zduke/source/win32/i_system.h
Rachael Alexanderson 129a83b4e4 - import
2020-07-17 04:59:23 -04:00

148 lines
3.5 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// System specific interface stuff.
//
//-----------------------------------------------------------------------------
#ifndef __I_SYSTEM__
#define __I_SYSTEM__
//#include "d_main.h"
//#include "d_ticcmd.h"
//#include "d_event.h"
#include "doomtype.h"
// [RH] Detects the OS the game is running under.
void I_DetectOS (void);
typedef enum {
os_unknown,
os_Win95,
os_WinNT,
os_Win2k,
os_Win32s
} os_t;
extern os_t OSPlatform;
extern "C" {
extern byte CPUFamily, CPUModel, CPUStepping;
}
// Called by DoomMain.
void I_Init (void);
//
// Called by D_DoomLoop,
// called before processing any tics in a frame
// (just after displaying a frame).
// Time consuming syncronous operations
// are performed here (joystick reading).
// Can call D_PostEvent.
//
void I_StartFrame (void);
//
// Called by D_DoomLoop,
// called before processing each tic in a frame.
// Quick syncronous operations are performed here.
// Can call D_PostEvent.
void I_StartTic ();
void I_WaitClocks (int clocksToWait);
// Asynchronous interrupt functions should maintain private queues
// that are read by the synchronous functions
// to be converted into events.
// Either returns a null ticcmd,
// or calls a loadable driver to build it.
// This ticcmd will then be modified by the gameloop
// for normal input.
//ticcmd_t *I_BaseTiccmd (void);
// Called by M_Responder when quit is selected.
// Clean exit, displays sell blurb.
void STACK_ARGS I_Quit (void);
void I_Tactile (int on, int off, int total);
void STACK_ARGS I_Error (const char *error, ...) GCCPRINTF(1,2);
void STACK_ARGS I_FatalError (const char *error, ...) GCCPRINTF(1,2);
void atterm (void (STACK_ARGS *func)(void));
void popterm ();
// Repaint the pre-game console
void I_PaintConsole (void);
// Print a console string
void I_PrintStr (const char *str, bool lineBreak);
void I_HideLogWindow ();
// Set the title string of the startup window
void I_SetTitleString (const char *title);
// Pick from multiple IWADs to use
//int I_PickIWad (WadStuff *wads, int numwads);
// [RH] Title string to display at bottom of console during startup
extern char DoomStartupTitle[256];
bool STACK_ARGS I_YesNoQuestion (const char *fmt, ...) GCCPRINTF(1,2);
void STACK_ARGS I_OkayMessage (const char *fmt, ...) GCCPRINTF(1,2);
// Directory searching routines
// Mirror WIN32_FIND_DATAA in <winbase.h>
#ifndef MAX_PATH
#define MAX_PATH 260
#endif
#ifndef PATH_MAX
#define PATH_MAX 260
#endif
struct findstate_t
{
DWORD Attribs;
DWORD Times[3*2];
DWORD Size[2];
DWORD Reserved[2];
char Name[MAX_PATH];
char AltName[14];
};
void *I_FindFirst (const char *filespec, findstate_t *fileinfo);
int I_FindNext (void *handle, findstate_t *fileinfo);
int I_FindClose (void *handle);
#define I_FindName(a) ((a)->Name)
#define I_FindAttr(a) ((a)->Attribs)
#define FA_RDONLY 0x00000001
#define FA_HIDDEN 0x00000002
#define FA_SYSTEM 0x00000004
#define FA_DIREC 0x00000010
#define FA_ARCH 0x00000020
#endif