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41fc5660e5
* IQM enhancements * config storage in Users * moving of savegame filename generation to the backend
94 lines
3.3 KiB
C
94 lines
3.3 KiB
C
#pragma once
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#include <stdarg.h>
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#if defined __GNUC__ || defined __clang__
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# define ATTRIBUTE(attrlist) __attribute__(attrlist)
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#else
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# define ATTRIBUTE(attrlist)
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#endif
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// This header collects all things printf, so that this doesn't need to pull in other, far more dirty headers, just for outputting some text.
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extern "C" int mysnprintf(char* buffer, size_t count, const char* format, ...) ATTRIBUTE((format(printf, 3, 4)));
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extern "C" int myvsnprintf(char* buffer, size_t count, const char* format, va_list argptr) ATTRIBUTE((format(printf, 3, 0)));
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#define TEXTCOLOR_ESCAPE '\034'
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#define TEXTCOLOR_ESCAPESTR "\034"
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#define TEXTCOLOR_BRICK "\034A"
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#define TEXTCOLOR_TAN "\034B"
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#define TEXTCOLOR_GRAY "\034C"
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#define TEXTCOLOR_GREY "\034C"
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#define TEXTCOLOR_GREEN "\034D"
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#define TEXTCOLOR_BROWN "\034E"
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#define TEXTCOLOR_GOLD "\034F"
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#define TEXTCOLOR_RED "\034G"
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#define TEXTCOLOR_BLUE "\034H"
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#define TEXTCOLOR_ORANGE "\034I"
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#define TEXTCOLOR_WHITE "\034J"
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#define TEXTCOLOR_YELLOW "\034K"
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#define TEXTCOLOR_UNTRANSLATED "\034L"
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#define TEXTCOLOR_BLACK "\034M"
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#define TEXTCOLOR_LIGHTBLUE "\034N"
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#define TEXTCOLOR_CREAM "\034O"
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#define TEXTCOLOR_OLIVE "\034P"
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#define TEXTCOLOR_DARKGREEN "\034Q"
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#define TEXTCOLOR_DARKRED "\034R"
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#define TEXTCOLOR_DARKBROWN "\034S"
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#define TEXTCOLOR_PURPLE "\034T"
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#define TEXTCOLOR_DARKGRAY "\034U"
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#define TEXTCOLOR_CYAN "\034V"
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#define TEXTCOLOR_ICE "\034W"
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#define TEXTCOLOR_FIRE "\034X"
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#define TEXTCOLOR_SAPPHIRE "\034Y"
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#define TEXTCOLOR_TEAL "\034Z"
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#define TEXTCOLOR_NORMAL "\034-"
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#define TEXTCOLOR_BOLD "\034+"
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#define TEXTCOLOR_CHAT "\034*"
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#define TEXTCOLOR_TEAMCHAT "\034!"
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// game print flags
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enum
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{
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PRINT_LOW, // pickup messages
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PRINT_MEDIUM, // death messages
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PRINT_HIGH, // critical messages
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PRINT_CHAT, // chat messages
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PRINT_TEAMCHAT, // chat messages from a teammate
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PRINT_LOG, // only to logfile
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PRINT_BOLD = 200, // What Printf_Bold used
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PRINT_TYPES = 1023, // Bitmask.
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PRINT_NONOTIFY = 1024, // Flag - do not add to notify buffer
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PRINT_NOLOG = 2048, // Flag - do not print to log file
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PRINT_NOTIFY = 4096, // Flag - add to game-native notify display - messages without this only go to the generic notification buffer.
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};
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enum
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{
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DMSG_OFF, // no developer messages.
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DMSG_ERROR, // general notification messages
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DMSG_WARNING, // warnings
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DMSG_NOTIFY, // general notification messages
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DMSG_SPAMMY, // for those who want to see everything, regardless of its usefulness.
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};
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[[noreturn]] void I_Error(const char *fmt, ...) ATTRIBUTE((format(printf,1,2)));
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[[noreturn]] void I_FatalError(const char* fmt, ...) ATTRIBUTE((format(printf, 1, 2)));
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// This really could need some cleanup - the main problem is that it'd create
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// lots of potential for merge conflicts.
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int PrintString (int iprintlevel, const char *outline);
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int VPrintf(int printlevel, const char* format, va_list parms);
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int Printf (int printlevel, const char *format, ...) ATTRIBUTE((format(printf,2,3)));
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int Printf (const char *format, ...) ATTRIBUTE((format(printf,1,2)));
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int DPrintf (int level, const char *format, ...) ATTRIBUTE((format(printf,2,3)));
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void I_DebugPrint(const char* cp);
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void debugprintf(const char* f, ...); // Prints to the debugger's log.
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// flag to silence non-error output
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extern bool batchrun;
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