2020-06-20 15:52:10 +00:00
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#pragma once
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bool System_WantGuiCapture(); // During playing this tells us whether the game must be paused due to active GUI elememts.
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#include <stdint.h>
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2020-07-04 13:51:02 +00:00
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#include "vectors.h"
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2020-07-18 19:28:57 +00:00
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#include "engineerrors.h"
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2020-08-29 19:20:10 +00:00
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#include "packet.h"
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2020-06-20 15:52:10 +00:00
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struct GameStats
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{
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int kill, tkill;
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int secret, tsecret;
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int timesecnd;
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int frags;
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};
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struct FNewGameStartup
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{
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int Episode;
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int Level;
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int Skill;
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int CustomLevel1;
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int CustomLevel2;
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};
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struct FSavegameInfo
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{
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const char *savesig;
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int minsavever;
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int currentsavever;
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};
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struct FSaveGameNode
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{
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FString SaveTitle;
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FString Filename;
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bool bOldVersion = false;
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bool bMissingWads = false;
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bool bNoDelete = false;
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bool bIsExt = false;
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bool isValid() const
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{
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return Filename.IsNotEmpty() && !bOldVersion && !bMissingWads;
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}
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};
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2020-08-16 00:55:50 +00:00
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struct ReservedSpace
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{
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int top;
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int statusbar;
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};
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2020-06-20 15:52:10 +00:00
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enum EMenuSounds : int;
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struct GameInterface
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{
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virtual const char* Name() { return "$"; }
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virtual ~GameInterface() {}
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virtual bool GenerateSavePic() { return false; }
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2020-08-23 15:47:05 +00:00
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virtual void app_init() = 0;
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virtual void RunGameFrame() = 0;
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2020-07-17 18:56:10 +00:00
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virtual void clearlocalinputstate() {}
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2020-06-20 15:52:10 +00:00
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virtual void UpdateScreenSize() {}
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virtual void FreeGameData() {}
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2020-07-15 17:48:04 +00:00
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virtual void PlayHudSound() {}
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2020-06-20 15:52:10 +00:00
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virtual FString statFPS() { return "FPS display not available"; }
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virtual GameStats getStats() { return {}; }
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virtual void DrawNativeMenuText(int fontnum, int state, double xpos, double ypos, float fontscale, const char* text, int flags) {}
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virtual void MainMenuOpened() {}
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virtual void MenuOpened() {}
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virtual void MenuClosed() {}
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virtual void MenuSound(EMenuSounds snd) {}
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virtual bool CanSave() { return true; }
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virtual void CustomMenuSelection(int menu, int item) {}
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virtual void StartGame(FNewGameStartup& gs) {}
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virtual FSavegameInfo GetSaveSig() { return { "", 0, 0}; }
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virtual bool DrawSpecialScreen(const DVector2 &origin, int tilenum) { return false; }
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2020-07-02 08:59:22 +00:00
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virtual void DrawCenteredTextScreen(const DVector2& origin, const char* text, int position, bool withbg = true);
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virtual double SmallFontScale() { return 1; }
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2020-06-20 15:52:10 +00:00
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virtual void DrawMenuCaption(const DVector2& origin, const char* text) {}
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2020-07-20 22:07:02 +00:00
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virtual bool SaveGame(FSaveGameNode*) { return true; }
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virtual bool LoadGame(FSaveGameNode*) { return true; }
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virtual void SerializeGameState(FSerializer& arc) {}
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2020-06-20 15:52:10 +00:00
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virtual bool CleanupForLoad() { return true; }
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virtual void DrawPlayerSprite(const DVector2& origin, bool onteam) {}
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virtual void QuitToTitle() {}
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virtual void SetAmbience(bool on) {}
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virtual FString GetCoordString() { return "'stat coord' not implemented"; }
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2020-07-04 13:51:02 +00:00
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virtual bool CheatAllowed(bool printmsg) { return true; }
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2020-07-18 19:28:57 +00:00
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virtual void ExitFromMenu() { throw CExitEvent(0); }
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2020-08-16 00:55:50 +00:00
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virtual ReservedSpace GetReservedScreenSpace(int viewsize) { return { 0, 0 }; }
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2020-08-24 18:20:15 +00:00
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virtual void ResetFollowPos(bool) {}
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2020-08-29 19:20:10 +00:00
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virtual void GetInput(InputPacket* packet) {}
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2020-08-29 22:55:49 +00:00
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virtual void UpdateSounds() {}
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virtual void ErrorCleanup() {}
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virtual void Render() {}
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2020-08-24 18:20:15 +00:00
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2020-06-20 15:52:10 +00:00
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};
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extern GameInterface* gi;
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void ImGui_Begin_Frame();
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