/* 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 "wzglobal.h" /* This one must be invoked *after* wzglobal.h to get _GNU_SOURCE! */ #include #include #include #include // Provides the safer functions strlcpy and strlcat #include "strlfuncs.h" #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 "treap.h" #include "printf_ext.h" #include "trig.h" #include extern UDWORD selectedPlayer; #define MAX_PLAYERS 8 /**< Maximum number of players in the game. */ /** 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); typedef enum _focus_state { FOCUS_OUT, // Window does not have the focus FOCUS_IN, // Window has got the focus } FOCUS_STATE; /*! * 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); /** 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); /** Return average framerate of the last seconds. */ extern UDWORD frameGetAverageRate(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 extern PHYSFS_file* openLoadFile(const char* fileName, bool hard_fail); extern PHYSFS_file* openSaveFile(const char* fileName); /** 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); /** Load a file from disk, 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 */ // TODO Use SDL_SwapXXXX instead #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) ((void) (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) ((void) (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) ((void) (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) ((void) (x)) #endif #ifdef __BIG_ENDIAN__ static inline void endian_fract(float *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) ((void) (x)) #endif void setupExceptionHandler(const char * programCommand); #define PHYSFS_APPEND 1 #define PHYSFS_PREPEND 0 static inline bool PHYSFS_writeSBE8(PHYSFS_file* file, int8_t val) { return (PHYSFS_write(file, &val, sizeof(int8_t), 1) == 1); } static inline bool PHYSFS_writeUBE8(PHYSFS_file* file, uint8_t val) { return (PHYSFS_write(file, &val, sizeof(uint8_t), 1) == 1); } static inline bool PHYSFS_readSBE8(PHYSFS_file* file, int8_t* val) { return (PHYSFS_read(file, val, sizeof(int8_t), 1) == 1); } static inline bool PHYSFS_readUBE8(PHYSFS_file* file, uint8_t* val) { return (PHYSFS_read(file, val, sizeof(uint8_t), 1) == 1); } static inline bool PHYSFS_writeBEFloat(PHYSFS_file* file, float val) { // For the purpose of endian conversions a IEEE754 float can be considered // the same to a 32bit integer. // We're using a union here to prevent type punning of pointers. union { float f; uint32_t i; } writeValue; writeValue.f = val; return (PHYSFS_writeUBE32(file, writeValue.i) != 0); } static inline bool PHYSFS_readBEFloat(PHYSFS_file* file, float* val) { // For the purpose of endian conversions a IEEE754 float can be considered // the same to a 32bit integer. uint32_t* readValue = (uint32_t*)val; return (PHYSFS_readUBE32(file, readValue) != 0); } #endif