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The DOOM Classic for iPhone 1.0 source as released on November 3, 2009
This commit is contained in:
299
code/iphone/iphone_wolf.h
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299
code/iphone/iphone_wolf.h
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/*
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Copyright (C) 2009 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program 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 this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// define this to get only the first episode on selections, and the
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// automatic sell screen at the end of episode 1
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#define EPISODE_ONE_ONLY
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// this is the version number displayed on the menu screen
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#define DOOM_IPHONE_VERSION 0.1
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// if defined, the game runs in a separate thread from the app event loop
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#define USE_GAME_THREAD
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typedef enum menuState {
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IPM_GAME,
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IPM_MAIN,
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IPM_MAPS,
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IPM_MULTIPLAYER,
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IPM_MASTER,
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IPM_CONTROLS,
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IPM_OPTIONS,
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IPM_HUDEDIT
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} menuState_t;
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extern menuState_t menuState;
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void iphoneDrawMenus();
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#define VID_WIDTH 480
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#define VID_HEIGHT 320
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#define MAX_SKILLS 5
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#define MAX_MAPS 200
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#define MF_TRIED 1
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#define MF_COMPLETED 2
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#define MF_KILLS 4
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#define MF_SECRETS 8
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#define MF_TREASURE 16
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#define MF_TIME 32
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// we want to track mapStats for downloaded content, so we
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// won't have a known number of these
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typedef struct {
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int dataset;
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int episode;
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int map;
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int completionFlags[MAX_SKILLS];
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} mapStats_t;
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// this structure is saved out at the head of the binary save file,
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// and allows all the menus to work without having to load a game save
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typedef struct {
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int version;
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int episode;
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int map;
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int skill;
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int mapsStarted; // when 0, resume game will just be a new game
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// if someone downloads more than MAX_MAPS, they won't get stat tracking on them.
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int numMapStats;
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mapStats_t mapStats[MAX_MAPS];
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} currentMap_t;
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extern currentMap_t currentMap;
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extern boolean levelHasBeenLoaded; // determines if "resume game" does a loadGame and exiting does a saveGame
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extern pkTexture_t *fontTexture;
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extern pkTexture_t *numberPics[10];
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extern int iphoneFrameNum;
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extern int levelLoadFrameNum;
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extern int consoleActive;
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extern cvar_t *skill;
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extern cvar_t *episode;
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extern cvar_t *controlScheme;
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extern cvar_t *stickMove;
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extern cvar_t *stickTurn;
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extern cvar_t *rotorTurn;
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extern cvar_t *stickDeadBand;
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extern cvar_t *tiltTurn;
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extern cvar_t *tiltMove;
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extern cvar_t *tiltDeadBand;
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extern cvar_t *tiltAverages;
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extern cvar_t *music;
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extern cvar_t *showTilt;
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extern cvar_t *showTime;
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extern cvar_t *cropSprites;
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extern cvar_t *revLand;
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extern cvar_t *mapScale;
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extern cvar_t *hideControls;
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extern cvar_t *tapFire;
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extern cvar_t *skipSleep;
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extern cvar_t *autoUse;
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extern cvar_t *statusBar;
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extern cvar_t *touchClick;
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extern int numTouches;
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extern int touches[5][2]; // [0] = x, [1] = y in landscape mode, raster order with y = 0 at top
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// so we can detect button releases
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extern int numPrevTouches;
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extern int prevTouches[5][2];
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extern float tilt; // -1.0 to 1.0
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extern float tiltPitch;
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extern boolean drawWeaponSelect; // true when the weapon select overlay is up
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extern int weaponSelected; // -1 for no change
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typedef unsigned char color4_t[4];
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typedef unsigned char color3_t[3];
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typedef struct {
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int enterFrame;
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int beforeSwap;
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int afterSwap;
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int afterSleep;
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} logTime_t;
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#define MAX_LOGGED_TIMES 512
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extern logTime_t loggedTimes[MAX_LOGGED_TIMES]; // indexed by iphoneFrameNum
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void LoadWallTexture( int wallPicNum );
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int TouchDown( int x, int y, int w, int h );
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int TouchReleased( int x, int y, int w, int h );
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int iphoneDrawText( int x, int y, const char *str );
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int iphoneCenterText( int x, int y, const char *str );
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void iphoneDrawNumber( int x, int y, int number, int charWidth, int charHeight );
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void iphoneDrawPic( int x, int y, int w, int h, const char *pic );
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int iphoneDrawPicWithTouch( int x, int y, int w, int h, const char *pic );
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void StartGame();
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void iphoneOpenAutomap();
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void iphoneDrawNotifyText();
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void iphoneSet2D( void );
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bool TextButton( const char *title, int x, int y, int w, int h );
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void R_Draw_Fill( int x, int y, int w, int h, color3_t c );
