raze/source/platform/win32/i_system.h

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#ifndef __I_SYSTEM__
#define __I_SYSTEM__
#include "basics.h"
#include <thread>
#include "tarray.h"
#include "zstring.h"
#include "utf8.h"
struct ticcmd_t;
struct WadStuff;
// [RH] Detects the OS the game is running under.
void I_DetectOS (void);
// Called by DoomMain.
void I_Init (void);
// Return a seed value for the RNG.
unsigned int I_MakeRNGSeed();
void I_ShowFatalError(const char* msg);
//
// Called by D_DoomLoop,
// called before processing any tics in a frame
// (just after displaying a frame).
// Time consuming syncronous operations
// are performed here (joystick reading).
// Can call D_PostEvent.
//
void I_StartFrame (void);
//
// Called by D_DoomLoop,
// called before processing each tic in a frame.
// Quick syncronous operations are performed here.
// Can call D_PostEvent.
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);
// Called by M_Responder when quit is selected.
// Clean exit, displays sell blurb.
void I_Quit (void);
void I_Tactile (int on, int off, int total);
// Set the mouse cursor. The texture must be 32x32.
class FTexture;
bool I_SetCursor(FTexture *cursor);
// Repaint the pre-game console
void I_PaintConsole (void);
void I_DebugPrint (const char *cp);
// Print a console string
void I_PrintStr (const char *cp);
// 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);
// The ini could not be saved at exit
bool I_WriteIniFailed ();
// [RH] Used by the display code to set the normal window procedure
void I_SetWndProc();
// [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();
// [GZ] Same deal for GOG paths
TArray<FString> I_GetGogPaths();
// Damn Microsoft for doing Get/SetWindowLongPtr half-assed. Instead of
// giving them proper prototypes under Win32, they are just macros for
// Get/SetWindowLong, meaning they take LONGs and not LONG_PTRs.
#ifdef _WIN64
typedef long long WLONG_PTR;
#elif _MSC_VER
typedef _W64 long WLONG_PTR;
#else
typedef long WLONG_PTR;
#endif
// Wrapper for GetLongPathName
FString I_GetLongPathName(const FString &shortpath);
// Directory searching routines
// Mirror WIN32_FIND_DATAA in <winbase.h>
#ifndef MAX_PATH
#define MAX_PATH 260
#endif
#ifndef PATH_MAX
#define PATH_MAX 260
#endif
struct findstate_t
{
private:
struct WinData
{
uint32_t Attribs;
uint32_t Times[3 * 2];
uint32_t Size[2];
uint32_t Reserved[2];
wchar_t Name[MAX_PATH];
wchar_t AltName[14];
};
WinData FindData;
FString UTF8Name;
friend void *I_FindFirst(const char *filespec, findstate_t *fileinfo);
friend int I_FindNext(void *handle, findstate_t *fileinfo);
friend const char *I_FindName(findstate_t *fileinfo);
friend int I_FindAttr(findstate_t *fileinfo);
};
void *I_FindFirst (const char *filespec, findstate_t *fileinfo);
int I_FindNext (void *handle, findstate_t *fileinfo);
int I_FindClose (void *handle);
const char *I_FindName(findstate_t *fileinfo);
inline int I_FindAttr(findstate_t *fileinfo)
{
return fileinfo->FindData.Attribs;
}
#define FA_RDONLY 0x00000001
#define FA_HIDDEN 0x00000002
#define FA_SYSTEM 0x00000004
#define FA_DIREC 0x00000010
#define FA_ARCH 0x00000020
int I_GetNumaNodeCount();
int I_GetNumaNodeThreadCount(int numaNode);
void I_SetThreadNumaNode(std::thread &thread, int numaNode);
bool I_QueryPathKey(const wchar_t* keypath, const wchar_t* valname, FString& value);
#endif