mirror of
https://github.com/ZDoom/gzdoom.git
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133 lines
3.1 KiB
C++
133 lines
3.1 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_ticcmd.h"
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#include "d_event.h"
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extern BOOL fastdemo;
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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_WinNT,
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os_Win32s
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} os_t;
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extern os_t OSPlatform;
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// Called by DoomMain.
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void I_Init (void);
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// Called by startup code
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// to get the ammount of memory to malloc
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// for the zone management.
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byte *I_ZoneBase (int *size);
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// Called by D_DoomLoop,
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// returns current time in tics.
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int (*I_GetTime) (void);
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int I_GetTimeReally (void);
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int I_GetTimeFake (void);
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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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// Allocates from low memory under dos,
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// just mallocs under unix
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byte* I_AllocLow (int length);
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void I_Tactile (int on, int off, int total);
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void I_Error (char *error, ...);
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void I_FatalError (char *error, ...);
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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 (int x, const char *str, int count, BOOL scroll);
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// Set the title string of the startup window
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void I_SetTitleString (const char *title);
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// In i_input.c. Used to release control of the
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// mouse to the user when the game is paused in
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// windowed modes.
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void I_PauseMouse (void);
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void I_ResumeMouse (void);
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// [RH] Returns millisecond-accurate time
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unsigned int I_MSTime (void);
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// [RH] Title string to display at bottom of console during startup
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extern char DoomStartupTitle[256];
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#endif
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//-----------------------------------------------------------------------------
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//
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// $Log:$
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//
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//-----------------------------------------------------------------------------
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