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void R_Draw_Blend( int x, int y, int w, int h, color4_t c );
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void InitImmediateModeGL();
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int iphoneRotateForLandscape();
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void iphoneCheckForLandscapeReverse();
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void iphonePacifierUpdate();
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void iphoneDrawScreen();
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extern int damageflash;
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extern int bonusFrameNum;
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extern int attackDirTime[2];
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#define HF_DISABLED 1
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#define HF_NODRAW 2 // invisible button
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typedef struct {
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int x, y; // mdpoint
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int drawWidth, drawHeight;
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int touchWidth, touchHeight; // allow touches outside the actual bounds
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pkTexture_t *texture;
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boolean drawAsLimit; // draw with red tint to show further movement won't do anything
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float touchState;
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float drawState; // offsets for rotors
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int hudFlags;
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struct touch_s *touch;
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} hudPic_t;
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typedef struct {
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hudPic_t forwardStick;
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hudPic_t sideStick;
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hudPic_t turnStick;
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hudPic_t turnRotor;
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hudPic_t fire;
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hudPic_t menu;
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hudPic_t map;
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hudPic_t weaponSelect;
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} hud_t;
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extern hud_t huds;
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void HudSetForScheme( int schemeNum );
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void HudSetTexnums();
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void HudEditFrame();
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void Sound_StartLocalSound( const char *sound );
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void Sound_StartLocalSoundAtVolume( const char *sound, float volume );
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int BackButton();
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void ResumeGame();
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//---------------------------------------
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// Touch and button
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//---------------------------------------
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typedef struct touch_s {
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boolean down;
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int x, y;
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int prevX, prevY; // will be set to x, y on first touch, copied after each game frame
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int stateCount; // set to 1 on first event that state changes, incremented each game frame
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void *controlOwner;
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void *identification;
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} touch_t;
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#define MAX_TOUCHES 5
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extern touch_t sysTouches[MAX_TOUCHES];
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extern touch_t gameTouches[MAX_TOUCHES];
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extern pthread_mutex_t eventMutex; // used to sync between game and event threads
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touch_t *TapInBounds( int x, int y, int w, int h );
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touch_t *TouchInBounds( int x, int y, int w, int h );
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touch_t *UpdateHudTouch( hudPic_t *hud );
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typedef struct {
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pkTexture_t *texture;
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const char *title;
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int x, y, w, h;
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touch_t *touch;
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float scale; // ramps up and down after touches
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int frameNum; // reset scale if not checked on previous frame
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} ibutton_t;
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void SetButtonPics( ibutton_t *button, const char *picName, const char *title, int x, int y );
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void SetButtonText( ibutton_t *button, const char *title, int x, int y, int w, int h );
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boolean HandleButton( ibutton_t *button );
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//---------------------------------------
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// Doom stuff we call directly
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//---------------------------------------
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void G_DoSaveGame (boolean menu);
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//---------------------------------------
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// iphone_mapSelect.c
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//---------------------------------------
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void DisplayLoadingScreen();
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void iphoneMapSelectMenu();
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//---------------------------------------
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// interfaces from the original game code
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//---------------------------------------
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void iphoneSetNotifyText( const char *str, ... );
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void iphoneIntermission( wbstartstruct_t* wbstartstruct );
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//---------------------------------------
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// interfaces to Objective-C land
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//---------------------------------------
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// The event thread will fill this after hitting enter
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// on the console. The game thread should check it,
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// execute it, and clear it under mutex.
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extern char consoleCommand[1024];
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void SysIPhoneSwapBuffers();
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void SysIPhoneVibrate();
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void SysIPhoneOpenURL( const char *url );
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void SysIPhoneSetUIKitOrientation( int isLandscapeRight );
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const char * SysIPhoneGetConsoleTextField();
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void SysIPhoneSetConsoleTextField(const char *);
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void SysIPhoneInitAudioSession();
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int SysIPhoneOtherAudioIsPlaying();
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int SysIphoneMilliseconds();
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int SysIphoneMicroseconds();
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const char * SysIphoneGetAppDir();
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const char * SysIphoneGetDocDir();
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//---------------------------------------
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// interfaces from Objective-C land
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//---------------------------------------
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void iphoneStartup();
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void iphoneShutdown();
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void iphoneFrame();
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void iphoneTiltEvent( float *tilts );
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void iphoneTouchEvent( int numTouches, int touches[16] );
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void iphoneActivateConsole();
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void iphoneDeactivateConsole();
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void iphoneExecuteCommandLine();
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Reference in New Issue
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