// 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 "doomtype.h" struct ticcmd_t; struct WadStuff; // Index values into the LanguageIDs array enum { LANGIDX_UserPreferred, LANGIDX_UserDefault, LANGIDX_SysPreferred, LANGIDX_SysDefault }; extern uint32 LanguageIDs[4]; extern void SetLanguageIDs (); // [RH] Detects the OS the game is running under. void I_DetectOS (void); typedef enum { os_unknown, os_Win95, os_WinNT4, os_Win2k } os_t; extern os_t OSPlatform; // Helper template so that we can access newer Win32 functions with a single static // variable declaration. If this were C++11 it could be totally transparent. template class TOptWin32Proc { static Proto GetOptionalWin32Proc(const char* module, const char* function) { HMODULE hmodule = GetModuleHandle(module); if (hmodule == NULL) return NULL; return (Proto)GetProcAddress(hmodule, function); } public: const Proto Call; TOptWin32Proc(const char* module, const char* function) : Call(GetOptionalWin32Proc(module, function)) {} // Wrapper object can be tested against NULL, but not directly called. operator const void*() const { return Call; } }; // 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 atterm (void (*func)(void)); void popterm (); // Set the mouse cursor. The texture must be 32x32. class FTexture; bool I_SetCursor(FTexture *cursor); // Repaint the pre-game console void I_PaintConsole (void); // Print a console string void I_PrintStr (const char *cp); // 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); // 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(); // [RH] Used by the display code to set the normal window procedure void I_SetWndProc(); // [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(); // [GZ] Same deal for GOG paths TArray I_GetGogPaths(); // Damn Microsoft for doing Get/SetWindowLongPtr half-assed. Instead of // giving them proper prototypes under Win32, they are just macros for // Get/SetWindowLong, meaning they take LONGs and not LONG_PTRs. #ifdef _WIN64 typedef long long WLONG_PTR; #elif _MSC_VER typedef _W64 long WLONG_PTR; #else typedef long WLONG_PTR; #endif // Wrapper for GetLongPathName FString I_GetLongPathName(FString shortpath); // Directory searching routines // Mirror WIN32_FIND_DATAA in #ifndef MAX_PATH #define MAX_PATH 260 #endif #ifndef PATH_MAX #define PATH_MAX 260 #endif struct findstate_t { DWORD Attribs; DWORD Times[3*2]; DWORD Size[2]; DWORD Reserved[2]; char Name[MAX_PATH]; char AltName[14]; }; void *I_FindFirst (const char *filespec, findstate_t *fileinfo); int I_FindNext (void *handle, findstate_t *fileinfo); int I_FindClose (void *handle); #define I_FindName(a) ((a)->Name) #define I_FindAttr(a) ((a)->Attribs) #define FA_RDONLY 0x00000001 #define FA_HIDDEN 0x00000002 #define FA_SYSTEM 0x00000004 #define FA_DIREC 0x00000010 #define FA_ARCH 0x00000020 #endif