raze-gles/polymer/eduke32/build/include/baselayer.h

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// Base services interface declaration
// for the Build Engine
// by Jonathon Fowler (jf@jonof.id.au)
#ifndef baselayer_h_
#define baselayer_h_
#include "compat.h"
#include "osd.h"
#ifdef __cplusplus
extern "C" {
#endif
extern int32_t app_main(int32_t argc, const char **argv);
extern const char* AppProperName;
extern const char* AppTechnicalName;
#ifdef DEBUGGINGAIDS
# define DEBUG_MASK_DRAWING
extern int32_t g_maskDrawMode;
#endif
extern char quitevent, appactive;
extern int32_t vsync;
extern void app_crashhandler(void);
// NOTE: these are implemented in game-land so they may be overridden in game specific ways
extern int32_t startwin_open(void);
extern int32_t startwin_close(void);
extern int32_t startwin_puts(const char *);
extern int32_t startwin_settitle(const char *);
extern int32_t startwin_idle(void *);
extern int32_t startwin_run(void);
// video
extern int32_t r_usenewaspect, newaspect_enable;
extern int32_t setaspect_new_use_dimen;
extern uint32_t r_screenxy;
extern int32_t xres, yres, bpp, fullscreen, bytesperline;
extern intptr_t frameplace;
extern char offscreenrendering;
extern int32_t nofog;
void calc_ylookup(int32_t bpl, int32_t lastyidx);
#ifdef USE_OPENGL
extern int32_t (*baselayer_osdcmd_vidmode_func)(const osdfuncparm_t *parm);
void fullscreen_tint_gl(uint8_t r, uint8_t g, uint8_t b, uint8_t f);
extern int32_t osdcmd_glinfo(const osdfuncparm_t *parm);
struct glinfo_t {
const char *vendor;
const char *renderer;
const char *version;
const char *extensions;
float maxanisotropy;
char bgra;
char clamptoedge;
char texcompr;
char texnpot;
char multisample;
char nvmultisamplehint;
char arbfp;
char depthtex;
char shadow;
char fbos;
char rect;
char multitex;
char envcombine;
char vbos;
char vsync;
char sm4;
char occlusionqueries;
char glsl;
char debugoutput;
char bufferstorage;
char dumped;
};
extern struct glinfo_t glinfo;
extern void setvsync(int32_t sync);
#endif
extern char inputdevices;
// keys
#define NUMKEYS 256
#define KEYSTATUSSIZ 256
#define KEYFIFOSIZ 64
extern char keystatus[KEYSTATUSSIZ], keyfifo[KEYFIFOSIZ], keyasciififo[KEYFIFOSIZ];
extern uint8_t keyasciififoplc, keyasciififoend, keyfifoplc, keyfifoend;
extern char scantoasc[128], keyremap[KEYSTATUSSIZ], key_names[NUMKEYS][24];
extern int32_t keyremapinit;
extern int32_t defaultres[][2];
extern int32_t GetKey(int32_t key);
extern void SetKey(int32_t key, int32_t state);
// mouse
extern int32_t mousex, mousey, mouseb;
extern vec2_t mouseabs;
extern uint8_t mousepressstate;
extern uint8_t mousegrab, moustat, mouseinwindow, AppMouseGrab;
enum
{
Mouse_Idle = 0,
Mouse_Pressed = 1,
Mouse_Held = 2,
Mouse_Released = 3,
};
extern int32_t mousepressstateadvance(void);
// joystick
extern int32_t *joyaxis, *joyhat, joyb;
extern char joyisgamepad, joynumaxes, joynumbuttons, joynumhats;
extern int32_t joyaxespresent;
extern int32_t qsetmode;
#define in3dmode() (qsetmode==200)
int32_t initsystem(void);
void uninitsystem(void);
void system_getcvars(void);
extern int32_t flushlogwindow;
void initputs(const char *);
#define buildputs initputs
void initprintf(const char *, ...) ATTRIBUTE((format(printf,1,2)));
#define buildprintf initprintf
void debugprintf(const char *,...) ATTRIBUTE((format(printf,1,2)));
int32_t handleevents(void);
int32_t handleevents_peekkeys(void);
