/* 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 /* 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