/* =========================================================================== IceTech GPL Source Code Copyright (C) 2026 Justin Marshall This file is part of the IceTech GPL Source Code (?IceTech Source Code?). IceTech 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. IceTech Source Code 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 IceTech Source Code. If not, see . In addition, the IceTech Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the IceTech Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing Justin Marshall, justinmarshall20@gmail.com =========================================================================== */ #ifndef __COMMON_H__ #define __COMMON_H__ /* ============================================================== Common ============================================================== */ #ifdef PREY class idKeyInput; #endif #ifdef QUAKE4 // RAVEN BEGIN // mekberg: added more save types typedef enum { ST_REGULAR, ST_QUICK, ST_AUTO, ST_CHECKPOINT, } saveType_t; // RAVEN END #define MAX_OUTPUT_HISTORY 16 class idInterpreter; class idProgram; class rvISourceControl; // converted to a class so the idStr gets constructed class MemInfo { public: MemInfo( void ); idStr filebase; int total; int assetTotals; // asset totals int imageAssetsTotal; int modelAssetsTotal; int soundAssetsTotal; int collAssetsTotal; int animsAssetsTotal; int aasAssetsTotal; int imageAssetsCount; int modelAssetsCount; int soundAssetsCount; int collAssetsCount; int animsAssetsCount; int aasAssetsCount; }; #endif typedef enum { EDITOR_NONE = 0, EDITOR_RADIANT = BIT(1), EDITOR_GUI = BIT(2), EDITOR_DEBUGGER = BIT(3), EDITOR_SCRIPT = BIT(4), EDITOR_LIGHT = BIT(5), EDITOR_SOUND = BIT(6), EDITOR_DECL = BIT(7), EDITOR_AF = BIT(8), #ifndef QUAKE4 EDITOR_PARTICLE = BIT(9), EDITOR_PDA = BIT(10), EDITOR_AAS = BIT(11), EDITOR_MATERIAL = BIT(12) #else EDITOR_PDA = BIT(9), EDITOR_FX = BIT(10), EDITOR_REVERB = BIT(11), EDITOR_PLAYBACKS = BIT(12), EDITOR_MODVIEW = BIT(13), EDITOR_LOGVIEW = BIT(14), EDITOR_ENTVIEW = BIT(15), EDITOR_MATERIAL = BIT(16), // Doom 3 tool path is intentionally preserved. This alias keeps the // old in-game particle editor code buildable when QUAKE4 is defined. EDITOR_PARTICLE = BIT(21), // Just flags to prevent caching of unneeded assets EDITOR_AAS = BIT(17), EDITOR_RENDERBUMP = BIT(18), EDITOR_SPAWN_GUI = BIT(19), // Specifies that a decl validation run is happening EDITOR_DECL_VALIDATING = BIT(20), EDITOR_ALL = -1 #endif } toolFlag_t; #define STRTABLE_ID "#str_" #define STRTABLE_ID_LENGTH 5 extern idCVar com_version; extern idCVar com_skipRenderer; extern idCVar com_asyncInput; extern idCVar com_asyncSound; extern idCVar com_machineSpec; extern idCVar com_purgeAll; extern idCVar com_developer; extern idCVar com_allowConsole; extern idCVar com_speeds; extern idCVar com_showFPS; extern idCVar com_showMemoryUsage; extern idCVar com_showAsyncStats; extern idCVar com_showSoundDecoders; extern idCVar com_makingBuild; extern idCVar com_updateLoadSize; extern idCVar com_videoRam; #ifdef QUAKE4 extern idCVar com_skipUltraQuality; extern idCVar com_Bundler; #ifndef _XENON extern idCVar com_MakeLoadScreens; #endif extern idCVar com_QuickLoad; extern idCVar com_Limits; extern idCVar com_BinaryWrite; extern idCVar com_BinaryRead; #ifdef RV_BINARYDECLS extern idCVar com_BinaryDeclRead; #endif #ifdef RV_SINGLE_DECL_FILE extern idCVar com_SingleDeclFile; extern idCVar com_WriteSingleDeclFIle; #endif extern idCVar com_uniqueWarnings; extern idCVar com_showMemAllocTags; #if defined(_XENON) extern idCVar com_showXenTexCacheStats; extern idCVar com_showXenHardwareTimers; extern idCVar