extern void (*keypresscallback)(int32_t,int32_t);
extern void (*mousepresscallback)(int32_t,int32_t);
extern void (*joypresscallback)(int32_t,int32_t);
int32_t initinput(void);
void uninitinput(void);
void releaseallbuttons(void);
void setkeypresscallback(void (*callback)(int32_t,int32_t));
void setmousepresscallback(void (*callback)(int32_t,int32_t));
void setjoypresscallback(void (*callback)(int32_t,int32_t));
const char *getkeyname(int32_t num);
const char *getjoyname(int32_t what, int32_t num); // what: 0=axis, 1=button, 2=hat
char bgetchar(void);
#define bkbhit() (keyasciififoplc != keyasciififoend)
FORCE_INLINE int keyascfifo_isfull(void)
{
return ((keyasciififoend+1)&(KEYFIFOSIZ-1)) == keyasciififoplc;
}
FORCE_INLINE void keyascfifo_insert(char code)
{
keyasciififo[keyasciififoend] = code;
keyasciififoend = ((keyasciififoend+1)&(KEYFIFOSIZ-1));
}
void bflushchars(void);
int32_t initmouse(void);
void uninitmouse(void);
void grabmouse(char a);
void AppGrabMouse(char a);
void readmousexy(int32_t *x, int32_t *y);
int32_t readmouseabsxy(vec2_t * const destination, vec2_t const * const source);
void readmousebstatus(int32_t *b);
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
void readjoybstatus(int32_t *b);
void setjoydeadzone(int32_t axis, uint16_t dead, uint16_t satur);
void getjoydeadzone(int32_t axis, uint16_t *dead, uint16_t *satur);
extern int32_t inputchecked;
int32_t inittimer(int32_t);
void uninittimer(void);
void sampletimer(void);
#if defined RENDERTYPESDL && !defined LUNATIC
FORCE_INLINE uint32_t getticks(void) { return (uint32_t)SDL_GetTicks(); }
#else
uint32_t getticks(void);
#endif
int32_t gettimerfreq(void);
uint64_t getu64ticks(void);
uint64_t getu64tickspersec(void);
double gethiticks(void);
void (*installusertimercallback(void (*callback)(void)))(void);
int32_t checkvideomode(int32_t *x, int32_t *y, int32_t c, int32_t fs, int32_t forced);
int32_t setvideomode(int32_t x, int32_t y, int32_t c, int32_t fs);
void getvalidmodes(void);
void resetvideomode(void);
//#define DEBUG_FRAME_LOCKING
void enddrawing(void);
void showframe(int32_t);
#if !defined DEBUG_FRAME_LOCKING
void begindrawing(void);
#else
void begindrawing_real(void);
# define BEGINDRAWING_SIZE 256
extern uint32_t begindrawing_line[BEGINDRAWING_SIZE];
extern const char *begindrawing_file[BEGINDRAWING_SIZE];
extern int32_t lockcount;
# define begindrawing() do { \
if (lockcount < BEGINDRAWING_SIZE) { \
begindrawing_line[lockcount] = __LINE__; \
begindrawing_file[lockcount] = __FILE__; \
} \
begindrawing_real(); \
} while(0)
#endif
int32_t setpalette(int32_t start, int32_t num);
//int32_t getpalette(int32_t start, int32_t num, char *dapal);
int32_t setgamma(void);
extern float vid_gamma, vid_contrast, vid_brightness;
#define DEFAULT_GAMMA 1.0f
#define DEFAULT_CONTRAST 1.0f
#define DEFAULT_BRIGHTNESS 0.0f
#define GAMMA_CALC ((int32_t)(min(max((float)((vid_gamma-1.0f)*10.0f),0.f),15.f)))
//int32_t switchrendermethod(int32_t,int32_t); // 0 = software, 1 = opengl | bool = reinit
int32_t wm_msgbox(const char *name, const char *fmt, ...) ATTRIBUTE((format(printf,2,3)));
int32_t wm_ynbox(const char *name, const char *fmt, ...) ATTRIBUTE((format(printf,2,3)));
void wm_setapptitle(const char *name);
// baselayer.c
int32_t baselayer_init();
void makeasmwriteable(void);
void maybe_redirect_outputs(void);
#ifdef __cplusplus
}
#endif
#endif // baselayer_h_