mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-07 21:41:42 +00:00
1dede60c5c
installed. If so, it checks your SteamApps directory for any IWADs you may have purchased through Steam and adds any it finds to the list of available IWADs you can play. This means that if you bought your id games through Steam, you can just extract ZDoom anywhere you like and run it without doing any additional setup. SVN r581 (trunk)
258 lines
5.7 KiB
C++
258 lines
5.7 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// DESCRIPTION:
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// System specific interface stuff.
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//
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//-----------------------------------------------------------------------------
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#ifndef __I_SYSTEM__
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#define __I_SYSTEM__
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#include "d_main.h"
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#include "d_ticcmd.h"
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#include "d_event.h"
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// Index values into the LanguageIDs array
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enum
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{
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LANGIDX_UserPreferred,
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LANGIDX_UserDefault,
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LANGIDX_SysPreferred,
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LANGIDX_SysDefault
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};
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extern uint32 LanguageIDs[4];
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extern void SetLanguageIDs ();
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// [RH] Detects the OS the game is running under.
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void I_DetectOS (void);
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typedef enum {
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os_unknown,
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os_Win95,
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os_WinNT4,
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os_Win2k
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} os_t;
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extern os_t OSPlatform;
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struct CPUInfo // 92 bytes
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{
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char VendorID[16];
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char CPUString[48];
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BYTE Stepping;
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BYTE Model;
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BYTE Family;
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BYTE Type;
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BYTE BrandIndex;
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BYTE CLFlush;
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BYTE CPUCount;
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BYTE APICID;
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DWORD bSSE3:1;
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DWORD DontCare1:31;
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DWORD bFPU:1;
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DWORD bVME:1;
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DWORD bDE:1;
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DWORD bPSE:1;
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DWORD bRDTSC:1;
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DWORD bMSR:1;
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DWORD bPAE:1;
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DWORD bMCE:1;
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DWORD bCX8:1;
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DWORD bAPIC:1;
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DWORD bReserved1:1;
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DWORD bSEP:1;
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DWORD bMTRR:1;
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DWORD bPGE:1;
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DWORD bMCA:1;
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DWORD bCMOV:1;
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DWORD bPAT:1;
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DWORD bPSE36:1;
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DWORD bPSN:1;
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DWORD bCFLUSH:1;
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DWORD bReserved2:1;
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DWORD bDS:1;
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DWORD bACPI:1;
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DWORD bMMX:1;
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DWORD bFXSR:1;
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DWORD bSSE:1;
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DWORD bSSE2:1;
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DWORD bSS:1;
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DWORD bHTT:1;
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DWORD bTM:1;
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DWORD bReserved3:1;
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DWORD bPBE:1;
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DWORD DontCare2:22;
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DWORD bMMXPlus:1; // AMD's MMX extensions
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DWORD bMMXAgain:1; // Just a copy of bMMX above
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DWORD DontCare3:6;
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DWORD b3DNowPlus:1;
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DWORD b3DNow:1;
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BYTE AMDStepping;
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BYTE AMDModel;
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BYTE AMDFamily;
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BYTE bIsAMD;
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BYTE DataL1LineSize;
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BYTE DataL1LinesPerTag;
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BYTE DataL1Associativity;
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BYTE DataL1SizeKB;
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};
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extern "C" {
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extern CPUInfo CPU;
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}
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// Called by DoomMain.
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void I_Init (void);
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// Called by D_DoomLoop,
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// returns current time in tics.
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extern int (*I_GetTime) (bool saveMS);
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// like I_GetTime, except it waits for a new tic before returning
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extern int (*I_WaitForTic) (int);
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int I_GetTimePolled (bool saveMS);
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int I_GetTimeFake (void);
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fixed_t I_GetTimeFrac (uint32 *ms);
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//
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// Called by D_DoomLoop,
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// called before processing any tics in a frame
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// (just after displaying a frame).
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// Time consuming syncronous operations
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// are performed here (joystick reading).
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// Can call D_PostEvent.
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//
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void I_StartFrame (void);
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//
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// Called by D_DoomLoop,
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// called before processing each tic in a frame.
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// Quick syncronous operations are performed here.
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// Can call D_PostEvent.
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void I_StartTic (void);
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// Asynchronous interrupt functions should maintain private queues
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// that are read by the synchronous functions
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// to be converted into events.
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// Either returns a null ticcmd,
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// or calls a loadable driver to build it.
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// This ticcmd will then be modified by the gameloop
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// for normal input.
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ticcmd_t *I_BaseTiccmd (void);
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// Called by M_Responder when quit is selected.
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// Clean exit, displays sell blurb.
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void I_Quit (void);
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void I_Tactile (int on, int off, int total);
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void STACK_ARGS I_Error (const char *error, ...) GCCPRINTF(1,2);
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void STACK_ARGS I_FatalError (const char *error, ...) GCCPRINTF(1,2);
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void atterm (void (*func)(void));
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void popterm ();
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// Repaint the pre-game console
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void I_PaintConsole (void);
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// Print a console string
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void I_PrintStr (const char *cp);
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// Set the title string of the startup window
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struct IWADInfo;
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void I_SetIWADInfo (const IWADInfo *title);
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// Pick from multiple IWADs to use
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int I_PickIWad (WadStuff *wads, int numwads, bool queryiwad, int defaultiwad);
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// The ini could not be saved at exit
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bool I_WriteIniFailed ();
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// [RH] Returns millisecond-accurate time
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unsigned int I_MSTime (void);
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// [RH] Title banner to display during startup
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extern const IWADInfo *DoomStartupInfo;
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// [RH] Used by the display code to set the normal window procedure
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void I_SetWndProc();
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// [RH] Checks the registry for Steam's install path, so we can scan its
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// directories for IWADs if the user purchased any through Steam.
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FString I_GetSteamPath();
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// Damn Microsoft for doing Get/SetWindowLongPtr half-assed. Instead of
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// giving them proper prototypes under Win32, they are just macros for
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// Get/SetWindowLong, meaning they take LONGs and not LONG_PTRs.
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#ifdef _WIN64
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typedef long long WLONG_PTR;
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#elif _MSC_VER
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typedef _W64 long WLONG_PTR;
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#else
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typedef long WLONG_PTR;
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#endif
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// Directory searching routines
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// Mirror WIN32_FIND_DATAA in <winbase.h>
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#ifndef MAX_PATH
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#define MAX_PATH 260
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#endif
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#ifndef PATH_MAX
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#define PATH_MAX 260
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#endif
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struct findstate_t
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{
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DWORD Attribs;
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DWORD Times[3*2];
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DWORD Size[2];
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DWORD Reserved[2];
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char Name[MAX_PATH];
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char AltName[14];
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};
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void *I_FindFirst (const char *filespec, findstate_t *fileinfo);
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int I_FindNext (void *handle, findstate_t *fileinfo);
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int I_FindClose (void *handle);
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#define I_FindName(a) ((a)->Name)
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#define I_FindAttr(a) ((a)->Attribs)
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#define FA_RDONLY 0x00000001
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#define FA_HIDDEN 0x00000002
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#define FA_SYSTEM 0x00000004
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#define FA_DIREC 0x00000010
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#define FA_ARCH 0x00000020
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#endif
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