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// constants for A_PlaySound
enum ESoundFlags
{
CHAN_AUTO = 0,
CHAN_WEAPON = 1,
CHAN_VOICE = 2,
CHAN_ITEM = 3,
CHAN_BODY = 4,
CHAN_5 = 5,
CHAN_6 = 6,
CHAN_7 = 7,
// modifier flags
CHAN_LISTENERZ = 8,
CHAN_MAYBE_LOCAL = 16,
CHAN_UI = 32,
CHAN_NOPAUSE = 64,
CHAN_LOOP = 256,
CHAN_PICKUP = (CHAN_ITEM|CHAN_MAYBE_LOCAL), // Do not use this with A_StartSound! It would not do what is expected.
CHAN_NOSTOP = 4096,
CHAN_OVERLAP = 8192,
// Same as above, with an F appended to allow better distinction of channel and channel flags.
CHANF_DEFAULT = 0, // just to make the code look better and avoid literal 0's.
CHANF_LISTENERZ = 8,
CHANF_MAYBE_LOCAL = 16,
CHANF_UI = 32,
CHANF_NOPAUSE = 64,
CHANF_LOOP = 256,
CHANF_NOSTOP = 4096,
CHANF_OVERLAP = 8192,
CHANF_LOCAL = 16384,
CHANF_LOOPING = CHANF_LOOP | CHANF_NOSTOP, // convenience value for replicating the old 'looping' boolean.
};
// sound attenuation values
const ATTN_NONE = 0;
const ATTN_NORM = 1;
const ATTN_IDLE = 1.001;
const ATTN_STATIC = 3;
enum ERenderStyle
{
STYLE_None, // Do not draw
STYLE_Normal, // Normal; just copy the image to the screen
STYLE_Fuzzy, // Draw silhouette using "fuzz" effect
STYLE_SoulTrans, // Draw translucent with amount in r_transsouls
STYLE_OptFuzzy, // Draw as fuzzy or translucent, based on user preference
STYLE_Stencil, // Fill image interior with alphacolor
STYLE_Translucent, // Draw translucent
STYLE_Add, // Draw additive
STYLE_Shaded, // Treat patch data as alpha values for alphacolor
STYLE_TranslucentStencil,
STYLE_Shadow,
STYLE_Subtract, // Actually this is 'reverse subtract' but this is what normal people would expect by 'subtract'.
STYLE_AddStencil, // Fill image interior with alphacolor
STYLE_AddShaded, // Treat patch data as alpha values for alphacolor
STYLE_Multiply, // Multiply source with destination (HW renderer only.)
STYLE_InverseMultiply, // Multiply source with inverse of destination (HW renderer only.)
STYLE_ColorBlend, // Use color intensity as transparency factor
STYLE_Source, // No blending (only used internally)
STYLE_ColorAdd, // Use color intensity as transparency factor and blend additively.
};
enum EGameState
{
GS_LEVEL,
GS_INTERMISSION,
GS_FINALE,
GS_DEMOSCREEN,
GS_MENUSCREEN = GS_DEMOSCREEN,
GS_FULLCONSOLE,
GS_HIDECONSOLE,
GS_STARTUP,
GS_TITLELEVEL,
}
const TEXTCOLOR_BRICK = "\034A";
const TEXTCOLOR_TAN = "\034B";
const TEXTCOLOR_GRAY = "\034C";
const TEXTCOLOR_GREY = "\034C";
const TEXTCOLOR_GREEN = "\034D";
const TEXTCOLOR_BROWN = "\034E";
const TEXTCOLOR_GOLD = "\034F";
const TEXTCOLOR_RED = "\034G";
const TEXTCOLOR_BLUE = "\034H";
const TEXTCOLOR_ORANGE = "\034I";
const TEXTCOLOR_WHITE = "\034J";
const TEXTCOLOR_YELLOW = "\034K";
const TEXTCOLOR_UNTRANSLATED = "\034L";
const TEXTCOLOR_BLACK = "\034M";
const TEXTCOLOR_LIGHTBLUE = "\034N";
const TEXTCOLOR_CREAM = "\034O";
const TEXTCOLOR_OLIVE = "\034P";
const TEXTCOLOR_DARKGREEN = "\034Q";
const TEXTCOLOR_DARKRED = "\034R";
const TEXTCOLOR_DARKBROWN = "\034S";
const TEXTCOLOR_PURPLE = "\034T";
const TEXTCOLOR_DARKGRAY = "\034U";
const TEXTCOLOR_CYAN = "\034V";
const TEXTCOLOR_ICE = "\034W";
const TEXTCOLOR_FIRE = "\034X";
const TEXTCOLOR_SAPPHIRE = "\034Y";
const TEXTCOLOR_TEAL = "\034Z";
const TEXTCOLOR_NORMAL = "\034-";
const TEXTCOLOR_BOLD = "\034+";
const TEXTCOLOR_CHAT = "\034*";
const TEXTCOLOR_TEAMCHAT = "\034!";
enum EMonospacing
{
Mono_Off = 0,
Mono_CellLeft = 1,
Mono_CellCenter = 2,
Mono_CellRight = 3
};
enum EPrintLevel
{
PRINT_LOW, // pickup messages
PRINT_MEDIUM, // death messages
PRINT_HIGH, // critical messages
PRINT_CHAT, // chat messages
PRINT_TEAMCHAT, // chat messages from a teammate
PRINT_LOG, // only to logfile
PRINT_BOLD = 200, // What Printf_Bold used
PRINT_TYPES = 1023, // Bitmask.
PRINT_NONOTIFY = 1024, // Flag - do not add to notify buffer
PRINT_NOLOG = 2048, // Flag - do not print to log file
};
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struct _ native // These are the global variables, the struct is only here to avoid extending the parser for this.
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{
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native readonly Array<class> AllClasses;
