/* 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" #include "types.h" // Provides the safer functions strlcpy and strlcat #include "strlfuncs.h" #include "printf_ext.h" #include "macros.h" #include "debug.h" #include "i18n.h" #include "treap.h" #include "trig.h" 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); extern UDWORD HashString( const char *String ); extern 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); #endif