warzone2100/lib/framework/frame.h

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/*
* Frame.h
*
* The framework library initialisation and shutdown routines.
*
*/
#ifndef _frame_h
#define _frame_h
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#ifdef WIN32
#include <windows.h>
#endif
/* Linux specific stuff */
#ifndef WIN32
#include <ctype.h>
#include <stdio.h>
#include <string.h>
#include <sys/stat.h>
#include <sys/types.h>
#define MAX_PATH 250
char *unix_path(const char *path);
FILE *unix_fopen(const char *filename, const char *mode);
#define fopen unix_fopen
#endif
#define InitializeCriticalSection(x)
#define DeleteCriticalSection(x)
#define EnterCriticalSection(x)
#define LeaveCriticalSection(x)
#include "macros.h"
#include "types.h"
#include "debug.h"
#include "mem.h"
#include "input.h"
#include "font.h"
#include "heap.h"
#include "treap.h"
#include "fractions.h"
#include "trig.h"
#include "frameresource.h"
#include "strres.h"
#include "block.h"
#include "listmacs.h"
#ifdef WIN32
#include "win32fixes.h"
#endif
#ifndef WIN32
DWORD GetTickCount();
#endif
/* Initialise the frame work library */
extern BOOL frameInitialise(HANDLE hInstance, // The windows application instance
STRING *pWindowName, // The text to appear in the window title bar
UDWORD width, // The display width
UDWORD height, // The display height
UDWORD bitDepth, // The display bit depth
BOOL fullScreen, // Whether to start full screen or windowed
BOOL bVidMem); // Whether to put surfaces in video memory
/* Shut down the framework library.
* This clears up all the Direct Draw stuff and ensures
* that Windows gets restored properly after Full screen mode.
*/
extern void frameShutDown(void);
/* The current status of the framework */
typedef enum _frame_status
{
FRAME_OK, // Everything normal
FRAME_KILLFOCUS, // The main app window has lost focus (might well want to pause)
FRAME_SETFOCUS, // The main app window has focus back
FRAME_QUIT, // The main app window has been told to quit
} FRAME_STATUS;
/* Call this each cycle to allow the framework to deal with
* windows messages, and do general house keeping.
*
* Returns FRAME_STATUS.
*/
extern FRAME_STATUS frameUpdate(void);
/* If cursor on is TRUE the windows cursor will be displayed over the game window
* (and in full screen mode). If it is FALSE the cursor will not be displayed.
*/
extern void frameShowCursor(BOOL cursorOn);
/* Set the current cursor from a cursor handle */
extern void frameSetCursor(HCURSOR hNewCursor);
/* Set the current cursor from a Resource ID
* This is the same as calling:
* frameSetCursor(LoadCursor(MAKEINTRESOURCE(resID)));
* but with a bit of extra error checking.
*/
extern void frameSetCursorFromRes(WORD resID);
/* Returns the current frame we're on - used to establish whats on screen */
extern UDWORD frameGetFrameNumber(void);
/* Return the current frame rate */
extern UDWORD frameGetFrameRate(void);
/* Return the overall frame rate */
extern UDWORD frameGetOverallRate(void);
/* Return the frame rate for the last second */
extern UDWORD frameGetRecentRate(void);
/* The handle for the application window */
extern HANDLE frameGetWinHandle(void);
//enumerate all available direct draw devices
extern BOOL frameDDEnumerate(void);
extern SDWORD frameGetNumDDDevices(void);
extern char* frameGetDDDeviceName(SDWORD);
// Return a string for a windows error code
extern STRING *winErrorToString(SDWORD error);
/* The default window procedure for the library.
* This is initially set to the standard DefWindowProc, but can be changed
* by this function.
* Call this function with NULL to reset to DefWindowProc.
*/
typedef LRESULT (* DEFWINPROCTYPE)(HWND hWnd, UINT Msg,
WPARAM wParam, LPARAM lParam);
extern void frameSetWindowProc(DEFWINPROCTYPE winProc);
/* Load the file with name pointed to by pFileName into a memory buffer. */
BOOL loadFile(const char *pFileName, // The filename
char **ppFileData, // A buffer containing the file contents
UDWORD *pFileSize); // The size of this buffer
/* Save the data in the buffer into the given file */
extern BOOL saveFile(const char *pFileName, const char *pFileData, UDWORD fileSize);
// load a file from disk into a fixed memory buffer
BOOL loadFileToBuffer(char *pFileName, char *pFileBuffer, UDWORD bufferSize, UDWORD *pSize);
// as above but returns quietly if no file found
BOOL loadFileToBufferNoError(char *pFileName, char *pFileBuffer, UDWORD bufferSize,
UDWORD *pSize);
extern SDWORD ftol(float f);
UINT HashString( char *String );
UINT HashStringIgnoreCase( char *String );
#endif