/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition 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 BFG Edition 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 __COMMON_H__ #define __COMMON_H__ /* ============================================================== Common ============================================================== */ extern idCVar com_engineHz; extern float com_engineHz_latched; extern int64 com_engineHz_numerator; extern int64 com_engineHz_denominator; // Returns the msec the frame starts on ID_INLINE int FRAME_TO_MSEC( int64 frame ) { return ( int )( ( frame * com_engineHz_numerator ) / com_engineHz_denominator ); } // Rounds DOWN to the nearest frame ID_INLINE int MSEC_TO_FRAME_FLOOR( int msec ) { return ( int )( ( ( ( int64 )msec * com_engineHz_denominator ) + ( com_engineHz_denominator - 1 ) ) / com_engineHz_numerator ); } // Rounds UP to the nearest frame ID_INLINE int MSEC_TO_FRAME_CEIL( int msec ) { return ( int )( ( ( ( int64 )msec * com_engineHz_denominator ) + ( com_engineHz_numerator - 1 ) ) / com_engineHz_numerator ); } // Aligns msec so it starts on a frame bondary ID_INLINE int MSEC_ALIGN_TO_FRAME( int msec ) { return FRAME_TO_MSEC( MSEC_TO_FRAME_CEIL( msec ) ); } class idGame; class idRenderWorld; class idSoundWorld; class idSession; class idCommonDialog; class idDemoFile; class idUserInterface; class idSaveLoadParms; class idMatchParameters; struct lobbyConnectInfo_t; ID_INLINE void BeginProfileNamedEventColor( uint32 color, VERIFY_FORMAT_STRING const char* szName ) { } ID_INLINE void EndProfileNamedEvent() { } ID_INLINE void BeginProfileNamedEvent( VERIFY_FORMAT_STRING const char* szName ) { BeginProfileNamedEventColor( ( uint32 ) 0xFF00FF00, szName ); } class idScopedProfileEvent { public: idScopedProfileEvent( const char* name ) { BeginProfileNamedEvent( name ); } ~idScopedProfileEvent() { EndProfileNamedEvent(); } }; #define SCOPED_PROFILE_EVENT( x ) idScopedProfileEvent scopedProfileEvent_##__LINE__( x ) ID_INLINE bool BeginTraceRecording( char* szName ) { return false; } ID_INLINE bool EndTraceRecording() { return false; } typedef enum { EDITOR_NONE = 0, EDITOR_RADIANT = BIT( 1 ), EDITOR_GUI = BIT( 2 ), EDITOR_DEBUGGER = BIT( 3 ), EDITOR_SCRIPT = BIT( 4 ), EDITOR_LIGHT = BIT( 5 ), EDITOR_SOUND = BIT( 6 ), EDITOR_DECL = BIT( 7 ), EDITOR_AF = BIT( 8 ), EDITOR_PARTICLE = BIT( 9 ), EDITOR_PDA = BIT( 10 ), EDITOR_AAS = BIT( 11 ), EDITOR_MATERIAL = BIT( 12 ) } toolFlag_t; #define STRTABLE_ID "#str_" #define STRTABLE_ID_LENGTH 5 extern idCVar com_version; extern idCVar com_developer; extern idCVar com_allowConsole; extern idCVar com_speeds; extern idCVar com_showFPS; extern idCVar com_showMemoryUsage; extern idCVar com_updateLoadSize; extern idCVar com_productionMode; struct MemInfo_t { idStr filebase; int total; int assetTotals; // memory manager totals int memoryManagerTotal; // subsystem totals int gameSubsystemTotal; int renderSubsystemTotal; // asset totals int imageAssetsTotal; int modelAssetsTotal; int soundAssetsTotal; }; struct mpMap_t { void operator=( const mpMap_t& src ) { mapFile = src.mapFile; mapName = src.mapName; supportedModes = src.supportedModes; } idStr mapFile; idStr mapName; uint32 supportedModes; }; static const int MAX_LOGGED_STATS = 60 * 120; // log every half second // RB begin #if defined(USE_DOOMCLASSIC) enum currentGame_t { DOOM_CLASSIC, DOOM2_CLASSIC, DOOM3_BFG }; #endif // RB end class idCommon { public: virtual ~idCommon() {} // 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 ) = 0; // Shuts down everything. virtual void Shutdown() = 0; virtual bool IsShuttingDown() const = 0; virtual void CreateMainMenu() = 0; // Shuts down everything. virtual void Quit() = 0; // Returns true if common initialization is complete. virtual bool IsInitialized() const = 0; // Called repeatedly as the foreground thread for rendering and game logic. virtual void Frame() = 0; // Redraws the screen, handling games, guis, console, etc // in a modal manner outside the normal frame loop virtual void UpdateScreen( bool captureToImage ) = 0; virtual void UpdateLevelLoadPacifier() = 0; // 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 ) = 0; // Begins