352 lines
11 KiB
C
352 lines
11 KiB
C
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#ifndef __COMMON_H__
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#define __COMMON_H__
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/*
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==============================================================
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Common
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==============================================================
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*/
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// RAVEN BEGIN
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// mekberg: added more save types
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typedef enum {
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ST_REGULAR,
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ST_QUICK,
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ST_AUTO,
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ST_CHECKPOINT,
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} saveType_t;
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// RAVEN END
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typedef enum {
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EDITOR_NONE = 0,
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EDITOR_RADIANT = BIT(1),
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EDITOR_GUI = BIT(2),
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EDITOR_DEBUGGER = BIT(3),
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EDITOR_SCRIPT = BIT(4),
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EDITOR_LIGHT = BIT(5),
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EDITOR_SOUND = BIT(6),
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EDITOR_DECL = BIT(7),
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EDITOR_AF = BIT(8),
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EDITOR_PDA = BIT(9),
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EDITOR_FX = BIT(10),
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EDITOR_REVERB = BIT(11),
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EDITOR_PLAYBACKS = BIT(12),
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EDITOR_MODVIEW = BIT(13),
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EDITOR_LOGVIEW = BIT(14),
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EDITOR_ENTVIEW = BIT(15),
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EDITOR_MATERIAL = BIT(16),
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// Just flags to prevent caching of unneeded assets
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EDITOR_AAS = BIT(17),
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EDITOR_RENDERBUMP = BIT(18),
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EDITOR_SPAWN_GUI = BIT(19),
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// Specifies that a decl validation run is happening
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EDITOR_DECL_VALIDATING = BIT(20),
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EDITOR_ALL = -1
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};
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// RAVEN END
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#define MAX_OUTPUT_HISTORY 16
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#define STRTABLE_ID "#str_"
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#define STRTABLE_ID_LENGTH 5
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extern idCVar com_version;
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extern idCVar com_skipRenderer;
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extern idCVar com_asyncSound;
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extern idCVar com_machineSpec;
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extern idCVar com_purgeAll;
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extern idCVar com_developer;
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extern idCVar com_allowConsole;
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extern idCVar com_speeds;
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extern idCVar com_showFPS;
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extern idCVar com_showMemoryUsage;
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extern idCVar com_showAsyncStats;
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extern idCVar com_showSoundDecoders;
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extern idCVar com_makingBuild;
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extern idCVar com_skipUltraQuality;
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extern idCVar com_updateLoadSize;
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extern idCVar com_videoRam;
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// RAVEN BEGIN
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// ksergent: added bundler
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extern idCVar com_Bundler;
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#ifndef _XENON
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// nrausch: generate rdf's for xenon load screens
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extern idCVar com_MakeLoadScreens;
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#endif
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// rjohnson: added quick load
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extern idCVar com_QuickLoad;
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// rjohnson: added limits stuff
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extern idCVar com_Limits;
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// jsinger: added build for binary lexer
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extern idCVar com_BinaryWrite;
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extern idCVar com_BinaryRead;
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// jsinger: added to support serialization/deserialization of binary decls
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#ifdef RV_BINARYDECLS
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extern idCVar com_BinaryDeclRead;
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#endif
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// jsinger: added to support loading of all decls from a single file
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#ifdef RV_SINGLE_DECL_FILE
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extern idCVar com_SingleDeclFile;
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extern idCVar com_WriteSingleDeclFIle;
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#endif
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// jshepard: warning suppresion
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extern idCVar com_uniqueWarnings;
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// amccarthy: show Mem_Alloc tag statistics
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extern idCVar com_showMemAllocTags;
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#if defined(_XENON)
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// mwhitlock: changes for Xenon to enable us to use texture resources from .xpr bundles.
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extern idCVar com_showXenTexCacheStats;
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extern idCVar com_showXenHardwareTimers;
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// ksergent: show thread usage.
