doom3-bfg/neo/sys/sys_public.h

788 lines
19 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 __SYS_PUBLIC__
#define __SYS_PUBLIC__
#include "../idlib/CmdArgs.h"
/*
===============================================================================
Non-portable system services.
===============================================================================
*/
enum cpuid_t
{
CPUID_NONE = 0x00000,
CPUID_UNSUPPORTED = 0x00001, // unsupported (386/486)
CPUID_GENERIC = 0x00002, // unrecognized processor
CPUID_INTEL = 0x00004, // Intel
CPUID_AMD = 0x00008, // AMD
CPUID_MMX = 0x00010, // Multi Media Extensions
CPUID_3DNOW = 0x00020, // 3DNow!
CPUID_SSE = 0x00040, // Streaming SIMD Extensions
CPUID_SSE2 = 0x00080, // Streaming SIMD Extensions 2
CPUID_SSE3 = 0x00100, // Streaming SIMD Extentions 3 aka Prescott's New Instructions
CPUID_ALTIVEC = 0x00200, // AltiVec
CPUID_HTT = 0x01000, // Hyper-Threading Technology
CPUID_CMOV = 0x02000, // Conditional Move (CMOV) and fast floating point comparison (FCOMI) instructions
CPUID_FTZ = 0x04000, // Flush-To-Zero mode (denormal results are flushed to zero)
CPUID_DAZ = 0x08000, // Denormals-Are-Zero mode (denormal source operands are set to zero)
CPUID_XENON = 0x10000, // Xbox 360
CPUID_CELL = 0x20000 // PS3
};
enum fpuExceptions_t
{
FPU_EXCEPTION_INVALID_OPERATION = 1,
FPU_EXCEPTION_DENORMALIZED_OPERAND = 2,
FPU_EXCEPTION_DIVIDE_BY_ZERO = 4,
FPU_EXCEPTION_NUMERIC_OVERFLOW = 8,
FPU_EXCEPTION_NUMERIC_UNDERFLOW = 16,
FPU_EXCEPTION_INEXACT_RESULT = 32
};
enum fpuPrecision_t
{
FPU_PRECISION_SINGLE = 0,
FPU_PRECISION_DOUBLE = 1,
FPU_PRECISION_DOUBLE_EXTENDED = 2
};
enum fpuRounding_t
{
FPU_ROUNDING_TO_NEAREST = 0,
FPU_ROUNDING_DOWN = 1,
FPU_ROUNDING_UP = 2,
FPU_ROUNDING_TO_ZERO = 3
};
enum joystickAxis_t
{
AXIS_LEFT_X,
AXIS_LEFT_Y,
AXIS_RIGHT_X,
AXIS_RIGHT_Y,
AXIS_LEFT_TRIG,
AXIS_RIGHT_TRIG,
MAX_JOYSTICK_AXIS
};
enum sysEventType_t
{
SE_NONE, // evTime is still valid
SE_KEY, // evValue is a key code, evValue2 is the down flag
SE_CHAR, // evValue is an ascii char
SE_MOUSE, // evValue and evValue2 are reletive signed x / y moves
SE_MOUSE_ABSOLUTE, // evValue and evValue2 are absolute coordinates in the window's client area.
SE_MOUSE_LEAVE, // evValue and evValue2 are meaninless, this indicates the mouse has left the client area.
