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454816299e
Due to dependencies on initializing some data in app_init it was not possible to cleanly set up the fonts. This adds a game-side function for loading the entire palettes before starting with the texture data and another one for loading game-side texture data. This now allows fully setting up the palettes before starting with the textures and to fully set up the textures before reading the .def files. All this is needed because to properly initialize, the fonts need to be able to access the fully initialized texture state, including replacements and hires substitutions from the .def files.
143 lines
4.3 KiB
C++
143 lines
4.3 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 "binaryangle.h"
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#include "inputstate.h"
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class FSerializer;
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struct FRenderViewpoint;
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struct spritetype;
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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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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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int* geosectorwarp;
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int* geosectorwarp2;
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int* geosector;
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int* geox;
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int* geoy;
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int* geox2;
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int* 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 FString GetCoordString() { return "'stat coord' not implemented"; }
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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(InputPacket* packet, ControlInfo* const hidInput) {}
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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 x, int y, int z, int 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 int chaseCamX(binangle ang) { return 0; }
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virtual int chaseCamY(binangle ang) { return 0; }
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virtual int chaseCamZ(fixedhoriz horiz) { return 0; }
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virtual void processSprites(spritetype* tsprite, int& spritesortcnt, int viewx, int viewy, int viewz, binangle viewang, double smoothRatio) = 0;
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virtual void UpdateCameras(double smoothratio) {}
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virtual void EnterPortal(spritetype* viewer, int type) {}
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virtual void LeavePortal(spritetype* viewer, int type) {}
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virtual bool GetGeoEffect(GeoEffect* eff, int viewsector) { return false; }
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virtual int Voxelize(int sprnum) { return -1; }
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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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