#pragma once bool System_WantGuiCapture(); // During playing this tells us whether the game must be paused due to active GUI elememts. #include #include "vectors.h" #include "engineerrors.h" #include "stats.h" #include "packet.h" #include "inputstate.h" class FSerializer; struct GameStats { int kill, tkill; int secret, tsecret; int timesecnd; int frags; }; struct FNewGameStartup { int Episode; int Level; int Skill; }; struct FSavegameInfo { const char *savesig; int minsavever; int currentsavever; }; struct FSaveGameNode { FString SaveTitle; FString Filename; bool bOldVersion = false; bool bMissingWads = false; bool bNoDelete = false; bool bIsExt = false; bool isValid() const { return Filename.IsNotEmpty() && !bOldVersion && !bMissingWads; } }; struct ReservedSpace { int top; int statusbar; }; enum EMenuSounds : int; struct MapRecord; extern cycle_t drawtime, actortime, thinktime, gameupdatetime; struct GameInterface { virtual const char* Name() { return "$"; } virtual ~GameInterface() {} virtual bool GenerateSavePic() { return false; } virtual void app_init() = 0; virtual void clearlocalinputstate() {} virtual void UpdateScreenSize() {} virtual void FreeLevelData(); virtual void FreeGameData() {} virtual void PlayHudSound() {} virtual GameStats getStats() { return {}; } virtual void DrawNativeMenuText(int fontnum, int state, double xpos, double ypos, float fontscale, const char* text, int flags) {} virtual void MainMenuOpened() {} virtual void MenuOpened() {} virtual void MenuClosed() {} virtual void MenuSound(EMenuSounds snd) {} virtual bool CanSave() { return true; } virtual void CustomMenuSelection(int menu, int item) {} virtual void StartGame(FNewGameStartup& gs) {} virtual FSavegameInfo GetSaveSig() { return { "", 0, 0}; } virtual bool DrawSpecialScreen(const DVector2 &origin, int tilenum) { return false; } virtual void DrawCenteredTextScreen(const DVector2& origin, const char* text, int position, bool withbg = true); virtual double SmallFontScale() { return 1; } virtual void DrawMenuCaption(const DVector2& origin, const char* text) {} virtual bool SaveGame(FSaveGameNode*) { return true; } virtual bool LoadGame(FSaveGameNode*) { return true; } virtual void SerializeGameState(FSerializer& arc) {} virtual void DrawPlayerSprite(const DVector2& origin, bool onteam) {} virtual void QuitToTitle() {} virtual void SetAmbience(bool on) {} virtual FString GetCoordString() { return "'stat coord' not implemented"; } virtual void ExitFromMenu() { throw CExitEvent(0); } virtual ReservedSpace GetReservedScreenSpace(int viewsize) { return { 0, 0 }; } virtual void GetInput(InputPacket* packet, ControlInfo* const hidInput) {} virtual void UpdateSounds() {} virtual void ErrorCleanup() {} virtual void Startup() {} virtual void DrawBackground() {} virtual void Render() {} virtual void Ticker() {} virtual int GetPlayerChecksum(int pnum) { return 0x12345678 + pnum; } virtual const char *CheckCheatMode() { return nullptr; } virtual const char* GenericCheat(int player, int cheat) = 0; virtual void NextLevel(MapRecord* map, int skill) {} virtual void NewGame(MapRecord* map, int skill) {} virtual void LevelCompleted(MapRecord* map, int skill) {} virtual bool DrawAutomapPlayer(int x, int y, int z, int a) { return false; } virtual void SetTileProps(int tile, int surf, int vox, int shade) {} virtual FString statFPS() { FString output; output.AppendFormat("Actor think time: %.3f ms\n", actortime.TimeMS()); output.AppendFormat("Total think time: %.3f ms\n", thinktime.TimeMS()); output.AppendFormat("Game Update: %.3f ms\n", gameupdatetime.TimeMS()); output.AppendFormat("Draw time: %.3f ms\n", drawtime.TimeMS()); return output; } }; extern GameInterface* gi; void ImGui_Begin_Frame();