SE_JOYSTICK, // evValue is an axis number and evValue2 is the current state (-127 to 127)
SE_CONSOLE // evPtr is a char*, from typing something at a non-game console
};
enum sys_mEvents
{
M_ACTION1,
M_ACTION2,
M_ACTION3,
M_ACTION4,
M_ACTION5,
M_ACTION6,
M_ACTION7,
M_ACTION8,
M_DELTAX,
M_DELTAY,
M_DELTAZ,
M_INVALID
};
enum sys_jEvents
{
J_ACTION1,
J_ACTION2,
J_ACTION3,
J_ACTION4,
J_ACTION5,
J_ACTION6,
J_ACTION7,
J_ACTION8,
J_ACTION9,
J_ACTION10,
J_ACTION11,
J_ACTION12,
J_ACTION13,
J_ACTION14,
J_ACTION15,
J_ACTION16,
J_ACTION17,
J_ACTION18,
J_ACTION19,
J_ACTION20,
J_ACTION21,
J_ACTION22,
J_ACTION23,
J_ACTION24,
J_ACTION25,
J_ACTION26,
J_ACTION27,
J_ACTION28,
J_ACTION29,
J_ACTION30,
J_ACTION31,
J_ACTION32,
J_ACTION_MAX = J_ACTION32,
J_AXIS_MIN,
J_AXIS_LEFT_X = J_AXIS_MIN + AXIS_LEFT_X,
J_AXIS_LEFT_Y = J_AXIS_MIN + AXIS_LEFT_Y,
J_AXIS_RIGHT_X = J_AXIS_MIN + AXIS_RIGHT_X,
J_AXIS_RIGHT_Y = J_AXIS_MIN + AXIS_RIGHT_Y,
J_AXIS_LEFT_TRIG = J_AXIS_MIN + AXIS_LEFT_TRIG,
J_AXIS_RIGHT_TRIG = J_AXIS_MIN + AXIS_RIGHT_TRIG,
J_AXIS_MAX = J_AXIS_MIN + MAX_JOYSTICK_AXIS - 1,
J_DPAD_UP,
J_DPAD_DOWN,
J_DPAD_LEFT,
J_DPAD_RIGHT,
MAX_JOY_EVENT
};
/*
================================================
The first part of this table maps directly to Direct Input scan codes (DIK_* from dinput.h)
But they are duplicated here for console portability
================================================
*/
enum keyNum_t
{
K_NONE,
K_ESCAPE,
K_1,
K_2,
K_3,
K_4,
K_5,
K_6,
K_7,
K_8,
K_9,
K_0,
K_MINUS,
K_EQUALS,
K_BACKSPACE,
K_TAB,
K_Q,
K_W,
K_E,
K_R,
K_T,
K_Y,
K_U,
K_I,
K_O,
K_P,
K_LBRACKET,
K_RBRACKET,
K_ENTER,
K_LCTRL,
K_A,
K_S,
K_D,
K_F,
K_G,
K_H,
K_J,
K_K,
K_L,
K_SEMICOLON,
K_APOSTROPHE,
K_GRAVE,
K_LSHIFT,
K_BACKSLASH,
K_Z,
K_X,
K_C,
K_V,
K_B,
K_N,
K_M,
K_COMMA,
K_PERIOD,
K_SLASH,
K_RSHIFT,
K_KP_STAR,
K_LALT,
K_SPACE,
K_CAPSLOCK,
K_F1,
K_F2,
K_F3,
K_F4,
K_F5,
K_F6,
K_F7,
K_F8,
K_F9,
K_F10,
K_NUMLOCK,
K_SCROLL,
K_KP_7,
K_KP_8,
K_KP_9,
K_KP_MINUS,
K_KP_4,
K_KP_5,
K_KP_6,
K_KP_PLUS,
K_KP_1,
K_KP_2,
K_KP_3,
K_KP_0,
K_KP_DOT,
K_F11 = 0x57,
K_F12 = 0x58,
K_F13 = 0x64,
K_F14 = 0x65,
K_F15 = 0x66,
K_KANA = 0x70,
K_CONVERT = 0x79,
K_NOCONVERT = 0x7B,
K_YEN = 0x7D,
K_KP_EQUALS = 0x8D,
K_CIRCUMFLEX = 0x90,
K_AT = 0x91,
K_COLON = 0x92,
K_UNDERLINE = 0x93,
K_KANJI = 0x94,
K_STOP = 0x95,
K_AX = 0x96,
K_UNLABELED = 0x97,
K_KP_ENTER = 0x9C,
K_RCTRL = 0x9D,
K_KP_COMMA = 0xB3,
K_KP_SLASH = 0xB5,
K_PRINTSCREEN = 0xB7,
K_RALT = 0xB8,
K_PAUSE = 0xC5,
K_HOME = 0xC7,
K_UPARROW = 0xC8,
K_PGUP = 0xC9,
K_LEFTARROW = 0xCB,
K_RIGHTARROW = 0xCD,
K_END = 0xCF,
K_DOWNARROW = 0xD0,
K_PGDN = 0xD1,
K_INS = 0xD2,
K_DEL = 0xD3,
K_LWIN = 0xDB,
K_RWIN = 0xDC,
K_APPS = 0xDD,
K_POWER = 0xDE,
K_SLEEP = 0xDF,
//------------------------
// K_JOY codes must be contiguous, too
//------------------------
K_JOY1 = 256,
K_JOY2,
K_JOY3,
K_JOY4,
K_JOY5,
K_JOY6,
K_JOY7,
K_JOY8,
K_JOY9,
K_JOY10,
K_JOY11,
K_JOY12,
K_JOY13,
K_JOY14,
K_JOY15,
K_JOY16,
K_JOY_STICK1_UP,
K_JOY_STICK1_DOWN,
K_JOY_STICK1_LEFT,
K_JOY_STICK1_RIGHT,
K_JOY_STICK2_UP,
K_JOY_STICK2_DOWN,
K_JOY_STICK2_LEFT,
K_JOY_STICK2_RIGHT,
K_JOY_TRIGGER1,
K_JOY_TRIGGER2,
K_JOY_DPAD_UP,
K_JOY_DPAD_DOWN,
K_JOY_DPAD_LEFT,
K_JOY_DPAD_RIGHT,
//------------------------
