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4d04a4dd3a
* Also use the global directly in automap functions instead of passing it around as function variables.
151 lines
4.8 KiB
C++
151 lines
4.8 KiB
C++
#pragma once
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bool System_WantGuiCapture(); // During playing this tells us whether the game must be paused due to active GUI elememts.
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#include <stdint.h>
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#include "vectors.h"
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#include "engineerrors.h"
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#include "stats.h"
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#include "packet.h"
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#include "fixedhorizon.h"
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#include "inputstate.h"
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#include "maptypes.h"
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class FSerializer;
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struct FRenderViewpoint;
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struct sectortype;
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struct tspritetype;
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class DCoreActor;
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struct MapRecord;
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struct GameStats
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{
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int kill, tkill;
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int secret, tsecret;
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int timesecnd;
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int frags;
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};
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struct FNewGameStartup
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{
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MapRecord* Map;
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int Episode;
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int Level;
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int Skill;
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};
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struct FSavegameInfo
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{
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const char *savesig;
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int minsavever;
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int currentsavever;
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};
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struct ReservedSpace
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{
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int top;
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int statusbar;
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};
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enum EMenuSounds : int;
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struct MapRecord;
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extern cycle_t drawtime, actortime, thinktime, gameupdatetime;
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struct GeoEffect
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{
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sectortype** geosectorwarp;
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sectortype** geosectorwarp2;
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sectortype** geosector;
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double* geox;
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double* geoy;
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double* geox2;
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double* geoy2;
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int geocnt;
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};
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struct GameInterface
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{
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virtual const char* Name() { return "$"; }
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virtual ~GameInterface() {}
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virtual bool GenerateSavePic() { return false; }
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virtual void app_init() = 0;
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virtual void LoadGameTextures() {}
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virtual void loadPalette();
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virtual void clearlocalinputstate() {}
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virtual void UpdateScreenSize() {}
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virtual void FreeLevelData();
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virtual void FreeGameData() {}
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virtual void PlayHudSound() {}
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virtual GameStats getStats() { return {}; }
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virtual void MainMenuOpened() {}
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virtual void MenuOpened() {}
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virtual void MenuClosed() {}
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virtual void MenuSound(EMenuSounds snd) {}
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virtual bool CanSave() { return true; }
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virtual void CustomMenuSelection(int menu, int item) {}
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virtual bool StartGame(FNewGameStartup& gs) { return true; }
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virtual FSavegameInfo GetSaveSig() { return { "", 0, 0}; }
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virtual double SmallFontScale() { return 1; }
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virtual void SerializeGameState(FSerializer& arc) {}
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virtual void DrawPlayerSprite(const DVector2& origin, bool onteam) {}
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virtual void SetAmbience(bool on) {}
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virtual std::pair<DVector3, DAngle> GetCoordinates() { return {}; }
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virtual void ExitFromMenu() { throw CExitEvent(0); }
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virtual ReservedSpace GetReservedScreenSpace(int viewsize) { return { 0, 0 }; }
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virtual void GetInput(ControlInfo* const hidInput, double const scaleAdjust, InputPacket* packet = nullptr) {}
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virtual void UpdateSounds() {}
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virtual void ErrorCleanup() {}
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virtual void Startup() {}
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virtual void DrawBackground() {}
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virtual void Render() {}
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virtual void Ticker() {}
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virtual int GetPlayerChecksum(int pnum) { return 0x12345678 + pnum; }
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virtual const char *CheckCheatMode() { return nullptr; }
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virtual const char* GenericCheat(int player, int cheat) = 0;
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virtual void NextLevel(MapRecord* map, int skill) {}
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virtual void NewGame(MapRecord* map, int skill, bool special = false) {}
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virtual void LevelCompleted(MapRecord* map, int skill) {}
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virtual bool DrawAutomapPlayer(int mx, int my, int x, int y, const double z, const DAngle a, double const smoothratio) { return false; }
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virtual void SetTileProps(int tile, int surf, int vox, int shade) {}
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virtual fixed_t playerHorizMin() { return IntToFixed(-200); }
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virtual fixed_t playerHorizMax() { return IntToFixed(200); }
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virtual int playerKeyMove() { return 0; }
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virtual void WarpToCoords(int x, int y, int z, int a, int h) {}
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virtual void ToggleThirdPerson() { }
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virtual void SwitchCoopView() { Printf("Unsupported command\n"); }
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virtual void ToggleShowWeapon() { Printf("Unsupported command\n"); }
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virtual vec3_t chaseCamPos(DAngle ang, fixedhoriz horiz) { return vec3_t(0,0,0); }
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virtual void processSprites(tspriteArray& tsprites, int viewx, int viewy, int viewz, DAngle viewang, double smoothRatio) = 0;
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virtual void UpdateCameras(double smoothratio) {}
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virtual void EnterPortal(DCoreActor* viewer, int type) {}
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virtual void LeavePortal(DCoreActor* viewer, int type) {}
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virtual bool GetGeoEffect(GeoEffect* eff, sectortype* viewsector) { return false; }
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virtual int Voxelize(int sprnum) { return -1; }
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virtual void AddExcludedEpisode(const FString& episode) {}
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virtual int GetCurrentSkill() { return -1; }
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virtual bool IsQAVInterpTypeValid(const FString& type) { return false; }
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virtual void AddQAVInterpProps(const int res_id, const FString& interptype, const bool loopable, const TMap<int, TArray<int>>&& ignoredata) { }
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virtual void RemoveQAVInterpProps(const int res_id) { }
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virtual FString statFPS()
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{
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FString output;
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output.AppendFormat("Actor think time: %.3f ms\n", actortime.TimeMS());
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output.AppendFormat("Total think time: %.3f ms\n", thinktime.TimeMS());
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output.AppendFormat("Game Update: %.3f ms\n", gameupdatetime.TimeMS());
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output.AppendFormat("Draw time: %.3f ms\n", drawtime.TimeMS());
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return output;
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}
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};
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extern GameInterface* gi;
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void ImGui_Begin_Frame();
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