etqw-sdk/source/framework/Common_public.h

165 lines
5.9 KiB
C++

// Copyright (C) 2007 Id Software, Inc.
//
#ifndef __COMMON_PUBLIC_H__
#define __COMMON_PUBLIC_H__
// tool tips
typedef struct toolTip_s {
int id;
char *tip;
} toolTip_t;
#define PROC_FILE_ID "mapProcFile010"
#define PROC_FILE_EXT "proc"
#define PROCB_FILE_EXT "procb"
#define ENTITY_FILE_EXT "entities"
#define BOT_ENTITY_FILE_EXT "bot_entities"
#define STUFF_FILE_EXT ".clust"
#define STUFFB_FILE_EXT ".clustb"
#define STUFF_FILE_ID "Version 2"
// shared between the renderer, game, and Maya export DLL
#define MD5_VERSION_STRING "MD5Version"
#define MD5_MESH_EXT "md5mesh"
#define MD5_ANIM_EXT "md5anim"
#define MD5_CAMERA_EXT "md5camera"
const int MD5_VERSION = 11;
#define _arraycount( array ) ( sizeof( array ) / sizeof( array[ 0 ] ) )
class idInterpreter;
class idProgram;
class sdDeclLocStr;
class idSoundWorld;
struct vidmode_t {
const char* description;
int width, height;
int aspectRatio;
bool available;
};
typedef enum {
TOOL_NOCACHE_MEDIA,
TOOL_NOLOAD_IMAGES,
TOOL_MAX
} eToolFlag_t;
class idCommon {
public:
virtual ~idCommon( void ) {}
// 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 **argv, const char *cmdline ) = 0;
// Shuts down everything.
virtual void Shutdown( void ) = 0;
// Shuts down everything.
virtual void Quit( void ) = 0;
// Returns true if common initialization is complete.
virtual bool IsInitialized( void ) const = 0;
// Called repeatedly as the foreground thread for rendering and game logic.
virtual void Frame( void ) = 0;
// Called 60 times a second from a background thread for sound mixing,
// and input generation. Not called until idCommon::Init() has completed.
virtual void Async( void ) = 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. Only used during startup.
virtual bool StartupVariable( const char *match ) = 0;
// Removes a set commandline arg for the specified variable
virtual void ClearStartupVariable( const char* match ) = 0;
// Writes the user's configuration to a file
virtual void WriteConfigToFile( const char *filename, bool writeBindings = true, bool writeCVars = true ) = 0;
// Writes cvars with the given flags to a file.
virtual void WriteFlaggedCVarsToFile( const char *filename, int flags, const char *setCmd ) = 0;
// Begins redirection of console output to the given buffer.
virtual void BeginRedirect( char *buffer, int buffersize, void *user, void (*flush)( void *, const char * ) ) = 0;
// Stops redirection of console output.
virtual void EndRedirect( void ) = 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 refreshOnPrint is set.
virtual void Printf( const char *fmt, ... ) = 0;
// Prints message to the console, never causes a screen update.
virtual void TPrintf( 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( const char *fmt, ... ) = 0;
// Prints WARNING %s message and adds the warning message to a queue for printing later on.
virtual void Warning( const char *fmt, ... ) = 0;
// Prints WARNING %s message and adds the warning message to a queue for printing later on, never causes a screen update.
virtual void TWarning( const char *fmt, ... ) = 0;
// Prints WARNING %s message in yellow that only shows up if the "developer" cvar is set.
virtual void DWarning( const char *fmt, ...) = 0;
// Prints all queued warnings.
virtual void PrintWarnings( void ) = 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( 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( const char *fmt, ... ) = 0;
virtual void PrintLoadingMessage( const char *msg ) = 0;
virtual void EnableWarnings( void ) = 0;
virtual void DisableWarnings( void ) = 0;
virtual void PacifierUpdate( void ) = 0;
virtual void UpdateLevelLoadScreen( const wchar_t* status ) = 0;
// Localization of the current language
virtual const idLangDict* GetLanguageDict( void ) = 0;
// arguments is a list of strings that will be formatted into the result
virtual idWStr LocalizeText( const char* declName, const idWStrList& arguments = idWStrList() ) = 0;
virtual idWStr LocalizeText( const sdDeclLocStr* loc, const idWStrList& arguments = idWStrList() ) = 0;
virtual int GetNumVideoModes( void ) const = 0;
virtual vidmode_t& GetVideoMode( int index ) const = 0;
virtual idSoundWorld* GetGameSoundWorld( void ) = 0;
virtual idSoundWorld* GetMenuSoundWorld( void ) = 0;
virtual void WriteConfigs( void ) = 0;
};
extern idCommon * common;
#endif /* !__COMMON_PUBLIC_H__ */