mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-01 16:41:09 +00:00
98f214ee66
This works a bit differently from the Steam version, because each game has its own registry keys and its own independent path.
221 lines
5.7 KiB
C++
221 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 "doomtype.h"
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struct ticcmd_t;
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struct WadStuff;
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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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// Helper template so that we can access newer Win32 functions with a single static
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// variable declaration. If this were C++11 it could be totally transparent.
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template<typename Proto>
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class TOptWin32Proc
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{
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static Proto GetOptionalWin32Proc(const char* module, const char* function)
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{
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HMODULE hmodule = GetModuleHandle(module);
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if (hmodule == NULL)
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return NULL;
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return (Proto)GetProcAddress(hmodule, function);
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}
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public:
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const Proto Call;
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TOptWin32Proc(const char* module, const char* function)
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: Call(GetOptionalWin32Proc(module, function)) {}
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// Wrapper object can be tested against NULL, but not directly called.
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operator const void*() const { return Call; }
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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, 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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// Freezes tic counting temporarily. While frozen, calls to I_GetTime()
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// will always return the same value. This does not affect I_MSTime().
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// You must also not call I_WaitForTic() while freezing time, since the
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// tic will never arrive (unless it's the current one).
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extern void (*I_FreezeTime) (bool frozen);
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fixed_t I_GetTimeFrac (uint32 *ms);
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// Return a seed value for the RNG.
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unsigned int I_MakeRNGSeed();
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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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// Set the mouse cursor. The texture must be 32x32.
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class FTexture;
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bool I_SetCursor(FTexture *cursor);
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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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void I_SetIWADInfo ();
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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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unsigned int I_FPSTime();
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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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TArray<FString> I_GetSteamPath();
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// [GZ] Same deal for GOG paths
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TArray<FString> I_GetGogPaths();
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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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// Wrapper for GetLongPathName
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FString I_GetLongPathName(FString shortpath);
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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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