mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-06 13:01:21 +00:00
681155de65
I was unable to verify the Steam paths so they may or may not work.
158 lines
3.8 KiB
C++
158 lines
3.8 KiB
C++
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#ifndef __I_SYSTEM__
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#define __I_SYSTEM__
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#include "basics.h"
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#include <thread>
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#include "tarray.h"
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#include "zstring.h"
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#include "utf8.h"
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struct ticcmd_t;
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struct WadStuff;
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// [RH] Detects the OS the game is running under.
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void I_DetectOS (void);
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// Called by DoomMain.
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void I_Init (void);
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// Return a seed value for the RNG.
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unsigned int I_MakeRNGSeed();
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void I_ShowFatalError(const char* msg);
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//
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// Called by D_DoomLoop,
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// called before processing any tics in a frame
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// (just after displaying a frame).
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// Time consuming syncronous operations
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// are performed here (joystick reading).
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// Can call D_PostEvent.
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//
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void I_StartFrame (void);
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//
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// Called by D_DoomLoop,
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// called before processing each tic in a frame.
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// Quick syncronous operations are performed here.
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// Can call D_PostEvent.
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void I_StartTic (void);
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// Asynchronous interrupt functions should maintain private queues
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// that are read by the synchronous functions
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// to be converted into events.
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// Either returns a null ticcmd,
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// or calls a loadable driver to build it.
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// This ticcmd will then be modified by the gameloop
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// for normal input.
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ticcmd_t *I_BaseTiccmd (void);
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// Called by M_Responder when quit is selected.
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// Clean exit, displays sell blurb.
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void I_Quit (void);
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void I_Tactile (int on, int off, int total);
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// Set the mouse cursor. The texture must be 32x32.
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class FTexture;
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bool I_SetCursor(FTexture *cursor);
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// Repaint the pre-game console
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void I_PaintConsole (void);
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void I_DebugPrint (const char *cp);
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// Print a console string
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void I_PrintStr (const char *cp);
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// Set the title string of the startup window
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void I_SetIWADInfo ();
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// Pick from multiple IWADs to use
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int I_PickIWad (WadStuff *wads, int numwads, bool queryiwad, int defaultiwad);
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// The ini could not be saved at exit
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bool I_WriteIniFailed ();
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// [RH] Used by the display code to set the normal window procedure
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void I_SetWndProc();
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// [RH] Checks the registry for Steam's install path, so we can scan its
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// directories for IWADs if the user purchased any through Steam.
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TArray<FString> I_GetSteamPath();
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// [GZ] Same deal for GOG paths
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TArray<FString> I_GetGogPaths();
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// Damn Microsoft for doing Get/SetWindowLongPtr half-assed. Instead of
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// giving them proper prototypes under Win32, they are just macros for
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// Get/SetWindowLong, meaning they take LONGs and not LONG_PTRs.
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#ifdef _WIN64
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typedef long long WLONG_PTR;
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#elif _MSC_VER
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typedef _W64 long WLONG_PTR;
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#else
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typedef long WLONG_PTR;
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#endif
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// Wrapper for GetLongPathName
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FString I_GetLongPathName(const FString &shortpath);
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// Directory searching routines
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// Mirror WIN32_FIND_DATAA in <winbase.h>
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#ifndef MAX_PATH
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#define MAX_PATH 260
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#endif
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#ifndef PATH_MAX
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#define PATH_MAX 260
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#endif
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struct findstate_t
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{
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private:
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struct WinData
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{
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uint32_t Attribs;
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uint32_t Times[3 * 2];
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uint32_t Size[2];
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uint32_t Reserved[2];
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wchar_t Name[MAX_PATH];
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wchar_t AltName[14];
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};
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WinData FindData;
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FString UTF8Name;
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friend void *I_FindFirst(const char *filespec, findstate_t *fileinfo);
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friend int I_FindNext(void *handle, findstate_t *fileinfo);
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friend const char *I_FindName(findstate_t *fileinfo);
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friend int I_FindAttr(findstate_t *fileinfo);
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};
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void *I_FindFirst (const char *filespec, findstate_t *fileinfo);
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int I_FindNext (void *handle, findstate_t *fileinfo);
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int I_FindClose (void *handle);
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const char *I_FindName(findstate_t *fileinfo);
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inline int I_FindAttr(findstate_t *fileinfo)
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{
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return fileinfo->FindData.Attribs;
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}
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#define FA_RDONLY 0x00000001
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#define FA_HIDDEN 0x00000002
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#define FA_SYSTEM 0x00000004
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#define FA_DIREC 0x00000010
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#define FA_ARCH 0x00000020
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int I_GetNumaNodeCount();
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int I_GetNumaNodeThreadCount(int numaNode);
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void I_SetThreadNumaNode(std::thread &thread, int numaNode);
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bool I_QueryPathKey(const wchar_t* keypath, const wchar_t* valname, FString& value);
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#endif
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