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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #ifndef __COMMON_H__
- #define __COMMON_H__
- /*
- ==============================================================
- Common
- ==============================================================
- */
- extern idCVar com_engineHz;
- extern float com_engineHz_latched;
- extern int64 com_engineHz_numerator;
- extern int64 com_engineHz_denominator;
- // Returns the msec the frame starts on
- ID_INLINE int FRAME_TO_MSEC( int64 frame ) {
- return (int)( ( frame * com_engineHz_numerator ) / com_engineHz_denominator );
- }
- // Rounds DOWN to the nearest frame
- ID_INLINE int MSEC_TO_FRAME_FLOOR( int msec ) {
- return (int)( ( ( (int64)msec * com_engineHz_denominator ) + ( com_engineHz_denominator - 1 ) ) / com_engineHz_numerator );
- }
- // Rounds UP to the nearest frame
- ID_INLINE int MSEC_TO_FRAME_CEIL( int msec ) {
- return (int)( ( ( (int64)msec * com_engineHz_denominator ) + ( com_engineHz_numerator - 1 ) ) / com_engineHz_numerator );
- }
- // Aligns msec so it starts on a frame bondary
- ID_INLINE int MSEC_ALIGN_TO_FRAME( int msec ) {
- return FRAME_TO_MSEC( MSEC_TO_FRAME_CEIL( msec ) );
- }
- class idGame;
- class idRenderWorld;
- class idSoundWorld;
- class idSession;
- class idCommonDialog;
- class idDemoFile;
- class idUserInterface;
- class idSaveLoadParms;
- class idMatchParameters;
- struct lobbyConnectInfo_t;
- ID_INLINE void BeginProfileNamedEventColor( uint32 color, VERIFY_FORMAT_STRING const char * szName ) {
- }
- ID_INLINE void EndProfileNamedEvent() {
- }
- ID_INLINE void BeginProfileNamedEvent( VERIFY_FORMAT_STRING const char * szName ) {
- BeginProfileNamedEventColor( (uint32) 0xFF00FF00, szName );
- }
- class idScopedProfileEvent {
- public:
- idScopedProfileEvent( const char * name ) { BeginProfileNamedEvent( name ); }
- ~idScopedProfileEvent() { EndProfileNamedEvent(); }
- };
- #define SCOPED_PROFILE_EVENT( x ) idScopedProfileEvent scopedProfileEvent_##__LINE__( x )
- ID_INLINE bool BeginTraceRecording( char * szName ) {
- return false;
- }
- ID_INLINE bool EndTraceRecording() {
- return false;
- }
- typedef enum {
- EDITOR_NONE = 0,
- EDITOR_RADIANT = BIT(1),
- EDITOR_GUI = BIT(2),
- EDITOR_DEBUGGER = BIT(3),
- EDITOR_SCRIPT = BIT(4),
- EDITOR_LIGHT = BIT(5),
- EDITOR_SOUND = BIT(6),
- EDITOR_DECL = BIT(7),
- EDITOR_AF = BIT(8),
- EDITOR_PARTICLE = BIT(9),
- EDITOR_PDA = BIT(10),
- EDITOR_AAS = BIT(11),
- EDITOR_MATERIAL = BIT(12)
- } toolFlag_t;
- #define STRTABLE_ID "#str_"
- #define STRTABLE_ID_LENGTH 5
- extern idCVar com_version;
- extern idCVar com_developer;
- extern idCVar com_allowConsole;
- extern idCVar com_speeds;
- extern idCVar com_showFPS;
- extern idCVar com_showMemoryUsage;
- extern idCVar com_updateLoadSize;
- extern idCVar com_productionMode;
- struct MemInfo_t {
- idStr filebase;
- int total;
- int assetTotals;
- // memory manager totals
- int memoryManagerTotal;
- // subsystem totals
- int gameSubsystemTotal;
- int renderSubsystemTotal;
- // asset totals
- int imageAssetsTotal;
- int modelAssetsTotal;
- int soundAssetsTotal;
- };
- struct mpMap_t {
- void operator=( const mpMap_t & src ) {
- mapFile = src.mapFile;
- mapName = src.mapName;
- supportedModes = src.supportedModes;
- }
- idStr mapFile;
- idStr mapName;
- uint32 supportedModes;
- };
- static const int MAX_LOGGED_STATS = 60 * 120; // log every half second
- enum currentGame_t {
- DOOM_CLASSIC,
- DOOM2_CLASSIC,
- DOOM3_BFG
- };
- class idCommon {
- public:
- virtual ~idCommon() {}
- // Initialize everything.
- // if the OS allows, pass argc/argv directly (without executable name)
- // otherwise pass the command line in a single string (without executable name)
- virtual void Init( int argc, const char * const * argv, const char *cmdline ) = 0;
- // Shuts down everything.
- virtual void Shutdown() = 0;
- virtual bool IsShuttingDown() const = 0;
- virtual void CreateMainMenu() = 0;
- // Shuts down everything.
- virtual void Quit() = 0;
- // Returns true if common initialization is complete.
- virtual bool IsInitialized() const = 0;
- // Called repeatedly as the foreground thread for rendering and game logic.
- virtual void Frame() = 0;
- // Redraws the screen, handling games, guis, console, etc
- // in a modal manner outside the normal frame loop
- virtual void UpdateScreen( bool captureToImage ) = 0;
- virtual void UpdateLevelLoadPacifier() = 0;
-
- // Checks for and removes command line "+set var arg" constructs.
