#ifndef __I_SYSTEM__ #define __I_SYSTEM__ #include "basics.h" #include #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 CalculateCPUSpeed (void); // Return a seed value for the RNG. unsigned int I_MakeRNGSeed(); void I_StartFrame (void); void I_StartTic (void); // Set the mouse cursor. The texture must be 32x32. class FGameTexture; bool I_SetCursor(FGameTexture *cursor); // Repaint the pre-game console void I_PaintConsole (void); // 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] Checks the registry for Steam's install path, so we can scan its // directories for IWADs if the user purchased any through Steam. TArray I_GetSteamPath(); // [GZ] Same deal for GOG paths TArray I_GetGogPaths(); // Again for the Bethesda.net Launcher path TArray I_GetBethesdaPath(); // 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); // Mirror WIN32_FIND_DATAA in #ifndef MAX_PATH #define MAX_PATH 260 #endif #ifndef PATH_MAX #define PATH_MAX 260 #endif int I_GetNumaNodeCount(); int I_GetNumaNodeThreadCount(int numaNode); void I_SetThreadNumaNode(std::thread &thread, int numaNode); void I_OpenShellFolder(const char*); FString I_GetCWD(); bool I_ChDir(const char* path); #endif