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native readonly bool multiplayer;
native @KeyBindings Bindings;
native @KeyBindings AutomapBindings;
native readonly @GameInfoStruct gameinfo;
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native readonly ui bool netgame;
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native readonly uint gameaction;
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native readonly int gamestate;
native readonly Font smallfont;
native readonly Font smallfont2;
native readonly Font bigfont;
native readonly Font confont;
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native readonly Font NewConsoleFont;
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native readonly Font NewSmallFont;
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native readonly Font AlternativeSmallFont;
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native readonly Font OriginalSmallFont;
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native readonly Font OriginalBigFont;
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native readonly Font intermissionfont;
native readonly int CleanXFac;
native readonly int CleanYFac;
native readonly int CleanWidth;
native readonly int CleanHeight;
native readonly int CleanXFac_1;
native readonly int CleanYFac_1;
native readonly int CleanWidth_1;
native readonly int CleanHeight_1;
native ui int menuactive;
native readonly @FOptionMenuSettings OptionMenuSettings;
native readonly bool demoplayback;
native ui int BackbuttonTime;
native ui float BackbuttonAlpha;
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native readonly @MusPlayingInfo musplaying;
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native readonly bool generic_ui;
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native readonly int GameTicRate;
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native MenuDelegateBase menuDelegate;
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native readonly int consoleplayer;
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}
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struct MusPlayingInfo native
{
native String name;
native int baseorder;
native bool loop;
};
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struct TexMan
{
enum EUseTypes
{
Type_Any,
Type_Wall,
Type_Flat,
Type_Sprite,
Type_WallPatch,
Type_Build,
Type_SkinSprite,
Type_Decal,
Type_MiscPatch,
Type_FontChar,
Type_Override, // For patches between TX_START/TX_END
Type_Autopage, // Automap background - used to enable the use of FAutomapTexture
Type_SkinGraphic,
Type_Null,
Type_FirstDefined,
};
enum EFlags
{
TryAny = 1,
Overridable = 2,
ReturnFirst = 4,
AllowSkins = 8,
ShortNameOnly = 16,
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DontCreate = 32,
Localize = 64
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};
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enum ETexReplaceFlags
{
NOT_BOTTOM = 1,
NOT_MIDDLE = 2,
NOT_TOP = 4,
NOT_FLOOR = 8,
NOT_CEILING = 16,
NOT_WALL = 7,
NOT_FLAT = 24
};
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native static TextureID CheckForTexture(String name, int usetype, int flags = TryAny);
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native static String GetName(TextureID tex);
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native static int, int GetSize(TextureID tex);
native static Vector2 GetScaledSize(TextureID tex);
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native static Vector2 GetScaledOffset(TextureID tex);
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native static int CheckRealHeight(TextureID tex);
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native static bool OkForLocalization(TextureID patch, String textSubstitute);
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}
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enum EScaleMode
{
FSMode_None = 0,
FSMode_ScaleToFit = 1,
FSMode_ScaleToFill = 2,
FSMode_ScaleToFit43 = 3,
FSMode_ScaleToScreen = 4,
FSMode_ScaleToFit43Top = 5,
FSMode_ScaleToFit43Bottom = 6,
FSMode_ScaleToHeight = 7,
FSMode_Max,
// These all use ScaleToFit43, their purpose is to cut down on verbosity because they imply the virtual screen size.
