165 lines
5.9 KiB
C
165 lines
5.9 KiB
C
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// Copyright (C) 2007 Id Software, Inc.
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//
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#ifndef __COMMON_PUBLIC_H__
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#define __COMMON_PUBLIC_H__
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// tool tips
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typedef struct toolTip_s {
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int id;
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char *tip;
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} toolTip_t;
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#define PROC_FILE_ID "mapProcFile010"
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#define PROC_FILE_EXT "proc"
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#define PROCB_FILE_EXT "procb"
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#define ENTITY_FILE_EXT "entities"
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#define BOT_ENTITY_FILE_EXT "bot_entities"
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#define STUFF_FILE_EXT ".clust"
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#define STUFFB_FILE_EXT ".clustb"
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#define STUFF_FILE_ID "Version 2"
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// shared between the renderer, game, and Maya export DLL
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#define MD5_VERSION_STRING "MD5Version"
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#define MD5_MESH_EXT "md5mesh"
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#define MD5_ANIM_EXT "md5anim"
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#define MD5_CAMERA_EXT "md5camera"
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const int MD5_VERSION = 11;
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#define _arraycount( array ) ( sizeof( array ) / sizeof( array[ 0 ] ) )
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class idInterpreter;
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class idProgram;
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class sdDeclLocStr;
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class idSoundWorld;
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struct vidmode_t {
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const char* description;
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int width, height;
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int aspectRatio;
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bool available;
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};
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typedef enum {
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TOOL_NOCACHE_MEDIA,
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TOOL_NOLOAD_IMAGES,
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TOOL_MAX
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} eToolFlag_t;
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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 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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virtual bool StartupVariable( const char *match ) = 0;
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// Removes a set commandline arg for the specified variable
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virtual void ClearStartupVariable( const char* match ) = 0;
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// Writes the user's configuration to a file
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virtual void WriteConfigToFile( const char *filename, bool writeBindings = true, bool writeCVars = true ) = 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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// Begins redirection of console output to the given buffer.
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virtual void BeginRedirect( char *buffer, int buffersize, void *user, void (*flush)( void *, const char * ) ) = 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 refreshOnPrint is set.
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virtual void Printf( const char *fmt, ... ) = 0;
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// Prints message to the console, never causes a screen update.
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virtual void TPrintf( const char *fmt, ... ) = 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, ... ) = 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, ... ) = 0;
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// Prints WARNING %s message and adds the warning message to a queue for printing later on, never causes a screen update.
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virtual void TWarning( const char *fmt, ... ) = 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, ...) = 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, ... ) = 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, ... ) = 0;
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virtual void PrintLoadingMessage( const char *msg ) = 0;
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virtual void EnableWarnings( void ) = 0;
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virtual void DisableWarnings( void ) = 0;
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virtual void PacifierUpdate( void ) = 0;
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virtual void UpdateLevelLoadScreen( const wchar_t* status ) = 0;
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// Localization of the current language
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virtual const idLangDict* GetLanguageDict( void ) = 0;
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// arguments is a list of strings that will be formatted into the result
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virtual idWStr LocalizeText( const char* declName, const idWStrList& arguments = idWStrList() ) = 0;
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virtual idWStr LocalizeText( const sdDeclLocStr* loc, const idWStrList& arguments = idWStrList() ) = 0;
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virtual int GetNumVideoModes( void ) const = 0;
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virtual vidmode_t& GetVideoMode( int index ) const = 0;
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virtual idSoundWorld* GetGameSoundWorld( void ) = 0;
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virtual idSoundWorld* GetMenuSoundWorld( void ) = 0;
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virtual void WriteConfigs( void ) = 0;
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};
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extern idCommon * common;
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#endif /* !__COMMON_PUBLIC_H__ */
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