
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{
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return 0;
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};
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virtual void LaunchExternalTitle( int titleIndex, int device, const lobbyConnectInfo_t* const connectInfo ) { };
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virtual void InitializeMPMapsModes() { };
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virtual const idStrList& GetModeList() const
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{
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static idStrList useless;
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return useless;
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};
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virtual const idStrList& GetModeDisplayList() const
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{
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static idStrList useless;
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return useless;
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};
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virtual const idList<mpMap_t>& GetMapList() const
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{
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static idList<mpMap_t> useless;
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return useless;
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};
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virtual void ResetPlayerInput( int playerIndex ) { };
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virtual bool JapaneseCensorship() const
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{
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return false;
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};
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virtual void QueueShowShell() { }; // Will activate the shell on the next frame.
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virtual void idCommon::UpdateScreen( bool, bool ) { }
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void idCommon::InitTool( const toolFlag_t, const idDict*, idEntity* ) { }
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//virtual currentGame_t GetCurrentGame() const {
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// return DOOM_CLASSIC;
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//};
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//virtual void SwitchToGame(currentGame_t newGame) { };
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};
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idCommonLocal commonLocal;
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idCommon* common = &commonLocal;
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