FSMode_Predefined = 1000,
FSMode_Fit320x200 = 1000,
FSMode_Fit320x240,
FSMode_Fit640x400,
FSMode_Fit640x480,
FSMode_Fit320x200Top,
FSMode_Predefined_Max,
};
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enum DrawTextureTags
{
TAG_USER = (1<<30),
DTA_Base = TAG_USER + 5000,
DTA_DestWidth, // width of area to draw to
DTA_DestHeight, // height of area to draw to
DTA_Alpha, // alpha value for translucency
DTA_FillColor, // color to stencil onto the destination (RGB is the color for truecolor drawers, A is the palette index for paletted drawers)
DTA_TranslationIndex, // translation table to recolor the source
DTA_AlphaChannel, // bool: the source is an alpha channel; used with DTA_FillColor
DTA_Clean, // bool: scale texture size and position by CleanXfac and CleanYfac
DTA_320x200, // bool: scale texture size and position to fit on a virtual 320x200 screen
DTA_Bottom320x200, // bool: same as DTA_320x200 but centers virtual screen on bottom for 1280x1024 targets
DTA_CleanNoMove, // bool: like DTA_Clean but does not reposition output position
DTA_CleanNoMove_1, // bool: like DTA_CleanNoMove, but uses Clean[XY]fac_1 instead
DTA_FlipX, // bool: flip image horizontally //FIXME: Does not work with DTA_Window(Left|Right)
DTA_ShadowColor, // color of shadow
DTA_ShadowAlpha, // alpha of shadow
DTA_Shadow, // set shadow color and alphas to defaults
DTA_VirtualWidth, // pretend the canvas is this wide
DTA_VirtualHeight, // pretend the canvas is this tall
DTA_TopOffset, // override texture's top offset
DTA_LeftOffset, // override texture's left offset
DTA_CenterOffset, // bool: override texture's left and top offsets and set them for the texture's middle
DTA_CenterBottomOffset,// bool: override texture's left and top offsets and set them for the texture's bottom middle
DTA_WindowLeft, // don't draw anything left of this column (on source, not dest)
DTA_WindowRight, // don't draw anything at or to the right of this column (on source, not dest)
DTA_ClipTop, // don't draw anything above this row (on dest, not source)
DTA_ClipBottom, // don't draw anything at or below this row (on dest, not source)
DTA_ClipLeft, // don't draw anything to the left of this column (on dest, not source)
DTA_ClipRight, // don't draw anything at or to the right of this column (on dest, not source)
DTA_Masked, // true(default)=use masks from texture, false=ignore masks
DTA_HUDRules, // use fullscreen HUD rules to position and size textures
DTA_HUDRulesC, // only used internally for marking HUD_HorizCenter
DTA_KeepRatio, // doesn't adjust screen size for DTA_Virtual* if the aspect ratio is not 4:3
DTA_RenderStyle, // same as render style for actors
DTA_ColorOverlay, // DWORD: ARGB to overlay on top of image; limited to black for software
DTA_Internal1,
DTA_Internal2,
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DTA_Desaturate, // explicit desaturation factor (does not do anything in Legacy OpenGL)
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DTA_Fullscreen, // Draw image fullscreen (same as DTA_VirtualWidth/Height with graphics size.)
