mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-16 07:21:28 +00:00
b65b83edb3
Like Linux and macOS this will only support borderless fullscreen in the active desktop resolution now, which is what modern systems need. The list of discrete resolutions has been removed as it makes no sense anymore with a fixed video mode - all the other scaling options remain active, though.
258 lines
5.8 KiB
C
258 lines
5.8 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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// All the global variables that store the internal state.
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// Theoretically speaking, the internal state of the engine
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// should be found by looking at the variables collected
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// here, and every relevant module will have to include
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// this header file.
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// In practice, things are a bit messy.
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//
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//-----------------------------------------------------------------------------
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#ifndef __D_STATE__
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#define __D_STATE__
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#include "c_cvars.h"
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// -----------------------
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// Game speed.
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//
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enum EGameSpeed
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{
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SPEED_Normal,
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SPEED_Fast,
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};
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extern EGameSpeed GameSpeed;
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// ------------------------
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// Command line parameters.
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//
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extern bool devparm; // DEBUG: launched with -devparm
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// -----------------------------------------------------
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// Game Mode - identify IWAD as shareware, retail etc.
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//
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// -------------------------------------------
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// Selected skill type, map etc.
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//
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extern FString startmap; // [RH] Actual map name now
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extern bool autostart;
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extern FString StoredWarp; // [RH] +warp at the command line
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// Selected by user.
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EXTERN_CVAR (Int, gameskill);
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extern int NextSkill; // [RH] Skill to use at next level load
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// Netgame? Only true if >1 player.
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extern bool netgame;
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// Bot game? Like netgame, but doesn't involve network communication.
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extern bool multiplayer;
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// [SP] Map dm/coop implementation - invokes fake multiplayer without bots
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extern bool multiplayernext;
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// Flag: true only if started as net deathmatch.
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EXTERN_CVAR (Int, deathmatch)
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// [RH] Pretend as deathmatch for purposes of dmflags
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EXTERN_CVAR (Bool, alwaysapplydmflags)
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// [RH] Teamplay mode
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EXTERN_CVAR (Bool, teamplay)
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// [RH] Friendly fire amount
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EXTERN_CVAR (Float, teamdamage)
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// [RH] The class the player will spawn as in single player,
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// in case using a random class with Hexen.
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extern int SinglePlayerClass[/*MAXPLAYERS*/];
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// -------------------------
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// Internal parameters for sound rendering.
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EXTERN_CVAR (Float, snd_sfxvolume) // maximum volume for sound
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EXTERN_CVAR (Float, snd_musicvolume) // maximum volume for music
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// -------------------------
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// Status flags for refresh.
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//
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enum EMenuState : int
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{
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MENU_Off, // Menu is closed
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MENU_On, // Menu is opened
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MENU_WaitKey, // Menu is opened and waiting for a key in the controls menu
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MENU_OnNoPause, // Menu is opened but does not pause the game
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};
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extern bool automapactive; // In AutoMap mode?
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extern EMenuState menuactive; // Menu overlayed?
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extern int paused; // Game Pause?
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extern bool pauseext;
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extern bool viewactive;
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extern bool nodrawers;
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extern bool noblit;
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extern int viewwindowx;
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extern int viewwindowy;
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extern int viewheight;
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extern int viewwidth;
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// Player taking events. i.e. The local player.
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extern int consoleplayer;
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// --------------------------------------
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// DEMO playback/recording related stuff.
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// No demo, there is a human player in charge?
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// Disable save/end game?
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extern bool usergame;
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extern FString newdemoname;
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extern FString newdemomap;
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extern bool demoplayback;
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extern bool demorecording;
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extern int demover;
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// Quit after playing a demo from cmdline.
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extern bool singledemo;
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extern int SaveVersion;
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//-----------------------------
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// Internal parameters, fixed.
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// These are set by the engine, and not changed
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// according to user inputs. Partly load from
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// WAD, partly set at startup time.
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extern int gametic;
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// Alive? Disconnected?
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extern bool playeringame[/*MAXPLAYERS*/];
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//-----------------------------------------
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// Internal parameters, used for engine.
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//
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// File handling stuff.
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extern FILE* debugfile;
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extern FILE* hashfile;
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// if true, load all graphics at level load
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extern bool precache;
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//-------
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//REFRESH
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//-------
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extern bool setsizeneeded;
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EXTERN_CVAR (Float, mouse_sensitivity)
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//?
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// debug flag to cancel adaptiveness
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extern bool singletics;
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extern int bodyqueslot;
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// Needed to store the number of the dummy sky flat.
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// Used for rendering,
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// as well as tracking projectiles etc.
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// ---- [RH] ----
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EXTERN_CVAR (Int, developer)
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extern bool ToggleFullscreen;
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extern int Net_Arbitrator;
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EXTERN_CVAR (Bool, var_friction)
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// [RH] Miscellaneous info for DeHackEd support
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struct DehInfo
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{
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int StartHealth;
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int StartBullets;
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int MaxHealth;
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int MaxArmor;
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int GreenAC;
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int BlueAC;
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int MaxSoulsphere;
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int SoulsphereHealth;
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int MegasphereHealth;
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int GodHealth;
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int FAArmor;
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int FAAC;
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int KFAArmor;
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int KFAAC;
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char PlayerSprite[5];
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uint8_t ExplosionStyle;
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double ExplosionAlpha;
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int NoAutofreeze;
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int BFGCells;
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};
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extern DehInfo deh;
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EXTERN_CVAR (Int, infighting)
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// [RH] Deathmatch flags
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EXTERN_CVAR (Int, dmflags);
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EXTERN_CVAR (Int, dmflags2); // [BC]
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EXTERN_CVAR (Int, compatflags);
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EXTERN_CVAR (Int, compatflags2);
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extern int i_compatflags, i_compatflags2, ii_compatflags, ii_compatflags2, ib_compatflags;
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// Filters from AddAutoloadFiles(). Used to filter files from archives.
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extern FString LumpFilterIWAD;
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#endif
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