warzone2100/lib/framework/frame.h

139 lines
4.2 KiB
C

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2013 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"
#include <stdlib.h>
// Workaround X11 headers #defining Status
#ifdef Status
# undef Status
#endif
#ifndef WZ_CXX11
# define nullptr NULL
#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"
#define REALCONCAT(x, y) x ## y
#define CONCAT(x, y) REALCONCAT(x, y)
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 11 ///< Maximum number of players in the game.
#define MAX_PLAYERS_IN_GUI (MAX_PLAYERS - 1) ///< One player reserved for scavengers.
#define PLAYER_FEATURE (MAX_PLAYERS + 1)
#define MAX_PLAYER_SLOTS (MAX_PLAYERS + 2) ///< Max players plus 1 baba and 1 reserved for features. Actually, if baba is a regular player, then it's plus 1 unused?
#if MAX_PLAYERS <= 8
typedef uint8_t PlayerMask;
#elif MAX_PLAYERS <= 16
typedef uint16_t PlayerMask;
#else
#error Warzone 2100 is not a MMO.
#endif
#if defined(WZ_OS_WIN)
# define WZ_WRITEDIR "Warzone 2100 master"
#elif defined(WZ_OS_MAC)
# define WZ_WRITEDIR "Warzone 2100 master"
#else
# define WZ_WRITEDIR ".warzone2100-master"
#endif
enum QUEUE_MODE
{
ModeQueue, ///< Sends a message on the game queue, which will get synchronised, by sending a GAME_ message.
ModeImmediate ///< Performs the action immediately. Must already have been synchronised, for example by sending a GAME_ message.
};
/** 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(void);
/** 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);
/** Returns the current frame we're on - used to establish whats on screen. */
extern UDWORD frameGetFrameNumber(void);
/** Return framerate of the last second. */
int frameRate();
extern UDWORD HashString( const char *String );
extern UDWORD HashStringIgnoreCase( const char *String );
static inline WZ_DECL_CONST const char * bool2string(bool var)
{
return (var ? "true" : "false");
}
#endif