mirror of
https://github.com/ZDoom/zduke.git
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148 lines
3.5 KiB
C++
148 lines
3.5 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// DESCRIPTION:
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// System specific interface stuff.
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//
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//-----------------------------------------------------------------------------
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#ifndef __I_SYSTEM__
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#define __I_SYSTEM__
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//#include "d_main.h"
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//#include "d_ticcmd.h"
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//#include "d_event.h"
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#include "doomtype.h"
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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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typedef enum {
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os_unknown,
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os_Win95,
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os_WinNT,
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os_Win2k,
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os_Win32s
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} os_t;
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extern os_t OSPlatform;
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extern "C" {
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extern byte CPUFamily, CPUModel, CPUStepping;
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}
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// Called by DoomMain.
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void I_Init (void);
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//
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// Called by D_DoomLoop,
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// called before processing any tics in a frame
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// (just after displaying a frame).
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// Time consuming syncronous operations
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// are performed here (joystick reading).
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// Can call D_PostEvent.
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//
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void I_StartFrame (void);
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//
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// Called by D_DoomLoop,
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// called before processing each tic in a frame.
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// Quick syncronous operations are performed here.
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// Can call D_PostEvent.
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void I_StartTic ();
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void I_WaitClocks (int clocksToWait);
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// Asynchronous interrupt functions should maintain private queues
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// that are read by the synchronous functions
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// to be converted into events.
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// Either returns a null ticcmd,
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// or calls a loadable driver to build it.
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// This ticcmd will then be modified by the gameloop
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// for normal input.
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//ticcmd_t *I_BaseTiccmd (void);
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// Called by M_Responder when quit is selected.
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// Clean exit, displays sell blurb.
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void STACK_ARGS I_Quit (void);
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void I_Tactile (int on, int off, int total);
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void STACK_ARGS I_Error (const char *error, ...) GCCPRINTF(1,2);
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void STACK_ARGS I_FatalError (const char *error, ...) GCCPRINTF(1,2);
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void atterm (void (STACK_ARGS *func)(void));
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void popterm ();
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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 *str, bool lineBreak);
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void I_HideLogWindow ();
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// Set the title string of the startup window
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void I_SetTitleString (const char *title);
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// Pick from multiple IWADs to use
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//int I_PickIWad (WadStuff *wads, int numwads);
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// [RH] Title string to display at bottom of console during startup
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extern char DoomStartupTitle[256];
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bool STACK_ARGS I_YesNoQuestion (const char *fmt, ...) GCCPRINTF(1,2);
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void STACK_ARGS I_OkayMessage (const char *fmt, ...) GCCPRINTF(1,2);
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// Directory searching routines
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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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struct findstate_t
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{
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DWORD Attribs;
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DWORD Times[3*2];
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DWORD Size[2];
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DWORD Reserved[2];
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char Name[MAX_PATH];
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char AltName[14];
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};
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void *I_FindFirst (const char *filespec, findstate_t *fileinfo);
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int I_FindNext (void *handle, findstate_t *fileinfo);
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int I_FindClose (void *handle);
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#define I_FindName(a) ((a)->Name)
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#define I_FindAttr(a) ((a)->Attribs)
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#define FA_RDONLY 0x00000001
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#define FA_HIDDEN 0x00000002
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#define FA_SYSTEM 0x00000004
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#define FA_DIREC 0x00000010
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#define FA_ARCH 0x00000020
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#endif
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