/* This file is part of Warzone 2100. Copyright (C) 1999-2004 Eidos Interactive Copyright (C) 2005-2007 Warzone Resurrection 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 "platform.h" /* This one must be invoked *after* platform.h to get _GNU_SOURCE! */ #include #include #include #include #include "gettext.h" #if !defined(LC_MESSAGES) # define LC_MESSAGES 0 #endif #define _(String) gettext(String) #define N_(String) gettext_noop(String) // Context sensitive strings #define P_(Context, String) pgettext(Context, String) // Non literal context sensitive strings #define PE_(Context, String) pgettext_expr(Context, String) // Make xgettext recognize the context #define NP_(Context, String) gettext_noop(String) #include "macros.h" #include "types.h" #include "debug.h" #include "heap.h" #include "treap.h" #include "fractions.h" #include "trig.h" /* Initialise the frame work library */ extern BOOL frameInitialise( const char *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 ); /* 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); /* 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(SWORD resID); /* Returns the current frame we're on - used to establish whats on screen */ extern UDWORD frameGetFrameNumber(void); /** * Average framerate of the last seconds * * \return Average framerate */ extern UDWORD frameGetAverageRate(void); /** * Set the framerate limit * * \param fpsLimit Desired framerate */ extern void setFramerateLimit(Uint32 fpsLimit); /** * Get the framerate limit * * \return Desired framerate */ extern Uint32 getFramerateLimit(void); /* Load the file with name pointed to by pFileName into a memory buffer. */ extern 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(const char *pFileName, char *pFileBuffer, UDWORD bufferSize, UDWORD *pSize); // as above but returns quietly if no file found BOOL loadFileToBufferNoError(const char *pFileName, char *pFileBuffer, UDWORD bufferSize, UDWORD *pSize); extern SDWORD ftol(float f); UDWORD HashString( const char *String ); UDWORD HashStringIgnoreCase( const char *String ); /* Endianness hacks */ #ifdef __BIG_ENDIAN__ static inline void endian_uword(UWORD *uword) { UBYTE tmp, *ptr; ptr = (UBYTE *) uword; tmp = ptr[0]; ptr[0] = ptr[1]; ptr[1] = tmp; } #else # define endian_uword(x) #endif #ifdef __BIG_ENDIAN__ static inline void endian_sword(SWORD *sword) { UBYTE tmp, *ptr; ptr = (UBYTE *) sword; tmp = ptr[0]; ptr[0] = ptr[1]; ptr[1] = tmp; } #else # define endian_sword(x) #endif #ifdef __BIG_ENDIAN__ static inline void endian_udword(UDWORD *udword) { UBYTE tmp, *ptr; ptr = (UBYTE *) udword; tmp = ptr[0]; ptr[0] = ptr[3]; ptr[3] = tmp; tmp = ptr[1]; ptr[1] = ptr[2]; ptr[2] = tmp; } #else # define endian_udword(x) #endif #ifdef __BIG_ENDIAN__ static inline void endian_sdword(SDWORD *sdword) { UBYTE tmp, *ptr; ptr = (UBYTE *) sdword; tmp = ptr[0]; ptr[0] = ptr[3]; ptr[3] = tmp; tmp = ptr[1]; ptr[1] = ptr[2]; ptr[2] = tmp; } #else # define endian_sdword(x) #endif #ifdef __BIG_ENDIAN__ static inline void endian_fract(FRACT *fract) { UBYTE tmp, *ptr; ptr = (UBYTE *) fract; tmp = ptr[0]; ptr[0] = ptr[3]; ptr[3] = tmp; tmp = ptr[1]; ptr[1] = ptr[2]; ptr[2] = ptr[1]; } #else # define endian_fract(x) #endif void setupExceptionHandler(const char * programCommand); #endif