133 lines
3.9 KiB
C
133 lines
3.9 KiB
C
/*
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This file is part of Warzone 2100.
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Copyright (C) 1999-2004 Eidos Interactive
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Copyright (C) 2005-2010 Warzone 2100 Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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/*! \file frame.h
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* \brief The framework library initialisation and shutdown routines.
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*/
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#ifndef _frame_h
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#define _frame_h
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#include "wzglobal.h"
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// Workaround X11 headers #defining Status
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#ifdef Status
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# undef Status
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#endif
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#include "types.h"
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/**
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* NOTE: the next two #include lines are needed by MSVC to override the default,
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* non C99 compliant routines, and redefinition; different linkage errors
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*/
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#include "stdio_ext.h"
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#include "string_ext.h"
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#include "macros.h"
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#include "debug.h"
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#include "i18n.h"
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#include "trig.h"
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#include "cursors.h"
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#ifdef __cplusplus
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extern "C"
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{
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#endif //__cplusplus
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extern uint32_t selectedPlayer; ///< The player number corresponding to this client.
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extern uint32_t realSelectedPlayer; ///< The player number corresponding to this client (same as selectedPlayer, unless changing players in the debug menu).
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#define MAX_PLAYERS 8 /**< Maximum number of players in the game. */
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#define MAX_PLAYER_SLOTS 10 /**< 8 players, 1 baba and 1 reserved for features. */
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typedef enum
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{
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ModeQueue, ///< Sends a message on the game queue, which will get synchronised, by sending a GAME_ message.
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ModeImmediate ///< Performs the action immediately. Must already have been synchronised, for example by sending a GAME_ message.
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} QUEUE_MODE;
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/** Initialise the framework library
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* @param pWindowName the text to appear in the window title bar
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* @param width the display widget
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* @param height the display height
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* @param bitDepth the display bit depth
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* @param fullScreen whether to start full screen or windowed
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* @param vsync if to sync to the vertical blanking interval or not
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*
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* @return true when the framework library is successfully initialised, false
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* when a part of the initialisation failed.
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*/
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extern bool frameInitialise(const char* pWindowName, UDWORD width, UDWORD height, UDWORD bitDepth, unsigned int fsaa, bool fullScreen, bool vsync);
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extern bool selfTest;
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/** Shut down the framework library.
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* This clears up all the Direct Draw stuff and ensures
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* that Windows gets restored properly after Full screen mode.
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*/
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extern void frameShutDown(void);
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/*!
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* Set the framerate limit
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*
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* \param fpsLimit Desired framerate
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*/
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extern void setFramerateLimit(int fpsLimit);
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/*!
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* Get the framerate limit
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*
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* \return Desired framerate
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*/
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extern int getFramerateLimit(void);
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/** Call this each cycle to allow the framework to deal with
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* windows messages, and do general house keeping.
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*/
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extern void frameUpdate(void);
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extern void frameSetCursor(CURSOR cur);
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/** Returns the current frame we're on - used to establish whats on screen. */
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extern UDWORD frameGetFrameNumber(void);
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/** Return average framerate of the last seconds. */
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extern UDWORD frameGetAverageRate(void);
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extern UDWORD HashString( const char *String );
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extern UDWORD HashStringIgnoreCase( const char *String );
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#ifdef __cplusplus
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}
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#endif //__cplusplus
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#if defined(WZ_OS_WIN)
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# include <winsock2.h> /* for struct timeval */
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struct timezone;
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extern int gettimeofday(struct timeval* tv, struct timezone* tz);
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#endif
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static inline WZ_DECL_CONST const char * bool2string(bool var)
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{
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return (var ? "true" : "false");
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}
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#endif
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