com_showXenThreadUsage; #endif extern idCVar sys_lang; #endif extern int time_gameFrame; // game logic time extern int time_gameDraw; // game present time extern int time_frontend; // renderer frontend time extern int time_backend; // renderer backend time extern float com_lastGameFrameMsec; // last displayed game CPU time extern float com_lastRenderFrameMsec;// last displayed render CPU time extern float com_pathTracingGpuMsec; // last completed path tracing GPU time #ifdef QUAKE4 extern int time_waiting; // time spent waiting #endif extern int com_frameTime; // time for the current frame in milliseconds extern volatile int com_ticNumber; // 60 hz tics, incremented by async function extern int com_editors; // current active editor(s) extern bool com_editorActive; // true if an editor has focus #ifdef QUAKE4 extern bool com_debugHudActive; // the debug hud is active in the game #endif #ifdef _WIN32 const char DMAP_MSGID[] = "DMAPOutput"; const char DMAP_DONE[] = "DMAPDone"; extern HWND com_hwndMsg; extern bool com_outputMsg; #endif struct MemInfo_t { idStr filebase; int total; int assetTotals; // memory manager totals int memoryManagerTotal; // subsystem totals int gameSubsystemTotal; int renderSubsystemTotal; // asset totals int imageAssetsTotal; int modelAssetsTotal; int soundAssetsTotal; }; class idCommon { public: virtual ~idCommon( void ) {} // Initialize everything. // if the OS allows, pass argc/argv directly (without executable name) // otherwise pass the command line in a single string (without executable name) virtual void Init( int argc, const char **argv, const char *cmdline ) = 0; // Shuts down everything. virtual void Shutdown( void ) = 0; // Shuts down everything. virtual void Quit( void ) = 0; // Returns true if common initialization is complete. virtual bool IsInitialized( void ) const = 0; // Called repeatedly as the foreground thread for rendering and game logic. virtual void Frame( void ) = 0; // Called repeatedly by blocking function calls with GUI interactivity. virtual void GUIFrame( bool execCmd, bool network ) = 0; // Checks for and removes command line "+set var arg" constructs. // If match is NULL, all set commands will be executed, otherwise // only a set with the exact name. Only used during startup. // set once to clear the cvar from +set for early init code virtual void StartupVariable( const char *match, bool once ) = 0; #ifdef QUAKE4 virtual int GetUserCmdHz( void ) const = 0; virtual int GetUserCmdMSec( void ) const = 0; virtual int GetFrameTime( void ) const = 0; virtual bool IsRenderableGameFrame( void ) const = 0; virtual void SetRenderableGameFrame( bool in ) = 0; virtual const char * GetErrorMessage( void ) const = 0; virtual bool IsToolActive( void ) const = 0; #ifdef _RV_MEM_SYS_SUPPORT virtual void InitHeaps( void ) = 0; virtual void ShutdownHeaps( void ) = 0; #endif virtual void RunAlwaysThinkGUIs( int time ) = 0; virtual bool DoingDeclValidation( void ) = 0; virtual void SetCrashReportAutoSendString( const char *psString ) = 0; #endif // Initializes a tool with the given dictionary. virtual void InitTool( const toolFlag_t tool, const idDict *dict ) = 0; // Activates or deactivates a tool. virtual void ActivateTool( bool active ) = 0; // Writes the user's configuration to a file virtual void WriteConfigToFile( const char *filename ) = 0; // Writes cvars with the given flags to a file. virtual void WriteFlaggedCVarsToFile( const char *filename, int flags, const char *setCmd ) = 0; // Begins redirection of console output to the given buffer. #ifdef QUAKE4 virtual void BeginRedirect( char *buffer, int buffersize, void (*flush)( const