raze/source/core/gamestruct.h
Christoph Oelckers 985fa2a159 - cheat and chat code from ZDoom.
Not active yet because it does not integrate with the current input code, but at least it's there now.

# Conflicts:
#	source/build/include/baselayer.h
2020-06-21 23:28:45 +02:00

102 lines
2.9 KiB
C

#pragma once
bool System_WantGuiCapture(); // During playing this tells us whether the game must be paused due to active GUI elememts.
#include <stdint.h>
#include "print.h"
struct GameStats
{
int kill, tkill;
int secret, tsecret;
int timesecnd;
int frags;
};
struct FNewGameStartup
{
int Episode;
int Level;
int Skill;
int CustomLevel1;
int CustomLevel2;
};
struct FSavegameInfo
{
const char *savesig;
int minsavever;
int currentsavever;
};
struct FSaveGameNode
{
FString SaveTitle;
FString Filename;
bool bOldVersion = false;
bool bMissingWads = false;
bool bNoDelete = false;
bool bIsExt = false;
bool isValid() const
{
return Filename.IsNotEmpty() && !bOldVersion && !bMissingWads;
}
};
enum EMenuSounds : int;
struct GameInterface
{
virtual const char* Name() { return "$"; }
virtual ~GameInterface() {}
virtual bool GenerateSavePic() { return false; }
virtual void faketimerhandler() {} // This is a remnant of older versions, but Blood backend has not updated yet.
virtual int app_main() = 0;
virtual void UpdateScreenSize() {}
virtual void FreeGameData() {}
virtual bool validate_hud(int) { return true; }
virtual void set_hud_layout(int size) = 0;
virtual void set_hud_scale(int size) {}
virtual FString statFPS() { return "FPS display not available"; }
virtual GameStats getStats() { return {}; }
virtual void DrawNativeMenuText(int fontnum, int state, double xpos, double ypos, float fontscale, const char* text, int flags) {}
virtual void MainMenuOpened() {}
virtual void MenuOpened() {}
virtual void MenuClosed() {}
virtual void MenuSound(EMenuSounds snd) {}
virtual bool CanSave() { return true; }
virtual void CustomMenuSelection(int menu, int item) {}
virtual void StartGame(FNewGameStartup& gs) {}
virtual FSavegameInfo GetSaveSig() { return { "", 0, 0}; }
virtual bool DrawSpecialScreen(const DVector2 &origin, int tilenum) { return false; }
virtual void DrawCenteredTextScreen(const DVector2& origin, const char* text, int position, bool withbg = true) {}
virtual void DrawMenuCaption(const DVector2& origin, const char* text) {}
virtual bool SaveGame(FSaveGameNode*) { return false; }
virtual bool LoadGame(FSaveGameNode*) { return false; }
virtual bool CleanupForLoad() { return true; }
virtual void DoPrintMessage(int prio, const char*) {}
void PrintMessage(int prio, const char*fmt, ...)
{
va_list ap;
va_start(ap, fmt);
FString f;
f.VFormat(fmt, ap);
DoPrintMessage(prio, f);
}
virtual void DrawPlayerSprite(const DVector2& origin, bool onteam) {}
virtual void QuitToTitle() {}
virtual void SetAmbience(bool on) {}
virtual FString GetCoordString() { return "'stat coord' not implemented"; }
virtual int GetStringTile(int font, const char* t, int f) { return -1; }
virtual int CheckCheat(const char* cheat, const char* args) { return 0; }
};
extern GameInterface* gi;
extern double g_beforeSwapTime;
void ImGui_Begin_Frame();