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extern idCVar com_showXenThreadUsage;
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#endif // _XENON
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extern idCVar sys_lang;
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// RAVEN END
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extern int time_gameFrame; // game logic time
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extern int time_gameDraw; // game present time
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extern int time_frontend; // renderer frontend time
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extern int time_backend; // renderer backend time
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// RAVEN BEGIN
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extern int time_waiting; // game logic time
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// RAVEN END
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extern int com_frameTime; // time for the current frame in milliseconds
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extern volatile int com_ticNumber; // 60 hz tics, incremented by async function
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// RAVEN BEGIN
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// bdube: added timing dict
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extern bool com_debugHudActive; // The debug hud is active in the game
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// RAVEN END
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#ifdef _WINDOWS
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const char DMAP_MSGID[] = "DMAPOutput";
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const char DMAP_DONE[] = "DMAPDone";
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#endif
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// RAVEN BEGIN
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// bdube: forward declarations
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class idInterpreter;
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class idProgram;
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// converted to a class so the idStr gets constructed
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class MemInfo {
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public:
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MemInfo( void );
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idStr filebase;
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int total;
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int assetTotals;
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// asset totals
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int imageAssetsTotal;
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int modelAssetsTotal;
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int soundAssetsTotal;
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// RAVEN BEGIN
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int collAssetsTotal;
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int animsAssetsTotal;
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int aasAssetsTotal;
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int imageAssetsCount;
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int modelAssetsCount;
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int soundAssetsCount;
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int collAssetsCount;
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int animsAssetsCount;
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int aasAssetsCount;
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};
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// RAVEN END
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class idCommon {
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public:
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virtual ~idCommon( void ) {}
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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 **argv, const char *cmdline ) = 0;
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// Shuts down everything.
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virtual void Shutdown( void ) = 0;
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// Shuts down everything.
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virtual void Quit( void ) = 0;
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// Returns true if common initialization is complete.
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virtual bool IsInitialized( void ) const = 0;
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// Called repeatedly as the foreground thread for rendering and game logic.
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virtual void Frame( void ) = 0;
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// Called repeatedly by blocking function calls with GUI interactivity.
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virtual void GUIFrame( bool execCmd, bool network ) = 0;
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// Called 60 times a second from a background thread for sound mixing,
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// and input generation. Not called until idCommon::Init() has completed.
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virtual void Async( void ) = 0;
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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. Only used during startup.
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// set once to clear the cvar from +set for early init code
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virtual void StartupVariable( const char *match, bool once ) = 0;
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// RAVEN BEGIN
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virtual int GetUserCmdHz( void ) const = 0;
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virtual int GetUserCmdMSec( void ) const = 0;
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// Returns com_frameTime - which is 0 if a command is added to the command line
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virtual int GetFrameTime( void ) const = 0;
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// returns if the game is processing the last frame when it processes multiple frames
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virtual bool IsRenderableGameFrame( void ) const = 0;
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virtual void SetRenderableGameFrame( bool in ) = 0;
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// returns the last message from common->Error
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virtual const char *GetErrorMessage( void ) const = 0;
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// Initializes a tool with the given dictionary.
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virtual void InitTool( const int tool, const idDict *dict ) = 0;
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// Returns true if an editor has focus
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virtual bool IsToolActive( void ) const = 0;
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// Returns an interface to source control
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virtual class rvISourceControl *GetSourceControl( void ) = 0;
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// RAVEN END
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// RAVEN BEGIN
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// dluetscher: added the following method to initialize each of the memory heaps
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#ifdef _RV_MEM_SYS_SUPPORT
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virtual void InitHeaps( void ) = 0; // initializes each of the memory heaps for use
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virtual void ShutdownHeaps( void ) = 0; // shuts down each of the memory heaps from further use
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#endif
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// RAVEN END
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// Activates or deactivates a tool.
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virtual void ActivateTool( bool active ) = 0;
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// Writes the user's configuration to a file
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virtual void WriteConfigToFile( const char *filename ) = 0;
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// Writes cvars with the given flags to a file.