// floating point duplicates of some of the above:
DTA_DestWidthF,
DTA_DestHeightF,
DTA_TopOffsetF,
DTA_LeftOffsetF,
DTA_VirtualWidthF,
DTA_VirtualHeightF,
DTA_WindowLeftF,
DTA_WindowRightF,
// For DrawText calls only:
DTA_TextLen, // stop after this many characters, even if \0 not hit
DTA_CellX, // horizontal size of character cell
DTA_CellY, // vertical size of character cell
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DTA_Color,
DTA_FlipY, // bool: flip image vertically
DTA_SrcX, // specify a source rectangle (this supersedes the poorly implemented DTA_WindowLeft/Right
DTA_SrcY,
DTA_SrcWidth,
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DTA_SrcHeight,
DTA_LegacyRenderStyle, // takes an old-style STYLE_* constant instead of an FRenderStyle
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DTA_Internal3,
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DTA_Spacing, // Strings only: Additional spacing between characters
DTA_Monospace, // Strings only: Use a fixed distance between characters.
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DTA_FullscreenEx, // advanced fullscreen control.
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DTA_FullscreenScale, // enable DTA_Fullscreen coordinate calculation for placed overlays.
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DTA_ScaleX,
DTA_ScaleY,
DTA_ViewportX, // Defines the viewport on the screen that should be rendered to.
DTA_ViewportY,
DTA_ViewportWidth,
DTA_ViewportHeight,
DTA_CenterOffsetRel, // Apply texture offsets relative to center, instead of top left. This is standard alignment for Build's 2D content.
DTA_TopLeft, // always align to top left. Added to have a boolean condition for this alignment.
DTA_Pin, // Pin a non-widescreen image to the left/right edge of the screen.
DTA_Rotate,
DTA_FlipOffsets, // Flips offsets when using DTA_FlipX and DTA_FlipY, this cannot be automatic due to unexpected behavior with unoffsetted graphics.
DTA_Indexed, // Use an indexed texture combined with the given translation.
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DTA_CleanTop, // Like DTA_Clean but aligns to the top of the screen instead of the center.
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};
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class Shape2DTransform : Object native
{
native void Clear();
native void Rotate(double angle);
native void Scale(Vector2 scaleVec);
native void Translate(Vector2 translateVec);
}
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class Shape2D : Object native
{
enum EClearWhich
{
C_Verts = 1,
C_Coords = 2,
C_Indices = 4,
};
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native void SetTransform(Shape2DTransform transform);
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native void Clear( int which = C_Verts|C_Coords|C_Indices );
native void PushVertex( Vector2 v );
native void PushCoord( Vector2 c );
native void PushTriangle( int a, int b, int c );
}
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struct Screen native
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{
native static Color PaletteColor(int index);
native static int GetWidth();
native static int GetHeight();
native static void Clear(int left, int top, int right, int bottom, Color color, int palcolor = -1);
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native static void Dim(Color col, double amount, int x, int y, int w, int h);
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native static vararg void DrawTexture(TextureID tex, bool animate, double x, double y, ...);
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native static vararg void DrawShape(TextureID tex, bool animate, Shape2D s, ...);
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native static vararg void DrawChar(Font font, int normalcolor, double x, double y, int character, ...);
native static vararg void DrawText(Font font, int normalcolor, double x, double y, String text, ...);
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native static void DrawLine(int x0, int y0, int x1, int y1, Color color, int alpha = 255);
native static void DrawThickLine(int x0, int y0, int x1, int y1, double thickness, Color color, int alpha = 255);
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native static Vector2, Vector2 VirtualToRealCoords(Vector2 pos, Vector2 size, Vector2 vsize, bool vbottom=false, bool handleaspect=true);
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native static double GetAspectRatio();
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native static void SetClipRect(int x, int y, int w, int h);
native static void ClearClipRect();
native static int, int, int, int GetClipRect();
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native static int, int, int, int GetViewWindow();
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native static double, double, double, double GetFullscreenRect(double vwidth, double vheight, int fsmode);
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}
struct Font native
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{
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enum EColorRange
{
CR_UNDEFINED = -1,
