// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // System specific interface stuff. // //----------------------------------------------------------------------------- #ifndef __I_SYSTEM__ #define __I_SYSTEM__ #include #include #include "doomtype.h" struct ticcmd_t; struct WadStuff; #ifndef SHARE_DIR #define SHARE_DIR "/usr/local/share/" #endif // Index values into the LanguageIDs array enum { LANGIDX_UserPreferred, LANGIDX_UserDefault, LANGIDX_SysPreferred, LANGIDX_SysDefault }; extern DWORD LanguageIDs[4]; extern void SetLanguageIDs (); // Called by DoomMain. void I_Init (void); // Called by D_DoomLoop, // returns current time in tics. extern int (*I_GetTime) (bool saveMS); // like I_GetTime, except it waits for a new tic before returning extern int (*I_WaitForTic) (int); // Freezes tic counting temporarily. While frozen, calls to I_GetTime() // will always return the same value. This does not affect I_MSTime(). // You must also not call I_WaitForTic() while freezing time, since the // tic will never arrive (unless it's the current one). extern void (*I_FreezeTime) (bool frozen); fixed_t I_GetTimeFrac (uint32 *ms); // Return a seed value for the RNG. unsigned int I_MakeRNGSeed(); // // Called by D_DoomLoop, // called before processing any tics in a frame // (just after displaying a frame). // Time consuming syncronous operations // are performed here (joystick reading). // Can call D_PostEvent. // void I_StartFrame (void); // // Called by D_DoomLoop, // called before processing each tic in a frame. // Quick syncronous operations are performed here. // Can call D_PostEvent. void I_StartTic (void); // Asynchronous interrupt functions should maintain private queues // that are read by the synchronous functions // to be converted into events. // Either returns a null ticcmd, // or calls a loadable driver to build it. // This ticcmd will then be modified by the gameloop // for normal input. ticcmd_t *I_BaseTiccmd (void); // Called by M_Responder when quit is selected. // Clean exit, displays sell blurb. void I_Quit (void); void I_Tactile (int on, int off, int total); void STACK_ARGS I_Error (const char *error, ...) GCCPRINTF(1,2); void STACK_ARGS I_FatalError (const char *error, ...) GCCPRINTF(1,2); void addterm (void (*func)(void), const char *name); #define atterm(t) addterm (t, #t) void popterm (); // Print a console string void I_PrintStr (const char *str); // Set the title string of the startup window void I_SetIWADInfo (); // Pick from multiple IWADs to use int I_PickIWad (WadStuff *wads, int numwads, bool queryiwad, int defaultiwad); // [RH] Checks the registry for Steam's install path, so we can scan its // directories for IWADs if the user purchased any through Steam. TArray I_GetSteamPath(); // The ini could not be saved at exit bool I_WriteIniFailed (); // [RH] Returns millisecond-accurate time unsigned int I_MSTime (void); unsigned int I_FPSTime(); class FTexture; bool I_SetCursor(FTexture *); // Directory searching routines struct findstate_t { int count; struct dirent **namelist; int current; }; void *I_FindFirst (const char *filespec, findstate_t *fileinfo); int I_FindNext (void *handle, findstate_t *fileinfo); int I_FindClose (void *handle); int I_FindAttr (findstate_t *fileinfo); #define I_FindName(a) ((a)->namelist[(a)->current]->d_name) #define FA_RDONLY 1 #define FA_HIDDEN 2 #define FA_SYSTEM 4 #define FA_DIREC 8 #define FA_ARCH 16 static inline char *strlwr(char *str) { char *ptr = str; while(*ptr) { *ptr = tolower(*ptr); ++ptr; } return str; } #endif