doom3-bfg/neo/framework/Common.h
2012-11-26 12:58:24 -06:00

316 lines
11 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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
enum currentGame_t {
DOOM_CLASSIC,
DOOM2_CLASSIC,
DOOM3_BFG
};
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 LaunchExternalTitle( int titleIndex, int device, const lobbyConnectInfo_t * const connectInfo ) = 0;
virtual void InitializeMPMapsModes() = 0;
virtual const idStrList & GetModeList() const = 0;
virtual const idStrList & GetModeDisplayList() const = 0;
virtual const idList<mpMap_t> & 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.
virtual currentGame_t GetCurrentGame() const = 0;
virtual void SwitchToGame( currentGame_t newGame ) = 0;
};
extern idCommon * common;
#endif /* !__COMMON_H__ */