mirror of
https://github.com/ZDoom/qzdoom.git
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194824f810
* it is now possible to switch back to the main intro loop from the fullscreen console. * do not distort the background of the fullscreen console. Always draw the console on top of what the main loop currently displays with a translucent black overlay. * do not use the CONPIC for the fullscreen console as it tends to be more of a distraction than an asset when filling the entire screen. * cleaned up c_console.cpp and moved several pieces of code unrelated to actual console management out of it.
159 lines
4.5 KiB
C++
159 lines
4.5 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1996 id Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2016 Christoph Oelckers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program 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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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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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 __D_MAIN__
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#define __D_MAIN__
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#include "doomtype.h"
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#include "gametype.h"
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#include "startupinfo.h"
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#include "c_cvars.h"
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extern bool advancedemo;
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extern bool hud_toggled;
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void D_ToggleHud();
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struct event_t;
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//
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// D_DoomMain()
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// Not a globally visible function, just included for source reference,
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// calls all startup code, parses command line options.
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// If not overrided by user input, calls N_AdvanceDemo.
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//
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struct CRestartException
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{
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char dummy;
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};
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void D_Display ();
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//
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// BASE LEVEL
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//
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void D_PageTicker (void);
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void D_PageDrawer (void);
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void D_AdvanceDemo (void);
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void D_StartTitle (void);
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// [RH] Set this to something to draw an icon during the next screen refresh.
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extern const char *D_DrawIcon;
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// [SP] Store the capabilities of the renderer in a global variable, to prevent excessive per-frame processing
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extern uint32_t r_renderercaps;
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struct FIWADInfo
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{
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FString Name; // Title banner text for this IWAD
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FString Autoname; // Name of autoload ini section for this IWAD
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FString IWadname; // Default name this game would use - this is for IWAD detection in GAMEINFO.
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int prio = 0; // selection priority for given IWAD name.
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FString Configname; // Name of config section for this IWAD
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FString Required; // Requires another IWAD
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uint32_t FgColor = 0; // Foreground color for title banner
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uint32_t BkColor = 0xc0c0c0; // Background color for title banner
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FString Song;
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EGameType gametype = GAME_Doom; // which game are we playing?
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int StartupType = FStartupInfo::DefaultStartup; // alternate startup type
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FString MapInfo; // Base mapinfo to load
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bool nokeyboardcheats = false; // disable keyboard cheats
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TArray<FString> Load; // Wads to be loaded with this one.
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TArray<FString> Lumps; // Lump names for identification
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TArray<FString> DeleteLumps; // Lumps which must be deleted from the directory.
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int flags = 0;
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};
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struct FFoundWadInfo
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{
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FString mFullPath;
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FString mRequiredPath;
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int mInfoIndex = -1; // must be an index because of reallocation
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FFoundWadInfo() {}
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FFoundWadInfo(const FString &s1, const FString &s2, int index)
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: mFullPath(s1), mRequiredPath(s2), mInfoIndex(index)
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{
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}
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};
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//==========================================================================
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//
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// IWAD identifier class
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//
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//==========================================================================
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class FIWadManager
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{
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TArray<FIWADInfo> mIWadInfos;
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TArray<FString> mIWadNames;
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TArray<FString> mSearchPaths;
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TArray<FString> mOrderNames;
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TArray<FFoundWadInfo> mFoundWads;
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TArray<int> mLumpsFound;
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void ParseIWadInfo(const char *fn, const char *data, int datasize, FIWADInfo *result = nullptr);
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int ScanIWAD (const char *iwad);
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int CheckIWADInfo(const char *iwad);
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int IdentifyVersion (TArray<FString> &wadfiles, const char *iwad, const char *zdoom_wad, const char *optional_wad);
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void CollectSearchPaths();
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void AddIWADCandidates(const char *dir);
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void ValidateIWADs();
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public:
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FIWadManager(const char *fn, const char *fnopt);
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const FIWADInfo *FindIWAD(TArray<FString> &wadfiles, const char *iwad, const char *basewad, const char *optionalwad);
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const FString *GetAutoname(unsigned int num) const
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{
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if (num < mIWadInfos.Size()) return &mIWadInfos[num].Autoname;
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else return NULL;
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}
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int GetIWadFlags(unsigned int num) const
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{
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if (num < mIWadInfos.Size()) return mIWadInfos[num].flags;
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else return 0;
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}
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};
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EXTERN_CVAR(Int, vid_rendermode)
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inline bool V_IsHardwareRenderer()
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{
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return vid_rendermode == 4;
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}
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inline bool V_IsTrueColor()
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{
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return vid_rendermode == 1 || vid_rendermode == 4;
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}
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#endif
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