mirror of
https://github.com/ZDoom/Raze.git
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82 lines
1.9 KiB
C++
82 lines
1.9 KiB
C++
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#ifndef __I_SYSTEM__
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#define __I_SYSTEM__
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#include "basics.h"
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#include <thread>
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#include "tarray.h"
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#include "zstring.h"
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#include "utf8.h"
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struct ticcmd_t;
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struct WadStuff;
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// [RH] Detects the OS the game is running under.
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void I_DetectOS (void);
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// Called by DoomMain.
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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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// Set the mouse cursor. The texture must be 32x32.
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class FGameTexture;
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bool I_SetCursor(FGameTexture *cursor);
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// Repaint the pre-game console
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void I_PaintConsole (void);
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// Print a console string
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void I_PrintStr (const char *cp);
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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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// The ini could not be saved at exit
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bool I_WriteIniFailed ();
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// [RH] Used by the display code to set the normal window procedure
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void I_SetWndProc();
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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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// [GZ] Same deal for GOG paths
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TArray<FString> I_GetGogPaths();
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// Damn Microsoft for doing Get/SetWindowLongPtr half-assed. Instead of
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// giving them proper prototypes under Win32, they are just macros for
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// Get/SetWindowLong, meaning they take LONGs and not LONG_PTRs.
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#ifdef _WIN64
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typedef long long WLONG_PTR;
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#elif _MSC_VER
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typedef _W64 long WLONG_PTR;
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#else
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typedef long WLONG_PTR;
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#endif
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// Wrapper for GetLongPathName
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FString I_GetLongPathName(const FString &shortpath);
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// Mirror WIN32_FIND_DATAA in <winbase.h>
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#ifndef MAX_PATH
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#define MAX_PATH 260
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#endif
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#ifndef PATH_MAX
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#define PATH_MAX 260
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#endif
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int I_GetNumaNodeCount();
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int I_GetNumaNodeThreadCount(int numaNode);
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void I_SetThreadNumaNode(std::thread &thread, int numaNode);
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#endif
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