// K_MOUSE enums must be contiguous (no char codes in the middle)
//------------------------
K_MOUSE1,
K_MOUSE2,
K_MOUSE3,
K_MOUSE4,
K_MOUSE5,
K_MOUSE6,
K_MOUSE7,
K_MOUSE8,
K_MWHEELDOWN,
K_MWHEELUP,
K_LAST_KEY
};
struct sysEvent_t
{
sysEventType_t evType;
int evValue;
int evValue2;
int evPtrLength; // bytes of data pointed to by evPtr, for journaling
void* evPtr; // this must be manually freed if not NULL
int inputDevice;
bool IsKeyEvent() const
{
return evType == SE_KEY;
}
bool IsMouseEvent() const
{
return evType == SE_MOUSE;
}
bool IsCharEvent() const
{
return evType == SE_CHAR;
}
bool IsJoystickEvent() const
{
return evType == SE_JOYSTICK;
}
bool IsKeyDown() const
{
return evValue2 != 0;
}
keyNum_t GetKey() const
{
return static_cast< keyNum_t >( evValue );
}
int GetXCoord() const
{
return evValue;
}
int GetYCoord() const
{
return evValue2;
}
};
struct sysMemoryStats_t
{
int memoryLoad;
int totalPhysical;
int availPhysical;
int totalPageFile;
int availPageFile;
int totalVirtual;
int availVirtual;
int availExtendedVirtual;
};
typedef unsigned long address_t;
void Sys_Init();
void Sys_Shutdown();
void Sys_Error( const char* error, ... );
const char* Sys_GetCmdLine();
void Sys_ReLaunch( void* launchData, unsigned int launchDataSize );
void Sys_Launch( const char* path, idCmdArgs& args, void* launchData, unsigned int launchDataSize );
void Sys_SetLanguageFromSystem();
const char* Sys_DefaultLanguage();
void Sys_Quit();
bool Sys_AlreadyRunning();
// note that this isn't journaled...
char* Sys_GetClipboardData();
void Sys_SetClipboardData( const char* string );
// will go to the various text consoles
// NOT thread safe - never use in the async paths
void Sys_Printf( VERIFY_FORMAT_STRING const char* msg, ... );
// guaranteed to be thread-safe
void Sys_DebugPrintf( VERIFY_FORMAT_STRING const char* fmt, ... );
void Sys_DebugVPrintf( const char* fmt, va_list arg );
// a decent minimum sleep time to avoid going below the process scheduler speeds
#define SYS_MINSLEEP 20
// allow game to yield CPU time
// NOTE: due to SYS_MINSLEEP this is very bad portability karma, and should be completely removed
void Sys_Sleep( int msec );
// Sys_Milliseconds should only be used for profiling purposes,
// any game related timing information should come from event timestamps
int Sys_Milliseconds();
uint64 Sys_Microseconds();
// for accurate performance testing
double Sys_GetClockTicks();
double Sys_ClockTicksPerSecond();
// returns a selection of the CPUID_* flags
cpuid_t Sys_GetProcessorId();
const char* Sys_GetProcessorString();
// returns true if the FPU stack is empty
bool Sys_FPU_StackIsEmpty();
// empties the FPU stack
void Sys_FPU_ClearStack();
// returns the FPU state as a string
const char* Sys_FPU_GetState();
// enables the given FPU exceptions
void Sys_FPU_EnableExceptions( int exceptions );
// sets the FPU precision
void Sys_FPU_SetPrecision( int precision );
// sets the FPU rounding mode
void Sys_FPU_SetRounding( int rounding );
// sets Flush-To-Zero mode (only available when CPUID_FTZ is set)
void Sys_FPU_SetFTZ( bool enable );
// sets Denormals-Are-Zero mode (only available when CPUID_DAZ is set)
void Sys_FPU_SetDAZ( bool enable );
