raze/source/core/gamestruct.h
2020-10-09 00:11:49 +02:00

115 lines
3.2 KiB
C++

#pragma once
bool System_WantGuiCapture(); // During playing this tells us whether the game must be paused due to active GUI elememts.
#include <stdint.h>
#include "vectors.h"
#include "engineerrors.h"
#include "stats.h"
#include "packet.h"
#include "inputstate.h"
class FSerializer;
struct GameStats
{
int kill, tkill;
int secret, tsecret;
int timesecnd;
int frags;
};
struct FNewGameStartup
{
int Episode;
int Level;
int Skill;
};
struct FSavegameInfo
{
const char *savesig;
int minsavever;
int currentsavever;
};
struct ReservedSpace
{
int top;
int statusbar;
};
enum EMenuSounds : int;
struct MapRecord;
extern cycle_t drawtime, actortime, thinktime, gameupdatetime;
struct GameInterface
{
virtual const char* Name() { return "$"; }
virtual ~GameInterface() {}
virtual bool GenerateSavePic() { return false; }
virtual void app_init() = 0;
virtual void clearlocalinputstate() {}
virtual void UpdateScreenSize() {}
virtual void FreeLevelData();
virtual void FreeGameData() {}
virtual void PlayHudSound() {}
virtual GameStats getStats() { return {}; }
virtual void MainMenuOpened() {}
virtual void MenuOpened() {}
virtual void MenuClosed() {}
virtual void MenuSound(EMenuSounds snd) {}
virtual bool CanSave() { return true; }
virtual void CustomMenuSelection(int menu, int item) {}
virtual bool StartGame(FNewGameStartup& gs) { return false; }
virtual FSavegameInfo GetSaveSig() { return { "", 0, 0}; }
virtual double SmallFontScale() { return 1; }
virtual bool SaveGame() { return true; }
virtual bool LoadGame() { return true; }
virtual void SerializeGameState(FSerializer& arc) {}
virtual void DrawPlayerSprite(const DVector2& origin, bool onteam) {}
virtual void QuitToTitle() {}
virtual void SetAmbience(bool on) {}
virtual FString GetCoordString() { return "'stat coord' not implemented"; }
virtual void ExitFromMenu() { throw CExitEvent(0); }
virtual ReservedSpace GetReservedScreenSpace(int viewsize) { return { 0, 0 }; }
virtual void GetInput(InputPacket* packet, ControlInfo* const hidInput) {}
virtual void UpdateSounds() {}
virtual void ErrorCleanup() {}
virtual void Startup() {}
virtual void DrawBackground() {}
virtual void Render() {}
virtual void Ticker() {}
virtual int GetPlayerChecksum(int pnum) { return 0x12345678 + pnum; }
virtual const char *CheckCheatMode() { return nullptr; }
virtual const char* GenericCheat(int player, int cheat) = 0;
virtual void NextLevel(MapRecord* map, int skill) {}
virtual void NewGame(MapRecord* map, int skill) {}
virtual void LevelCompleted(MapRecord* map, int skill) {}
virtual bool DrawAutomapPlayer(int x, int y, int z, int a) { return false; }
virtual void SetTileProps(int tile, int surf, int vox, int shade) {}
virtual fixed_t playerHorizMin() { return IntToFixed(-99); }
virtual fixed_t playerHorizMax() { return IntToFixed(299); }
virtual int playerKeyMove() { return 0; }
virtual FString statFPS()
{
FString output;
output.AppendFormat("Actor think time: %.3f ms\n", actortime.TimeMS());
output.AppendFormat("Total think time: %.3f ms\n", thinktime.TimeMS());
output.AppendFormat("Game Update: %.3f ms\n", gameupdatetime.TimeMS());
output.AppendFormat("Draw time: %.3f ms\n", drawtime.TimeMS());
return output;
}
};
extern GameInterface* gi;
void ImGui_Begin_Frame();