* make the critical section local to the respective platform instead of polluting everything with system specific symbols. * moved system specific class declarations into the source file instead of having them in the global header. This commit temporarily disables the Windows system device because it cannot be done without polluting the global header and still needs a bit of refactoring.
199 lines
4.9 KiB
C++
199 lines
4.9 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 "doomtype.h"
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struct ticcmd_t;
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struct WadStuff;
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// Index values into the LanguageIDs array
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enum
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{
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LANGIDX_UserPreferred,
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LANGIDX_UserDefault,
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LANGIDX_SysPreferred,
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LANGIDX_SysDefault
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};
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extern uint32_t LanguageIDs[4];
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extern void SetLanguageIDs ();
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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_WinNT4,
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os_Win2k
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} os_t;
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extern os_t OSPlatform;
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// Called by DoomMain.
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void I_Init (void);
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// Called by D_DoomLoop, returns current time in tics.
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extern int (*I_GetTime) (bool saveMS);
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// like I_GetTime, except it waits for a new tic before returning
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extern int (*I_WaitForTic) (int);
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// Freezes tic counting temporarily. While frozen, calls to I_GetTime()
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// will always return the same value. This does not affect I_MSTime().
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// You must also not call I_WaitForTic() while freezing time, since the
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// tic will never arrive (unless it's the current one).
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extern void (*I_FreezeTime) (bool frozen);
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double I_GetTimeFrac (uint32_t *ms);
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// Return a seed value for the RNG.
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unsigned int I_MakeRNGSeed();
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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 (void);
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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 I_Quit (void);
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void I_Tactile (int on, int off, int total);
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void I_Error (const char *error, ...) GCCPRINTF(1,2);
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void I_FatalError (const char *error, ...) GCCPRINTF(1,2);
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void atterm (void (*func)(void));
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void popterm ();
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// Set the mouse cursor. The texture must be 32x32.
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class FTexture;
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bool I_SetCursor(FTexture *cursor);
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// Repaint the pre-game console
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void I_PaintConsole (void);
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void I_DebugPrint (const char *cp);
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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] Returns millisecond-accurate time
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unsigned int I_MSTime (void);
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unsigned int I_FPSTime();
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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(FString shortpath);
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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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uint32_t Attribs;
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uint32_t Times[3*2];
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uint32_t Size[2];
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uint32_t 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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