raze-gles/source/build/include/baselayer.h
Christoph Oelckers 7909f29691 - allow starting Duke, NAM and WW2GI with the RedNukem-based game code for Redneck Rampage.
This mainly required some rework of the menu setup to be less explicit about the frontend's menu classes.
2020-02-12 20:25:59 +01:00

152 lines
3.8 KiB
C

// Base services interface declaration
// for the Build Engine
// by Jonathon Fowler (jf@jonof.id.au)
#pragma once
#ifndef baselayer_h_
#define baselayer_h_
#include "compat.h"
#include "osd.h"
#include "timer.h"
#include "c_cvars.h"
#include "inputstate.h"
#include "printf.h"
#include "zstring.h"
#include "vectors.h"
extern char modechange;
extern int32_t swapcomplete;
EXTERN_CVAR(Bool, r_usenewaspect)
// video
extern int32_t newaspect_enable;
extern int32_t r_fpgrouscan;
extern int32_t setaspect_new_use_dimen;
extern int32_t xres, yres, bpp, bytesperline, refreshfreq;
extern intptr_t frameplace;
extern char offscreenrendering;
void calc_ylookup(int32_t bpl, int32_t lastyidx);
int32_t videoCheckMode(int32_t *x, int32_t *y, int32_t c, int32_t fs, int32_t forced);
int32_t videoSetMode(int32_t x, int32_t y, int32_t c, int32_t fs);
void videoGetModes(void);
void videoEndDrawing(void);
void videoShowFrame(int32_t);
int32_t videoUpdatePalette(int32_t start, int32_t num);
void videoBeginDrawing(void);
extern int32_t qsetmode;
#define in3dmode() (qsetmode==200)
extern int32_t g_logFlushWindow;
void mouseGrabInput(bool grab);
void getScreen(uint8_t* imgBuf);
#include "print.h"
struct GameStats
{
int kill, tkill;
int secret, tsecret;
int timesecnd;
int frags;
};
struct FGameStartup
{
int Episode;
int Level;
int Skill;
int CustomLevel1;
int CustomLevel2;
};
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;
}
};
enum EMenuSounds : int;
struct GameInterface
{
virtual const char* Name() { return "$"; }
virtual ~GameInterface() {}
virtual bool GenerateSavePic() { return false; }
virtual void faketimerhandler() {} // This is a remnant of older versions, but Blood backend has not updated yet.
virtual int app_main() = 0;
virtual void UpdateScreenSize() {}
virtual void FreeGameData() {}
virtual bool validate_hud(int) { return true; }
virtual void set_hud_layout(int size) = 0;
virtual void set_hud_scale(int size) {}
virtual FString statFPS() { return "FPS display not available"; }
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(FGameStartup& 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 void DrawMenuCaption(const DVector2& origin, const char* text) {}
virtual bool SaveGame(FSaveGameNode*) { return false; }
virtual bool LoadGame(FSaveGameNode*) { return false; }
virtual bool CleanupForLoad() { return true; }
virtual void DoPrintMessage(int prio, const char*) {}
void PrintMessage(int prio, const char*fmt, ...)
{
va_list ap;
va_start(ap, fmt);
FString f;
f.VFormat(fmt, ap);
DoPrintMessage(prio, f);
}
virtual void DrawPlayerSprite(const DVector2& origin, bool onteam) {}
virtual void QuitToTitle() {}
virtual void SetAmbience(bool on) {}
virtual FString GetCoordString() { return "'stat coord' not implemented"; }
};
extern GameInterface* gi;
extern double g_beforeSwapTime;
void ImGui_Begin_Frame();
#endif // baselayer_h_