raze/source/platform/posix/i_system.h

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#ifndef __I_SYSTEM__
#define __I_SYSTEM__
#include <dirent.h>
#include <ctype.h>
#if defined(__sun) || defined(__sun__) || defined(__SRV4) || defined(__srv4__)
#define __solaris__ 1
#endif
#include <thread>
#include <algorithm>
#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);
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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<FString> I_GetSteamPath();
TArray<FString> 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<int>(std::thread::hardware_concurrency(), 1); }
inline void I_SetThreadNumaNode(std::thread &thread, int numaNode) { }
void I_PutInClipboard(const char* str);
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FString I_GetFromClipboard (bool use_primary_selection);
#endif