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virtual void WriteFlaggedCVarsToFile( const char *filename, int flags, const char *setCmd ) = 0;
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// RAVEN BEGIN
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// bdube: new exports
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// Modview thinks in the middle of a game frame
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virtual void ModViewThink ( void ) = 0;
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// rjohnson: added option for guis to always think
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virtual void RunAlwaysThinkGUIs ( int time ) = 0;
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// Debbugger hook to check if a breakpoint has been hit
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virtual void DebuggerCheckBreakpoint ( idInterpreter* interpreter, idProgram* program, int instructionPointer ) = 0;
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// scork: need to test if validating to catch some model errors that would stop the validation and convert to warnings...
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virtual bool DoingDeclValidation( void ) = 0;
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// scork: guess
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virtual void SetCrashReportAutoSendString( const char *psString ) = 0;
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virtual void LoadToolsDLL( void ) = 0;
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virtual void UnloadToolsDLL( void ) = 0;
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// RAVEN END
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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 * ), bool rcon = false ) = 0;
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// Stops redirection of console output.
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virtual void EndRedirect( void ) = 0;
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// Update the screen with every message printed.
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virtual void SetRefreshOnPrint( bool set ) = 0;
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// Prints message to the console, which may cause a screen update if com_refreshOnPrint is set.
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virtual void Printf( const char *fmt, ... )id_attribute((format(printf,2,3))) = 0;
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// Same as Printf, with a more usable API - Printf pipes to this.
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virtual void VPrintf( const char *fmt, va_list arg ) = 0;
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// Prints message that only shows up if the "developer" cvar is set,
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// and NEVER forces a screen update, which could cause reentrancy problems.
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virtual void DPrintf( const char *fmt, ... ) id_attribute((format(printf,2,3))) = 0;
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// Prints WARNING %s message and adds the warning message to a queue for printing later on.
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virtual void Warning( const char *fmt, ... ) id_attribute((format(printf,2,3))) = 0;
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// Prints WARNING %s message in yellow that only shows up if the "developer" cvar is set.
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virtual void DWarning( const char *fmt, ...) id_attribute((format(printf,2,3))) = 0;
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// Prints all queued warnings.
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virtual void PrintWarnings( void ) = 0;
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// Removes all queued warnings.
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virtual void ClearWarnings( const char *reason ) = 0;
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// Issues a C++ throw. Normal errors just abort to the game loop,
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// which is appropriate for media or dynamic logic errors.
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virtual void Error( const char *fmt, ... ) id_attribute((format(printf,2,3))) = 0;
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// Fatal errors quit all the way to a system dialog box, which is appropriate for
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// static internal errors or cases where the system may be corrupted.
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virtual void FatalError( const char *fmt, ... ) id_attribute((format(printf,2,3))) = 0;
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// RAVEN BEGIN
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// Brings up notepad with the warnings generated while running the game
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virtual void DumpWarnings( void ) = 0;
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// Returns the localised string of the token, of the token if it does not begin with #str_
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virtual const char * GetLocalizedString( const char *token, int langIndex = -1 ) = 0;
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// Returns the localised string at position 'index'
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virtual const idLangKeyValue * GetLocalizedString( int index, int langIndex = -1 ) = 0;
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// Returns the number of languages the game found
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virtual int GetNumLanguages( void ) const = 0;
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// Returns the number of strings in the English langdict
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virtual int GetNumLocalizedStrings( void ) const = 0;
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// Returns the name of the language
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virtual const char * GetLanguage( int index ) const = 0;
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// Returns whether the language has VO
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virtual bool LanguageHasVO( int index ) const = 0;
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// Returns key bound to the command
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virtual const char * KeysFromBinding( const char *bind ) = 0;
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// Returns the binding bound to the key
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virtual const char * BindingFromKey( const char *key ) = 0;
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// Directly sample a button.
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virtual int ButtonState( int key ) = 0;
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// Directly sample a keystate.
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virtual int KeyState( int key ) = 0;
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// mekberg: added
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virtual int GetRModeForMachineSpec( int machineSpec ) const = 0;
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virtual void SetDesiredMachineSpec( int machineSpec ) = 0;
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// RAVEN END
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// returns true if we are currently executing an rcon operation
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virtual bool IsRCon( void ) const = 0;
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};
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extern idCommon * common;
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#endif /* !__COMMON_H__ */
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