mirror of
https://github.com/ZDoom/raze-gles.git
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129 lines
3.6 KiB
C++
129 lines
3.6 KiB
C++
#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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#include "vectors.h"
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#include "engineerrors.h"
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#include "stats.h"
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#include "packet.h"
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class FSerializer;
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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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};
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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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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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enum EMenuSounds : int;
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struct MapRecord;
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extern cycle_t drawtime, actortime, thinktime, gameupdatetime;
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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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virtual void app_init() = 0;
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virtual void clearlocalinputstate() {}
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virtual void UpdateScreenSize() {}
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virtual void FreeLevelData();
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virtual void FreeGameData() {}
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virtual void PlayHudSound() {}
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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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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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virtual void DrawMenuCaption(const DVector2& origin, const char* text) {}
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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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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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virtual void ExitFromMenu() { throw CExitEvent(0); }
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virtual ReservedSpace GetReservedScreenSpace(int viewsize) { return { 0, 0 }; }
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virtual void GetInput(InputPacket* packet) {}
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virtual void UpdateSounds() {}
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virtual void ErrorCleanup() {}
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virtual void Startup() {}
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virtual void DrawBackground() {}
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virtual void Render() {}
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virtual void Ticker() {}
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virtual int GetPlayerChecksum(int pnum) { return 0x12345678 + pnum; }
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virtual const char *CheckCheatMode() { return nullptr; }
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virtual const char* GenericCheat(int player, int cheat) = 0;
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virtual void NextLevel(MapRecord* map, int skill) {}
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virtual void NewGame(MapRecord* map, int skill) {}
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virtual void LevelCompleted(MapRecord* map, int skill) {}
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virtual bool DrawAutomapPlayer(int x, int y, int z, int a) { return false; }
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virtual FString statFPS()
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{
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FString output;
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output.AppendFormat("Actor think time: %.3f ms\n", actortime.TimeMS());
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output.AppendFormat("Total think time: %.3f ms\n", thinktime.TimeMS());
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output.AppendFormat("Game Update: %.3f ms\n", gameupdatetime.TimeMS());
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output.AppendFormat("Draw time: %.3f ms\n", drawtime.TimeMS());
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return output;
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}
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};
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extern GameInterface* gi;
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void ImGui_Begin_Frame();
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