mirror of
https://github.com/ZDoom/Raze.git
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2820dc85a8
I can now start the first Duke Nukem level, exit with Alt-F4 and no leaked memory blocks get reported.
155 lines
3.9 KiB
C
155 lines
3.9 KiB
C
// Base services interface declaration
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// for the Build Engine
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// by Jonathon Fowler (jf@jonof.id.au)
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#pragma once
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#ifndef baselayer_h_
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#define baselayer_h_
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#include "compat.h"
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#include "osd.h"
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#include "timer.h"
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#include "c_cvars.h"
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#include "inputstate.h"
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#include "printf.h"
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#include "zstring.h"
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#include "vectors.h"
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extern char appactive;
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extern char modechange;
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extern char nogl;
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extern int32_t swapcomplete;
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EXTERN_CVAR(Bool, r_usenewaspect)
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// video
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extern int32_t newaspect_enable;
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extern int32_t r_fpgrouscan;
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extern int32_t setaspect_new_use_dimen;
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extern uint32_t r_screenxy;
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extern int32_t xres, yres, bpp, fullscreen, bytesperline, refreshfreq;
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extern intptr_t frameplace;
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extern char offscreenrendering;
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void calc_ylookup(int32_t bpl, int32_t lastyidx);
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int32_t videoCheckMode(int32_t *x, int32_t *y, int32_t c, int32_t fs, int32_t forced);
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int32_t videoSetMode(int32_t x, int32_t y, int32_t c, int32_t fs);
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void videoGetModes(void);
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void videoResetMode(void);
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void videoEndDrawing(void);
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void videoShowFrame(int32_t);
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int32_t videoUpdatePalette(int32_t start, int32_t num);
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void videoBeginDrawing(void);
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extern int32_t qsetmode;
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#define in3dmode() (qsetmode==200)
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extern int32_t g_logFlushWindow;
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void mouseGrabInput(bool grab);
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void getScreen(uint8_t* imgBuf);
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int32_t wm_msgbox(const char *name, const char *fmt, ...) ATTRIBUTE((format(printf,2,3)));
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int32_t wm_ynbox(const char *name, const char *fmt, ...) ATTRIBUTE((format(printf,2,3)));
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#include "print.h"
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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 FGameStartup
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{
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int Episode;
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int Level;
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int Skill;
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int CustomLevel1;
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int CustomLevel2;
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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 FSaveGameNode
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{
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FString SaveTitle;
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FString Filename;
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bool bOldVersion = false;
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bool bMissingWads = false;
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bool bNoDelete = false;
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bool bIsExt = false;
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bool isValid() const
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{
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return Filename.IsNotEmpty() && !bOldVersion && !bMissingWads;
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}
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};
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enum EMenuSounds : int;
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struct GameInterface
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{
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virtual ~GameInterface() {}
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virtual void faketimerhandler() {} // This is a remnant of older versions, but Blood backend has not updated yet.
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virtual int app_main() = 0;
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virtual void FreeGameData() {}
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virtual bool validate_hud(int) = 0;
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virtual void set_hud_layout(int size) = 0;
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virtual void set_hud_scale(int size) = 0;
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virtual FString statFPS() { return "FPS display not available"; }
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virtual GameStats getStats() { return {}; }
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virtual void DrawNativeMenuText(int fontnum, int state, double xpos, double ypos, float fontscale, const char* text, int flags) {}
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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 void StartGame(FGameStartup& gs) {}
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virtual FSavegameInfo GetSaveSig() { return { "", 0, 0}; }
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virtual bool DrawSpecialScreen(const DVector2 &origin, int tilenum) { return false; }
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virtual void DrawCenteredTextScreen(const DVector2& origin, const char* text, int position, bool withbg = true) {}
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virtual void DrawMenuCaption(const DVector2& origin, const char* text) {}
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virtual bool SaveGame(FSaveGameNode*) { return false; }
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virtual bool LoadGame(FSaveGameNode*) { return false; }
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virtual void DoPrintMessage(int prio, const char*) = 0;
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void PrintMessage(int prio, const char*fmt, ...)
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{
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va_list ap;
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va_start(ap, fmt);
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FString f;
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f.VFormat(fmt, ap);
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DoPrintMessage(prio, f);
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}
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virtual void DrawPlayerSprite(const DVector2& origin, bool onteam) {}
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virtual void QuitToTitle() {}
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virtual void SetAmbience(bool on) {}
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virtual FString GetCoordString() { return "'stat coord' not implemented"; }
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};
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extern GameInterface* gi;
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extern double g_beforeSwapTime;
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void ImGui_Begin_Frame();
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#endif // baselayer_h_
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