CR_BRICK,
CR_TAN,
CR_GRAY,
CR_GREY = CR_GRAY,
CR_GREEN,
CR_BROWN,
CR_GOLD,
CR_RED,
CR_BLUE,
CR_ORANGE,
CR_WHITE,
CR_YELLOW,
CR_UNTRANSLATED,
CR_BLACK,
CR_LIGHTBLUE,
CR_CREAM,
CR_OLIVE,
CR_DARKGREEN,
CR_DARKRED,
CR_DARKBROWN,
CR_PURPLE,
CR_DARKGRAY,
CR_CYAN,
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CR_ICE,
CR_FIRE,
CR_SAPPHIRE,
CR_TEAL,
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NUM_TEXT_COLORS
};
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const TEXTCOLOR_BRICK = "\034A";
const TEXTCOLOR_TAN = "\034B";
const TEXTCOLOR_GRAY = "\034C";
const TEXTCOLOR_GREY = "\034C";
const TEXTCOLOR_GREEN = "\034D";
const TEXTCOLOR_BROWN = "\034E";
const TEXTCOLOR_GOLD = "\034F";
const TEXTCOLOR_RED = "\034G";
const TEXTCOLOR_BLUE = "\034H";
const TEXTCOLOR_ORANGE = "\034I";
const TEXTCOLOR_WHITE = "\034J";
const TEXTCOLOR_YELLOW = "\034K";
const TEXTCOLOR_UNTRANSLATED = "\034L";
const TEXTCOLOR_BLACK = "\034M";
const TEXTCOLOR_LIGHTBLUE = "\034N";
const TEXTCOLOR_CREAM = "\034O";
const TEXTCOLOR_OLIVE = "\034P";
const TEXTCOLOR_DARKGREEN = "\034Q";
const TEXTCOLOR_DARKRED = "\034R";
const TEXTCOLOR_DARKBROWN = "\034S";
const TEXTCOLOR_PURPLE = "\034T";
const TEXTCOLOR_DARKGRAY = "\034U";
const TEXTCOLOR_CYAN = "\034V";
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const TEXTCOLOR_ICE = "\034W";
const TEXTCOLOR_FIRE = "\034X";
const TEXTCOLOR_SAPPHIRE = "\034Y";
const TEXTCOLOR_TEAL = "\034Z";
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const TEXTCOLOR_NORMAL = "\034-";
const TEXTCOLOR_BOLD = "\034+";
const TEXTCOLOR_CHAT = "\034*";
const TEXTCOLOR_TEAMCHAT = "\034!";
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native int GetCharWidth(int code);
native int StringWidth(String code);
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native int GetMaxAscender(String code);
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native bool CanPrint(String code);
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native int GetHeight();
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native int GetDisplacement();
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native String GetCursor();
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native static int FindFontColor(Name color);
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native double GetBottomAlignOffset(int code);
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native static Font FindFont(Name fontname);
native static Font GetFont(Name fontname);
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native BrokenLines BreakLines(String text, int maxlen);
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}
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struct Console native
{
native static void HideConsole();
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native static void MidPrint(Font fontname, string textlabel, bool bold = false);
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native static vararg void Printf(string fmt, ...);
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}
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struct CVar native
{
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enum ECVarType
{
CVAR_Bool,
CVAR_Int,
CVAR_Float,
CVAR_String,
CVAR_Color,
};
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native static CVar FindCVar(Name name);
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bool GetBool() { return GetInt(); }
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native int GetInt();
native double GetFloat();
native String GetString();
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void SetBool(bool b) { SetInt(b); }
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native void SetInt(int v);
native void SetFloat(double v);
native void SetString(String s);
native int GetRealType();
native int ResetToDefault();
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}
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struct GIFont version("2.4")
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{
Name fontname;
Name color;
};
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struct GameInfoStruct native
{
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native int gametype;
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native String mBackButton;
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native Name mSliderColor;
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}
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struct SystemTime
{
native static ui int Now(); // This returns the epoch time
native static clearscope String Format(String timeForm, int timeVal); // This converts an epoch time to a local time, then uses the strftime syntax to format it
}
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class Object native
{
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const TICRATE = 35;
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native bool bDestroyed;
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// These must be defined in some class, so that the compiler can find them. Object is just fine, as long as they are private to external code.