char * ), bool rcon = false ) = 0; #else virtual void BeginRedirect( char *buffer, int buffersize, void (*flush)( const char * ) ) = 0; #endif // Stops redirection of console output. virtual void EndRedirect( void ) = 0; // Update the screen with every message printed. virtual void SetRefreshOnPrint( bool set ) = 0; // Prints message to the console, which may cause a screen update if com_refreshOnPrint is set. virtual void Printf( const char *fmt, ... )id_attribute((format(printf,2,3))) = 0; // Same as Printf, with a more usable API - Printf pipes to this. virtual void VPrintf( const char *fmt, va_list arg ) = 0; // Prints message that only shows up if the "developer" cvar is set, // and NEVER forces a screen update, which could cause reentrancy problems. virtual void DPrintf( const char *fmt, ... ) id_attribute((format(printf,2,3))) = 0; // Prints WARNING %s message and adds the warning message to a queue for printing later on. virtual void Warning( const char *fmt, ... ) id_attribute((format(printf,2,3))) = 0; // Prints WARNING %s message in yellow that only shows up if the "developer" cvar is set. virtual void DWarning( const char *fmt, ...) id_attribute((format(printf,2,3))) = 0; // Prints all queued warnings. virtual void PrintWarnings( void ) = 0; // Removes all queued warnings. virtual void ClearWarnings( const char *reason ) = 0; // Issues a C++ throw. Normal errors just abort to the game loop, // which is appropriate for media or dynamic logic errors. virtual void Error( const char *fmt, ... ) id_attribute((format(printf,2,3))) = 0; // Fatal errors quit all the way to a system dialog box, which is appropriate for // static internal errors or cases where the system may be corrupted. virtual void FatalError( const char *fmt, ... ) id_attribute((format(printf,2,3))) = 0; #ifdef QUAKE4 // Brings up notepad with the warnings generated while running the game. virtual void DumpWarnings( void ) = 0; #endif // Returns a pointer to the dictionary with language specific strings. virtual const idLangDict * GetLanguageDict( void ) = 0; #ifdef QUAKE4 // Returns the localised string of the token, or the token if it does not begin with #str_. virtual const char * GetLocalizedString( const char *token, int langIndex = -1 ) = 0; // Returns the localised string at position 'index'. virtual const idLangKeyValue * GetLocalizedString( int index, int langIndex = -1 ) = 0; // Returns the number of languages the game found. virtual int GetNumLanguages( void ) const = 0; // Returns the number of strings in the English langdict. virtual int GetNumLocalizedStrings( void ) const = 0; // Returns the name of the language. virtual const char * GetLanguage( int index ) const = 0; // Returns whether the language has VO. virtual bool LanguageHasVO( int index ) const = 0; #endif // Returns key bound to the command virtual const char * KeysFromBinding( const char *bind ) = 0; // Returns the binding bound to the key virtual const char * BindingFromKey( const char *key ) = 0; // Directly sample a button. virtual int ButtonState( int key ) = 0; // Directly sample a keystate. virtual int KeyState( int key ) = 0; #ifdef QUAKE4 virtual int GetRModeForMachineSpec( int machineSpec ) const = 0; virtual void SetDesiredMachineSpec( int machineSpec ) = 0; virtual bool IsRCon( void ) const = 0; #endif #ifdef PREY virtual void MaterialKeyForBinding(const char* binding, char* materialName, char* keyText, bool* wideKey) = 0; #endif virtual float Get_com_engineHz_latched(void) = 0; virtual int64_t Get_com_engineHz_numerator(void) = 0; virtual int64_t Get_com_engineHz_denominator(void) = 0; }; extern idCommon * common; // