warzone2100/lib/framework/frame.h

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/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2010 Warzone 2100 Project
Warzone 2100 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 2 of the License, or
(at your option) any later version.
Warzone 2100 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 Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/*! \file frame.h
* \brief The framework library initialisation and shutdown routines.
*/
#ifndef _frame_h
#define _frame_h
#include "wzglobal.h"
// Workaround X11 headers #defining Status
#ifdef Status
# undef Status
#endif
#include "types.h"
/**
* NOTE: the next two #include lines are needed by MSVC to override the default,
* non C99 compliant routines, and redefinition; different linkage errors
*/
#include "stdio_ext.h"
#include "string_ext.h"
#include "macros.h"
#include "debug.h"
#include "i18n.h"
#include "trig.h"
#include "cursors.h"
#ifdef __cplusplus
extern "C"
{
#endif //__cplusplus
extern uint32_t selectedPlayer; ///< The player number corresponding to this client.
extern uint32_t realSelectedPlayer; ///< The player number corresponding to this client (same as selectedPlayer, unless changing players in the debug menu).
#define MAX_PLAYERS 8 /**< Maximum number of players in the game. */
#define MAX_PLAYER_SLOTS 10 /**< 8 players, 1 baba and 1 reserved for features. */
/** Initialise the framework library
* @param pWindowName the text to appear in the window title bar
* @param width the display widget
* @param height the display height
* @param bitDepth the display bit depth
* @param fullScreen whether to start full screen or windowed
* @param vsync if to sync to the vertical blanking interval or not
*
* @return true when the framework library is successfully initialised, false
* when a part of the initialisation failed.
*/
extern bool frameInitialise(const char* pWindowName, UDWORD width, UDWORD height, UDWORD bitDepth, unsigned int fsaa, bool fullScreen, bool vsync);
extern bool selfTest;
/** 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);
/*!
* Set the framerate limit
*
* \param fpsLimit Desired framerate
*/
extern void setFramerateLimit(int fpsLimit);
/*!
* Get the framerate limit
*
* \return Desired framerate
*/
extern int getFramerateLimit(void);
/** Call this each cycle to allow the framework to deal with
* windows messages, and do general house keeping.
*/
extern void frameUpdate(void);
extern void frameSetCursor(CURSOR cur);
/** Returns the current frame we're on - used to establish whats on screen. */
extern UDWORD frameGetFrameNumber(void);
/** Return average framerate of the last seconds. */
extern UDWORD frameGetAverageRate(void);
extern UDWORD HashString( const char *String );
extern UDWORD HashStringIgnoreCase( const char *String );
#ifdef __cplusplus
}
#endif //__cplusplus
#if defined(WZ_OS_WIN)
# include <winsock2.h> /* for struct timeval */
struct timezone;
extern int gettimeofday(struct timeval* tv, struct timezone* tz);
#endif
static inline WZ_DECL_CONST const char * bool2string(bool var)
{
return (var ? "true" : "false");
}
#endif