#ifndef __I_SYSTEM__ #define __I_SYSTEM__ #include #include #if defined(__sun) || defined(__sun__) || defined(__SRV4) || defined(__srv4__) #define __solaris__ 1 #endif #include #include #include "tarray.h" #include "zstring.h" struct ticcmd_t; struct WadStuff; #ifndef SHARE_DIR #define SHARE_DIR "/usr/local/share/" #endif // Called by DoomMain. void I_Init (void); // Return a seed value for the RNG. unsigned int I_MakeRNGSeed(); void I_ShowFatalError(const char* msg); void I_DetectOS (void); void I_StartFrame (void); 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); void I_Tactile (int on, int off, int total); // Print a console string void I_PrintStr (const char *str); // 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); // [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(); TArray I_GetGogPaths(); // The ini could not be saved at exit bool I_WriteIniFailed (); class FTexture; bool I_SetCursor(FTexture *); static inline char *strlwr(char *str) { char *ptr = str; while(*ptr) { *ptr = tolower(*ptr); ++ptr; } return str; } inline int I_GetNumaNodeCount() { return 1; } inline int I_GetNumaNodeThreadCount(int numaNode) { return std::max(std::thread::hardware_concurrency(), 1); } inline void I_SetThreadNumaNode(std::thread &thread, int numaNode) { } void I_PutInClipboard(const char* str); FString I_GetFromClipboard (bool use_primary_selection); #endif