// returns amount of system ram
int Sys_GetSystemRam();
// returns amount of video ram
int Sys_GetVideoRam();
// returns amount of drive space in path
int Sys_GetDriveFreeSpace( const char* path );
// returns amount of drive space in path in bytes
int64 Sys_GetDriveFreeSpaceInBytes( const char* path );
// returns memory stats
void Sys_GetCurrentMemoryStatus( sysMemoryStats_t& stats );
void Sys_GetExeLaunchMemoryStatus( sysMemoryStats_t& stats );
// lock and unlock memory
bool Sys_LockMemory( void* ptr, int bytes );
bool Sys_UnlockMemory( void* ptr, int bytes );
// set amount of physical work memory
void Sys_SetPhysicalWorkMemory( int minBytes, int maxBytes );
// DLL loading, the path should be a fully qualified OS path to the DLL file to be loaded
int Sys_DLL_Load( const char* dllName );
void* Sys_DLL_GetProcAddress( int dllHandle, const char* procName );
void Sys_DLL_Unload( int dllHandle );
// event generation
void Sys_GenerateEvents();
sysEvent_t Sys_GetEvent();
void Sys_ClearEvents();
// input is tied to windows, so it needs to be started up and shut down whenever
// the main window is recreated
void Sys_InitInput();
void Sys_ShutdownInput();
// keyboard input polling
int Sys_PollKeyboardInputEvents();
int Sys_ReturnKeyboardInputEvent( const int n, int& ch, bool& state );
void Sys_EndKeyboardInputEvents();
// mouse input polling
static const int MAX_MOUSE_EVENTS = 256;
int Sys_PollMouseInputEvents( int mouseEvents[MAX_MOUSE_EVENTS][2] );
// joystick input polling
void Sys_SetRumble( int device, int low, int hi );
int Sys_PollJoystickInputEvents( int deviceNum );
int Sys_ReturnJoystickInputEvent( const int n, int& action, int& value );
void Sys_EndJoystickInputEvents();
// when the console is down, or the game is about to perform a lengthy
// operation like map loading, the system can release the mouse cursor
// when in windowed mode
void Sys_GrabMouseCursor( bool grabIt );
void Sys_ShowWindow( bool show );
bool Sys_IsWindowVisible();
void Sys_ShowConsole( int visLevel, bool quitOnClose );
// This really isn't the right place to have this, but since this is the 'top level' include
// and has a function signature with 'FILE' in it, it kinda needs to be here =/
// RB begin
#if defined(_WIN32)
typedef HANDLE idFileHandle;
#else
typedef FILE* idFileHandle;
#endif
// RB end
ID_TIME_T Sys_FileTimeStamp( idFileHandle fp );
// NOTE: do we need to guarantee the same output on all platforms?
const char* Sys_TimeStampToStr( ID_TIME_T timeStamp );
const char* Sys_SecToStr( int sec );
const char* Sys_DefaultBasePath();
const char* Sys_DefaultSavePath();
// know early if we are performing a fatal error shutdown so the error message doesn't get lost
void Sys_SetFatalError( const char* error );
// Execute the specified process and wait until it's done, calling workFn every waitMS milliseconds.
// If showOutput == true, std IO from the executed process will be output to the console.
// Note that the return value is not an indication of the exit code of the process, but is false
// only if the process could not be created at all. If you wish to check the exit code of the
// spawned process, check the value returned in exitCode.
