#ifndef __I_SYSTEM__ #define __I_SYSTEM__ #include "basics.h" #include #include "tarray.h" #include "zstring.h" #include "utf8.h" struct ticcmd_t; struct WadStuff; // [RH] Detects the OS the game is running under. void I_DetectOS (void); // Called by DoomMain. void I_Init (void); // Return a seed value for the RNG. unsigned int I_MakeRNGSeed(); void I_ShowFatalError(const char* msg); // // Called by D_DoomLoop, // called before processing any tics in a frame // (just after displaying a frame). // Time consuming syncronous operations // are performed here (joystick reading). // Can call D_PostEvent. // void I_StartFrame (void); // // Called by D_DoomLoop, // called before processing each tic in a frame. // Quick syncronous operations are performed here. // Can call D_PostEvent. void I_StartTic (void); // Asynchronous interrupt functions should maintain private queues // that are read by the synchronous functions // to be converted into events. // Either returns a null ticcmd, // or calls a loadable driver to build it. // This ticcmd will then be modified by the gameloop // for normal input. ticcmd_t *I_BaseTiccmd (void); // Called by M_Responder when quit is selected. // Clean exit, displays sell blurb. void I_Quit (void); void I_Tactile (int on, int off, int total); // Set the mouse cursor. The texture must be 32x32. class FTexture; bool I_SetCursor(FTexture *cursor); // Repaint the pre-game console void I_PaintConsole (void); void I_DebugPrint (const char *cp); // Print a console string void I_PrintStr (const char *cp); // Set the title string of the startup window void I_SetIWADInfo (); // Pick from multiple IWADs to use int I_PickIWad (WadStuff *wads, int numwads, bool queryiwad, int defaultiwad); // The ini could not be saved at exit bool I_WriteIniFailed (); // [RH] Used by the display code to set the normal window procedure void I_SetWndProc(); // [RH] Checks the registry for Steam's install path, so we can scan its // directories for IWADs if the user purchased any through Steam. TArray I_GetSteamPath(); // [GZ] Same deal for GOG paths TArray I_GetGogPaths(); // Damn Microsoft for doing Get/SetWindowLongPtr half-assed. Instead of // giving them proper prototypes under Win32, they are just macros for // Get/SetWindowLong, meaning they take LONGs and not LONG_PTRs. #ifdef _WIN64 typedef long long WLONG_PTR; #elif _MSC_VER typedef _W64 long WLONG_PTR; #else typedef long WLONG_PTR; #endif // Wrapper for GetLongPathName FString I_GetLongPathName(const FString &shortpath); // Directory searching routines // Mirror WIN32_FIND_DATAA in #ifndef MAX_PATH #define MAX_PATH 260 #endif #ifndef PATH_MAX #define PATH_MAX 260 #endif struct findstate_t { private: struct WinData { uint32_t Attribs; uint32_t Times[3 * 2]; uint32_t Size[2]; uint32_t Reserved[2]; wchar_t Name[MAX_PATH]; wchar_t AltName[14]; }; WinData FindData; FString UTF8Name; friend void *I_FindFirst(const char *filespec, findstate_t *fileinfo); friend int I_FindNext(void *handle, findstate_t *fileinfo); friend const char *I_FindName(findstate_t *fileinfo); friend int I_FindAttr(findstate_t *fileinfo); }; void *I_FindFirst (const char *filespec, findstate_t *fileinfo); int I_FindNext (void *handle, findstate_t *fileinfo); int I_FindClose (void *handle); const char *I_FindName(findstate_t *fileinfo); inline int I_FindAttr(findstate_t *fileinfo) { return fileinfo->FindData.Attribs; } #define FA_RDONLY 0x00000001 #define FA_HIDDEN 0x00000002 #define FA_SYSTEM 0x00000004 #define FA_DIREC 0x00000010 #define FA_ARCH 0x00000020 int I_GetNumaNodeCount(); int I_GetNumaNodeThreadCount(int numaNode); void I_SetThreadNumaNode(std::thread &thread, int numaNode); #endif