gzdoom-gles/src/d_main.h
2018-05-10 13:53:14 +02:00

166 lines
4.6 KiB
C++

//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2016 Christoph Oelckers
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
//
// DESCRIPTION:
// System specific interface stuff.
//
//-----------------------------------------------------------------------------
#ifndef __D_MAIN__
#define __D_MAIN__
#include "doomtype.h"
#include "gametype.h"
struct event_t;
//
// D_DoomMain()
// Not a globally visible function, just included for source reference,
// calls all startup code, parses command line options.
// If not overrided by user input, calls N_AdvanceDemo.
//
struct CRestartException
{
char dummy;
};
void D_DoomMain (void);
void D_Display ();
//
// BASE LEVEL
//
void D_PageTicker (void);
void D_PageDrawer (void);
void D_AdvanceDemo (void);
void D_StartTitle (void);
bool D_AddFile (TArray<FString> &wadfiles, const char *file, bool check = true, int position = -1);
// [RH] Set this to something to draw an icon during the next screen refresh.
extern const char *D_DrawIcon;
// [SP] Store the capabilities of the renderer in a global variable, to prevent excessive per-frame processing
extern uint32_t r_renderercaps;
struct WadStuff
{
FString Path;
FString Name;
};
struct FStartupInfo
{
FString Name;
uint32_t FgColor; // Foreground color for title banner
uint32_t BkColor; // Background color for title banner
FString Song;
int Type;
enum
{
DefaultStartup,
DoomStartup,
HereticStartup,
HexenStartup,
StrifeStartup,
};
};
struct FIWADInfo
{
FString Name; // Title banner text for this IWAD
FString Autoname; // Name of autoload ini section for this IWAD
FString IWadname; // Default name this game would use - this is for IWAD detection in GAMEINFO.
int prio = 0; // selection priority for given IWAD name.
FString Configname; // Name of config section for this IWAD
FString Required; // Requires another IWAD
uint32_t FgColor = 0; // Foreground color for title banner
uint32_t BkColor = 0xc0c0c0; // Background color for title banner
FString Song;
EGameType gametype = GAME_Doom; // which game are we playing?
int StartupType = FStartupInfo::DefaultStartup; // alternate startup type
FString MapInfo; // Base mapinfo to load
TArray<FString> Load; // Wads to be loaded with this one.
TArray<FString> Lumps; // Lump names for identification
int flags = 0;
};
struct FFoundWadInfo
{
FString mFullPath;
FString mRequiredPath;
int mInfoIndex = -1; // must be an index because of reallocation
FFoundWadInfo() {}
FFoundWadInfo(const FString &s1, const FString &s2, int index)
: mFullPath(s1), mRequiredPath(s2), mInfoIndex(index)
{
}
};
extern FStartupInfo DoomStartupInfo;
//==========================================================================
//
// IWAD identifier class
//
//==========================================================================
class FIWadManager
{
TArray<FIWADInfo> mIWadInfos;
TArray<FString> mIWadNames;
TArray<FString> mSearchPaths;
TArray<FString> mOrderNames;
TArray<FFoundWadInfo> mFoundWads;
TArray<int> mLumpsFound;
void ParseIWadInfo(const char *fn, const char *data, int datasize, FIWADInfo *result = nullptr);
int ScanIWAD (const char *iwad);
int CheckIWADInfo(const char *iwad);
int IdentifyVersion (TArray<FString> &wadfiles, const char *iwad, const char *zdoom_wad, const char *optional_wad);
void CollectSearchPaths();
void AddIWADCandidates(const char *dir);
void ValidateIWADs();
public:
FIWadManager(const char *fn);
const FIWADInfo *FindIWAD(TArray<FString> &wadfiles, const char *iwad, const char *basewad, const char *optionalwad);
const FString *GetAutoname(unsigned int num) const
{
if (num < mIWadInfos.Size()) return &mIWadInfos[num].Autoname;
else return NULL;
}
int GetIWadFlags(unsigned int num) const
{
if (num < mIWadInfos.Size()) return mIWadInfos[num].flags;
else return false;
}
};
#endif