typedef bool ( *execProcessWorkFunction_t )();
typedef void ( *execOutputFunction_t )( const char* text );
bool Sys_Exec( const char* appPath, const char* workingPath, const char* args,
execProcessWorkFunction_t workFn, execOutputFunction_t outputFn, const int waitMS,
unsigned int& exitCode );
// localization
#define ID_LANG_ENGLISH "english"
#define ID_LANG_FRENCH "french"
#define ID_LANG_ITALIAN "italian"
#define ID_LANG_GERMAN "german"
#define ID_LANG_SPANISH "spanish"
#define ID_LANG_JAPANESE "japanese"
int Sys_NumLangs();
const char* Sys_Lang( int idx );
/*
==============================================================
Networking
==============================================================
*/
typedef enum
{
NA_BAD, // an address lookup failed
NA_LOOPBACK,
NA_BROADCAST,
NA_IP
} netadrtype_t;
typedef struct
{
netadrtype_t type;
unsigned char ip[4];
unsigned short port;
} netadr_t;
#define PORT_ANY -1
/*
================================================
idUDP
================================================
*/
class idUDP
{
public:
// this just zeros netSocket and port
idUDP();
virtual ~idUDP();
// if the InitForPort fails, the idUDP.port field will remain 0
bool InitForPort( int portNumber );
int GetPort() const
{
return bound_to.port;
}
netadr_t GetAdr() const
{
return bound_to;
}
uint32 GetUIntAdr() const
{
return ( bound_to.ip[0] | bound_to.ip[1] << 8 | bound_to.ip[2] << 16 | bound_to.ip[3] << 24 );
}
void Close();
bool GetPacket( netadr_t& from, void* data, int& size, int maxSize );
bool GetPacketBlocking( netadr_t& from, void* data, int& size, int maxSize,
int timeout );
void SendPacket( const netadr_t to, const void* data, int size );
void SetSilent( bool silent )
{
this->silent = silent;
}
bool GetSilent() const
{
return silent;
}
int packetsRead;
int bytesRead;
int packetsWritten;
int bytesWritten;
bool IsOpen() const
{
return netSocket > 0;
}
private:
netadr_t bound_to; // interface and port
int netSocket; // OS specific socket
bool silent; // don't emit anything ( black hole )
};
// parses the port number
// can also do DNS resolve if you ask for it.
// NOTE: DNS resolve is a slow/blocking call, think before you use
// ( could be exploited for server DoS )
bool Sys_StringToNetAdr( const char* s, netadr_t* a, bool doDNSResolve );
const char* Sys_NetAdrToString( const netadr_t a );
bool Sys_IsLANAddress( const netadr_t a );
bool Sys_CompareNetAdrBase( const netadr_t a, const netadr_t b );
int Sys_GetLocalIPCount();
const char* Sys_GetLocalIP( int i );
void Sys_InitNetworking();
void Sys_ShutdownNetworking();
/*
================================================
idJoystick is managed by each platform's local Sys implementation, and
provides full *Joy Pad* support (the most common device, these days).
================================================
*/
class idJoystick
{
public:
virtual ~idJoystick() { }
virtual bool Init()
{
return false;
}
virtual void Shutdown() { }
virtual void Deactivate() { }
virtual void SetRumble( int deviceNum, int rumbleLow, int rumbleHigh ) { }
virtual int PollInputEvents( int inputDeviceNum )
{
return 0;
}
virtual int ReturnInputEvent( const int n, int& action, int& value )
{
return 0;
}
virtual void EndInputEvents() { }
};
/*
==============================================================
idSys
==============================================================
*/
class idSys
{
public:
virtual void DebugPrintf( VERIFY_FORMAT_STRING const char* fmt, ... ) = 0;
virtual void DebugVPrintf( const char* fmt, va_list arg ) = 0;
virtual double GetClockTicks() = 0;
virtual double ClockTicksPerSecond() = 0;
virtual cpuid_t GetProcessorId() = 0;
virtual const char* GetProcessorString() = 0;
virtual const char* FPU_GetState() = 0;
virtual bool FPU_StackIsEmpty() = 0;
virtual void FPU_SetFTZ( bool enable ) = 0;
virtual void FPU_SetDAZ( bool enable ) = 0;
virtual void FPU_EnableExceptions( int exceptions ) = 0;
virtual bool LockMemory( void* ptr, int bytes ) = 0;
virtual bool UnlockMemory( void* ptr, int bytes ) = 0;
virtual int DLL_Load( const char* dllName ) = 0;
virtual void* DLL_GetProcAddress( int dllHandle, const char* procName ) = 0;
virtual void DLL_Unload( int dllHandle ) = 0;
virtual void DLL_GetFileName( const char* baseName, char* dllName, int maxLength ) = 0;
virtual sysEvent_t GenerateMouseButtonEvent( int button, bool down ) = 0;
virtual sysEvent_t GenerateMouseMoveEvent( int deltax, int deltay ) = 0;
virtual void OpenURL( const char* url, bool quit ) = 0;
virtual void StartProcess( const char* exePath, bool quit ) = 0;
};
extern idSys* sys;
bool Sys_LoadOpenAL();
void Sys_FreeOpenAL();
#endif /* !__SYS_PUBLIC__ */