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private native static Object BuiltinNew(Class<Object> cls, int outerclass, int compatibility);
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private native static int BuiltinRandom(voidptr rng, int min, int max);
private native static double BuiltinFRandom(voidptr rng, double min, double max);
private native static int BuiltinRandom2(voidptr rng, int mask);
private native static void BuiltinRandomSeed(voidptr rng, int seed);
private native static Class<Object> BuiltinNameToClass(Name nm, Class<Object> filter);
private native static Object BuiltinClassCast(Object inptr, Class<Object> test);
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native static uint MSTime();
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native vararg static void ThrowAbortException(String fmt, ...);
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native virtualscope void Destroy();
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// This does not call into the native method of the same name to avoid problems with objects that get garbage collected late on shutdown.
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virtual virtualscope void OnDestroy() {}
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}
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class BrokenLines : Object native version("2.4")
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{
native int Count();
native int StringWidth(int line);
native String StringAt(int line);
}
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struct StringTable native
{
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native static String Localize(String val, bool prefixed = true);
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}
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struct Wads // todo: make FileSystem an alias to 'Wads'
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{
enum WadNamespace
{
ns_hidden = -1,
ns_global = 0,
ns_sprites,
ns_flats,
ns_colormaps,
ns_acslibrary,
ns_newtextures,
ns_bloodraw,
ns_bloodsfx,
ns_bloodmisc,
ns_strifevoices,
ns_hires,
ns_voxels,
ns_specialzipdirectory,
ns_sounds,
ns_patches,
ns_graphics,
ns_music,
ns_firstskin,
}
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enum FindLumpNamespace
{
GlobalNamespace = 0,
AnyNamespace = 1,
}
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native static int CheckNumForName(string name, int ns, int wadnum = -1, bool exact = false);
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native static int CheckNumForFullName(string name);
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native static int FindLump(string name, int startlump = 0, FindLumpNamespace ns = GlobalNamespace);
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native static string ReadLump(int lump);
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native static int GetNumLumps();
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native static string GetLumpName(int lump);
native static string GetLumpFullName(int lump);
native static int GetLumpNamespace(int lump);
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}
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enum EmptyTokenType
{
TOK_SKIPEMPTY = 0,
TOK_KEEPEMPTY = 1,
}
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// Although String is a builtin type, this is a convenient way to attach methods to it.
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struct StringStruct native
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{
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native static vararg String Format(String fmt, ...);
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native vararg void AppendFormat(String fmt, ...);
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native void Replace(String pattern, String replacement);
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native String Left(int len) const;
native String Mid(int pos = 0, int len = 2147483647) const;
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native void Truncate(int newlen);
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native void Remove(int index, int remlen);
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deprecated("4.1", "use Left() or Mid() instead") native String CharAt(int pos) const;
deprecated("4.1", "use ByteAt() instead") native int CharCodeAt(int pos) const;
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native int ByteAt(int pos) const;
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native String Filter();
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native int IndexOf(String substr, int startIndex = 0) const;
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deprecated("3.5.1", "use RightIndexOf() instead") native int LastIndexOf(String substr, int endIndex = 2147483647) const;
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native int RightIndexOf(String substr, int endIndex = 2147483647) const;
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deprecated("4.1", "use MakeUpper() instead") native void ToUpper();
deprecated("4.1", "use MakeLower() instead") native void ToLower();
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native String MakeUpper() const;
native String MakeLower() const;
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native static int CharUpper(int ch);
native static int CharLower(int ch);
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native int ToInt(int base = 0) const;
native double ToDouble() const;
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native void Split(out Array<String> tokens, String delimiter, EmptyTokenType keepEmpty = TOK_KEEPEMPTY) const;
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native void AppendCharacter(int c);
native void DeleteLastCharacter();
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native int CodePointCount() const;
native int, int GetNextCodePoint(int position) const;
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}
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struct Translation version("2.4")
{
static int MakeID(int group, int num)
{
return (group << 16) + num;
}
}