- // If match is NULL, all set commands will be executed, otherwise
- // only a set with the exact name.
- virtual void StartupVariable( const char * match ) = 0;
- // Begins redirection of console output to the given buffer.
- virtual void BeginRedirect( char *buffer, int buffersize, void (*flush)( const char * ) ) = 0;
- // Stops redirection of console output.
- virtual void EndRedirect() = 0;
- // Update the screen with every message printed.
- virtual void SetRefreshOnPrint( bool set ) = 0;
- // Prints message to the console, which may cause a screen update if com_refreshOnPrint is set.
- virtual void Printf( VERIFY_FORMAT_STRING const char *fmt, ... ) = 0;
- // Same as Printf, with a more usable API - Printf pipes to this.
- virtual void VPrintf( const char *fmt, va_list arg ) = 0;
- // Prints message that only shows up if the "developer" cvar is set,
- // and NEVER forces a screen update, which could cause reentrancy problems.
- virtual void DPrintf( VERIFY_FORMAT_STRING const char *fmt, ... ) = 0;
- // Prints WARNING %s message and adds the warning message to a queue for printing later on.
- virtual void Warning( VERIFY_FORMAT_STRING const char *fmt, ... ) = 0;
- // Prints WARNING %s message in yellow that only shows up if the "developer" cvar is set.
- virtual void DWarning( VERIFY_FORMAT_STRING const char *fmt, ...) = 0;
- // Prints all queued warnings.
- virtual void PrintWarnings() = 0;
- // Removes all queued warnings.
- virtual void ClearWarnings( const char *reason ) = 0;
- // Issues a C++ throw. Normal errors just abort to the game loop,
- // which is appropriate for media or dynamic logic errors.
- virtual void Error( VERIFY_FORMAT_STRING const char *fmt, ... ) = 0;
- // Fatal errors quit all the way to a system dialog box, which is appropriate for
- // static internal errors or cases where the system may be corrupted.
- virtual void FatalError( VERIFY_FORMAT_STRING const char *fmt, ... ) = 0;
- // Returns key bound to the command
- virtual const char * KeysFromBinding( const char *bind ) = 0;
- // Returns the binding bound to the key
- virtual const char * BindingFromKey( const char *key ) = 0;
- // Directly sample a button.
- virtual int ButtonState( int key ) = 0;
- // Directly sample a keystate.
- virtual int KeyState( int key ) = 0;
- // Returns true if a multiplayer game is running.
- // CVars and commands are checked differently in multiplayer mode.
- virtual bool IsMultiplayer() = 0;
- virtual bool IsServer() = 0;
- virtual bool IsClient() = 0;
- // Returns true if the player has ever enabled the console
- virtual bool GetConsoleUsed() = 0;
- // Returns the rate (in ms between snaps) that we want to generate snapshots
- virtual int GetSnapRate() = 0;
- virtual void NetReceiveReliable( int peer, int type, idBitMsg & msg ) = 0;
- virtual void NetReceiveSnapshot( class idSnapShot & ss ) = 0;
- virtual void NetReceiveUsercmds( int peer, idBitMsg & msg ) = 0;
- // Processes the given event.
- virtual bool ProcessEvent( const sysEvent_t * event ) = 0;
- virtual bool LoadGame( const char * saveName ) = 0;
- virtual bool SaveGame( const char * saveName ) = 0;
- virtual idDemoFile * ReadDemo() = 0;
- virtual idDemoFile * WriteDemo() = 0;
- virtual idGame * Game() = 0;
- virtual idRenderWorld * RW() = 0;
- virtual idSoundWorld * SW() = 0;
- virtual idSoundWorld * MenuSW() = 0;
- virtual idSession * Session() = 0;
- virtual idCommonDialog & Dialog() = 0;
- virtual void OnSaveCompleted( idSaveLoadParms & parms ) = 0;
- virtual void OnLoadCompleted( idSaveLoadParms & parms ) = 0;
- virtual void OnLoadFilesCompleted( idSaveLoadParms & parms ) = 0;
- virtual void OnEnumerationCompleted( idSaveLoadParms & parms ) = 0;
- virtual void OnDeleteCompleted( idSaveLoadParms & parms ) = 0;
- virtual void TriggerScreenWipe( const char * _wipeMaterial, bool hold ) = 0;
- virtual void OnStartHosting( idMatchParameters & parms ) = 0;
- virtual int GetGameFrame() = 0;
- virtual void LaunchExternalTitle( int titleIndex, int device, const lobbyConnectInfo_t * const connectInfo ) = 0;
- virtual void InitializeMPMapsModes() = 0;
- virtual const idStrList & GetModeList() const = 0;
- virtual const idStrList & GetModeDisplayList() const = 0;
- virtual const idList<mpMap_t> & GetMapList() const = 0;
- virtual void ResetPlayerInput( int playerIndex ) = 0;
- virtual bool JapaneseCensorship() const = 0;
- virtual void QueueShowShell() = 0; // Will activate the shell on the next frame.
- virtual currentGame_t GetCurrentGame() const = 0;
- virtual void SwitchToGame( currentGame_t newGame ) = 0;
- };
- extern idCommon * common;
- #endif /* !__COMMON_H__ */
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