gzdoom/code/win32/I_system.h
1998-12-22 00:00:00 +00:00

133 lines
3.1 KiB
C++

// 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 "d_ticcmd.h"
#include "d_event.h"
extern BOOL fastdemo;
// [RH] Detects the OS the game is running under.
void I_DetectOS (void);
typedef enum {
os_unknown,
os_Win95,
os_WinNT,
os_Win32s
} os_t;
extern os_t OSPlatform;
// Called by DoomMain.
void I_Init (void);
// Called by startup code
// to get the ammount of memory to malloc
// for the zone management.
byte *I_ZoneBase (int *size);
// Called by D_DoomLoop,
// returns current time in tics.
int (*I_GetTime) (void);
int I_GetTimeReally (void);
int I_GetTimeFake (void);
//
// 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);
// Allocates from low memory under dos,
// just mallocs under unix
byte* I_AllocLow (int length);
void I_Tactile (int on, int off, int total);
void I_Error (char *error, ...);
void I_FatalError (char *error, ...);
// Repaint the pre-game console
void I_PaintConsole (void);
// Print a console string
void I_PrintStr (int x, const char *str, int count, BOOL scroll);
// Set the title string of the startup window
void I_SetTitleString (const char *title);
// In i_input.c. Used to release control of the
// mouse to the user when the game is paused in
// windowed modes.
void I_PauseMouse (void);
void I_ResumeMouse (void);
// [RH] Returns millisecond-accurate time
unsigned int I_MSTime (void);
// [RH] Title string to display at bottom of console during startup
extern char DoomStartupTitle[256];
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------