mirror of
https://github.com/ZDoom/raze-gles.git
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1edb5fe8ae
Banner with the current game's name is not used yet but was displayed without any text
286 lines
6.1 KiB
Text
286 lines
6.1 KiB
Text
/*
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** i_system.mm
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**
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**---------------------------------------------------------------------------
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** Copyright 2012-2018 Alexey Lysiuk
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "i_common.h"
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#include <fnmatch.h>
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#include <sys/sysctl.h>
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#include "gameconfigfile.h"
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#include "i_sound.h"
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#include "i_system.h"
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#include "st_console.h"
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#include "v_text.h"
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#include "cmdlib.h"
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#include "printf.h"
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double PerfToSec, PerfToMillisec;
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static void CalculateCPUSpeed()
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{
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long long frequency;
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size_t size = sizeof frequency;
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if (0 == sysctlbyname("machdep.tsc.frequency", &frequency, &size, nullptr, 0) && 0 != frequency)
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{
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PerfToSec = 1.0 / frequency;
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PerfToMillisec = 1000.0 / frequency;
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//if (!batchrun)
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{
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Printf("CPU speed: %.0f MHz\n", 0.001 / PerfToMillisec);
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}
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}
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}
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void I_Init(void)
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{
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CalculateCPUSpeed();
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}
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void I_SetIWADInfo()
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{
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FConsoleWindow::GetInstance().SetTitleText();
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}
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void I_DebugPrint(const char *cp)
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{
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NSLog(@"%s", cp);
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}
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void I_PrintStr(const char* const message)
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{
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FConsoleWindow::GetInstance().AddText(message);
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// Strip out any color escape sequences before writing to output
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char* const copy = new char[strlen(message) + 1];
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const char* srcp = message;
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char* dstp = copy;
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while ('\0' != *srcp)
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{
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if (TEXTCOLOR_ESCAPE == *srcp)
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{
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if ('\0' != srcp[1])
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{
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srcp += 2;
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}
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else
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{
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break;
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}
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}
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else if (0x1d == *srcp || 0x1f == *srcp) // Opening and closing bar character
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{
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*dstp++ = '-';
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++srcp;
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}
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else if (0x1e == *srcp) // Middle bar character
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{
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*dstp++ = '=';
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++srcp;
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}
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else
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{
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*dstp++ = *srcp++;
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}
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}
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*dstp = '\0';
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fputs(copy, stdout);
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delete[] copy;
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fflush(stdout);
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}
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void Mac_I_FatalError(const char* const message);
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void I_ShowFatalError(const char *message)
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{
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Mac_I_FatalError(message);
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}
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int I_PickIWad(WadStuff* const wads, const int numwads, const bool showwin, const int defaultiwad)
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{
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if (!showwin)
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{
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return defaultiwad;
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}
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I_SetMainWindowVisible(false);
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extern int I_PickIWad_Cocoa(WadStuff*, int, bool, int);
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const int result = I_PickIWad_Cocoa(wads, numwads, showwin, defaultiwad);
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I_SetMainWindowVisible(true);
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return result;
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}
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bool I_WriteIniFailed()
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{
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printf("The config file %s could not be saved:\n%s\n", GameConfig->GetPathName(), strerror(errno));
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return false; // return true to retry
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}
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static const char *pattern;
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#if MAC_OS_X_VERSION_MAX_ALLOWED < 1080
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static int matchfile(struct dirent *ent)
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#else
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static int matchfile(const struct dirent *ent)
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#endif
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{
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return fnmatch(pattern, ent->d_name, FNM_NOESCAPE) == 0;
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}
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void* I_FindFirst(const char* const filespec, findstate_t* const fileinfo)
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{
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FString dir;
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const char* const slash = strrchr(filespec, '/');
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if (slash)
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{
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pattern = slash+1;
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dir = FString(filespec, slash - filespec + 1);
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fileinfo->path = dir;
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}
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else
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{
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pattern = filespec;
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dir = ".";
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}
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fileinfo->current = 0;
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fileinfo->count = scandir(dir.GetChars(), &fileinfo->namelist, matchfile, alphasort);
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if (fileinfo->count > 0)
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{
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return fileinfo;
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}
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return (void*)-1;
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}
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int I_FindNext(void* const handle, findstate_t* const fileinfo)
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{
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findstate_t* const state = static_cast<findstate_t*>(handle);
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if (state->current < fileinfo->count)
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{
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return ++state->current < fileinfo->count ? 0 : -1;
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}
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return -1;
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}
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int I_FindClose(void* const handle)
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{
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findstate_t* const state = static_cast<findstate_t*>(handle);
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if (handle != (void*)-1 && state->count > 0)
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{
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for (int i = 0; i < state->count; ++i)
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{
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free(state->namelist[i]);
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}
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free(state->namelist);
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state->namelist = NULL;
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state->count = 0;
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}
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return 0;
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}
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int I_FindAttr(findstate_t* const fileinfo)
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{
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dirent* const ent = fileinfo->namelist[fileinfo->current];
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bool isdir;
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if (DirEntryExists(fileinfo->path + ent->d_name, &isdir))
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{
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return isdir ? FA_DIREC : 0;
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}
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return 0;
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}
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void I_PutInClipboard(const char* const string)
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{
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NSPasteboard* const pasteBoard = [NSPasteboard generalPasteboard];
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NSString* const stringType = NSStringPboardType;
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NSArray* const types = [NSArray arrayWithObjects:stringType, nil];
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NSString* const content = [NSString stringWithUTF8String:string];
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[pasteBoard declareTypes:types
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owner:nil];
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[pasteBoard setString:content
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forType:stringType];
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}
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FString I_GetFromClipboard(bool returnNothing)
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{
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if (returnNothing)
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{
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return FString();
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}
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NSPasteboard* const pasteBoard = [NSPasteboard generalPasteboard];
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NSString* const value = [pasteBoard stringForType:NSStringPboardType];
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return FString([value UTF8String]);
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}
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unsigned int I_MakeRNGSeed()
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{
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return static_cast<unsigned int>(arc4random());
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}
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TArray<FString> I_GetGogPaths()
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{
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// GOG's Doom games are Windows only at the moment
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return TArray<FString>();
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}
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