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49e0c461c2
This is mainly bringing the GLES backend up to date.
72 lines
1.5 KiB
C++
72 lines
1.5 KiB
C++
#ifndef __I_SYSTEM__
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#define __I_SYSTEM__
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#include <dirent.h>
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#include <ctype.h>
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#if defined(__sun) || defined(__sun__) || defined(__SRV4) || defined(__srv4__)
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#define __solaris__ 1
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#endif
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#include <thread>
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#include <algorithm>
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#include "tarray.h"
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#include "zstring.h"
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struct ticcmd_t;
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struct WadStuff;
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#ifndef SHARE_DIR
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#define SHARE_DIR "/usr/local/share/"
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#endif
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void CalculateCPUSpeed(void);
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// Return a seed value for the RNG.
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unsigned int I_MakeRNGSeed();
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void I_StartFrame (void);
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void I_StartTic (void);
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// Print a console string
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void I_PrintStr (const char *str);
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// Set the title string of the startup window
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void I_SetIWADInfo ();
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// Pick from multiple IWADs to use
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int I_PickIWad (WadStuff *wads, int numwads, bool queryiwad, int defaultiwad);
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// [RH] Checks the registry for Steam's install path, so we can scan its
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// directories for IWADs if the user purchased any through Steam.
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TArray<FString> I_GetSteamPath();
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TArray<FString> I_GetGogPaths();
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TArray<FString> I_GetBethesdaPath();
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// The ini could not be saved at exit
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bool I_WriteIniFailed ();
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class FGameTexture;
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bool I_SetCursor(FGameTexture *);
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static inline char *strlwr(char *str)
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{
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char *ptr = str;
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while(*ptr)
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{
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*ptr = tolower(*ptr);
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++ptr;
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}
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return str;
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}
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inline int I_GetNumaNodeCount() { return 1; }
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inline int I_GetNumaNodeThreadCount(int numaNode) { return std::max<int>(std::thread::hardware_concurrency(), 1); }
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inline void I_SetThreadNumaNode(std::thread &thread, int numaNode) { }
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#endif
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