-
Notifications
You must be signed in to change notification settings - Fork 2
/
Copy pathSession.h
152 lines (114 loc) · 5.08 KB
/
Session.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
/*****************************************************************************
The Dark Mod GPL Source Code
This file is part of the The Dark Mod Source Code, originally based
on the Doom 3 GPL Source Code as published in 2011.
The Dark Mod Source Code 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 3 of the License,
or (at your option) any later version. For details, see LICENSE.TXT.
Project: The Dark Mod (http://www.thedarkmod.com/)
******************************************************************************/
#ifndef __SESSION_H__
#define __SESSION_H__
/*
===============================================================================
The session is the glue that holds games together between levels.
===============================================================================
*/
// needed by the gui system for the load game menu
typedef struct {
short health;
short heartRate;
short stamina;
short combat;
} logStats_t;
static const int MAX_LOGGED_STATS = 60 * 120; // log every half second
typedef enum {
MSG_OK,
MSG_ABORT,
MSG_OKCANCEL,
MSG_YESNO,
MSG_PROMPT,
MSG_INFO,
MSG_WAIT
} msgBoxType_t;
typedef const char * (*HandleGuiCommand_t)( const char * );
class idSession {
public:
virtual ~idSession() {}
// Called in an orderly fashion at system startup,
// so commands, cvars, files, etc are all available.
virtual void Init() = 0;
// Shut down the session.
virtual void Shutdown() = 0;
// Called on errors and game exits.
virtual void Stop() = 0;
virtual void StartFrontendThread() = 0;
virtual void TerminateFrontendThread() = 0;
virtual bool IsFrontend() const = 0;
// Redraws the screen, handling games, guis, console, etc
// during normal once-a-frame updates, outOfSequence will be false,
// but when the screen is updated in a modal manner, as with utility
// output, the mouse cursor will be released if running windowed.
virtual void UpdateScreen( bool outOfSequence = true ) = 0;
// Called when it's time to update the Loading Bar progress.
virtual void PacifierUpdate(loadkey_t key, int count) = 0; // grayman #3763
// Called every frame, possibly spinning in place if we are
// above maxFps, or we haven't advanced at least one demo frame.
// Returns the number of milliseconds since the last frame.
virtual void Frame() = 0;
// Processes the given event.
virtual bool ProcessEvent( const sysEvent_t *event ) = 0;
// Activates the main menu
virtual void StartMenu( bool playIntro = false ) = 0;
virtual void SetGUI( idUserInterface *gui, HandleGuiCommand_t handle ) = 0;
enum GuiType {
gtActive,
gtMainMenu,
gtLoading,
//gtInGame,
//gtMsg,
//gtTest,
};
virtual idUserInterface* GetGui(GuiType type) const = 0;
// stgatilov: for clicking GUI buttons in automation
// windowName --- the name of GUI window (see idWindows::name)
// scriptNum --- index of script (see idWindow::ON_ACTION = 2 and similar)
virtual bool RunGuiScript(const char *windowName, int scriptNum = 2) = 0;
// stgatilov: delete main menu GUI
// when menu is brought up next time, it will be created from scratch
virtual void ResetMainMenu() = 0;
// stgatilov: used when proceeding to next mission in campaign
// saves that when menu is created next time, briefing state should be started
virtual void SetMainMenuStartAtBriefing() = 0;
// Updates gui and dispatched events to it
virtual void GuiFrameEvents() = 0;
// fires up the optional GUI event, also returns them if you set wait to true
// if MSG_PROMPT and wait, returns the prompt string or NULL if aborted
// network tells wether one should still run the network loop in a wait dialog
virtual const char *MessageBox( msgBoxType_t type, const char *message, const char *title = NULL, bool wait = false, const char *fire_yes = NULL, const char *fire_no = NULL, bool network = false ) = 0;
virtual void StopBox( void ) = 0;
// monitor this download in a progress box to either abort or completion
virtual void DownloadProgressBox( backgroundDownload_t *bgl, const char *title, int progress_start = 0, int progress_end = 100 ) = 0;
virtual void SetPlayingSoundWorld() = 0;
// this is used by the sound system when an OnDemand sound is loaded, so the game action
// doesn't advance and get things out of sync
virtual void TimeHitch( int msec ) = 0;
virtual const char *GetCurrentMapName( void ) = 0;
virtual int GetSaveGameVersion( void ) = 0;
virtual void RunGameTic(int timestepMs = USERCMD_MSEC) = 0;
virtual void ActivateFrontend() = 0;
virtual void WaitForFrontendCompletion() = 0;
virtual void ExecuteFrameCommand(const char *command, bool delayed) = 0;
virtual void ExecuteDelayedFrameCommands() = 0;
// The render world and sound world used for this session.
idRenderWorld * rw;
idSoundWorld * sw;
// The renderer and sound system will write changes to writeDemo.
// Demos can be recorded and played at the same time when splicing.
idDemoFile * readDemo;
idDemoFile * writeDemo;
int renderdemoVersion;
};
extern idSession * session;
#endif /* !__SESSION_H__ */