redirection of console output to the given buffer. virtual void BeginRedirect( char* buffer, int buffersize, void ( *flush )( const char* ) ) = 0; // Stops redirection of console output. virtual void EndRedirect() = 0; // Update the screen with every message printed. virtual void SetRefreshOnPrint( bool set ) = 0; // Prints message to the console, which may cause a screen update if com_refreshOnPrint is set. virtual void Printf( VERIFY_FORMAT_STRING const char* fmt, ... ) = 0; // Same as Printf, with a more usable API - Printf pipes to this. virtual void VPrintf( const char* fmt, va_list arg ) = 0; // Prints message that only shows up if the "developer" cvar is set, // and NEVER forces a screen update, which could cause reentrancy problems. virtual void DPrintf( VERIFY_FORMAT_STRING const char* fmt, ... ) = 0; // Prints WARNING %s message and adds the warning message to a queue for printing later on. virtual void Warning( VERIFY_FORMAT_STRING const char* fmt, ... ) = 0; // Prints WARNING %s message in yellow that only shows up if the "developer" cvar is set. virtual void DWarning( VERIFY_FORMAT_STRING const char* fmt, ... ) = 0; // Prints all queued warnings. virtual void PrintWarnings() = 0; // Removes all queued warnings. virtual void ClearWarnings( const char* reason ) = 0; // Issues a C++ throw. Normal errors just abort to the game loop, // which is appropriate for media or dynamic logic errors. virtual void Error( VERIFY_FORMAT_STRING const char* fmt, ... ) = 0; // Fatal errors quit all the way to a system dialog box, which is appropriate for // static internal errors or cases where the system may be corrupted. virtual void FatalError( VERIFY_FORMAT_STRING const char* fmt, ... ) = 0; // Returns key bound to the command virtual const char* KeysFromBinding( const char* bind ) = 0; // Returns the binding bound to the key virtual const char* BindingFromKey( const char* key ) = 0; // Directly sample a button. virtual int ButtonState( int key ) = 0; // Directly sample a keystate. virtual int KeyState( int key ) = 0; // Returns true if a multiplayer game is running. // CVars and commands are checked differently in multiplayer mode. virtual bool IsMultiplayer() = 0; virtual bool IsServer() = 0; virtual bool IsClient() = 0; // Returns true if the player has ever enabled the console virtual bool GetConsoleUsed() = 0; // Returns the rate (in ms between snaps) that we want to generate snapshots virtual int GetSnapRate() = 0; virtual void NetReceiveReliable( int peer, int type, idBitMsg& msg ) = 0; virtual void NetReceiveSnapshot( class idSnapShot& ss ) = 0; virtual void NetReceiveUsercmds( int peer, idBitMsg& msg ) = 0; // Processes the given event. virtual bool ProcessEvent( const sysEvent_t* event ) = 0; virtual bool LoadGame( const char* saveName ) = 0; virtual bool SaveGame( const char* saveName ) = 0; virtual idDemoFile* ReadDemo() = 0; virtual idDemoFile* WriteDemo() = 0; virtual idGame* Game() = 0; virtual idRenderWorld* RW() = 0; virtual idSoundWorld* SW() = 0; virtual idSoundWorld* MenuSW() = 0; virtual idSession* Session() = 0; virtual idCommonDialog& Dialog() = 0; virtual void OnSaveCompleted( idSaveLoadParms& parms ) = 0; virtual void OnLoadCompleted( idSaveLoadParms& parms ) = 0; virtual void OnLoadFilesCompleted( idSaveLoadParms& parms ) = 0; virtual void OnEnumerationCompleted( idSaveLoadParms& parms ) = 0; virtual void OnDeleteCompleted( idSaveLoadParms& parms ) = 0; virtual void TriggerScreenWipe( const char* _wipeMaterial, bool hold ) = 0; virtual void OnStartHosting( idMatchParameters& parms ) = 0; virtual int GetGameFrame() = 0; virtual void InitializeMPMapsModes() = 0; virtual const idStrList& GetModeList() const = 0; virtual const idStrList& GetModeDisplayList() const = 0; virtual const idList& GetMapList() const = 0; virtual void ResetPlayerInput( int playerIndex ) = 0; virtual bool JapaneseCensorship() const = 0; virtual void QueueShowShell() = 0; // Will activate the shell on the next frame. // RB begin #if defined(USE_DOOMCLASSIC) virtual currentGame_t GetCurrentGame() const = 0; virtual void SwitchToGame( currentGame_t newGame ) = 0; #endif // RB end }; extern idCommon* common; #endif /* !__COMMON_H__ */