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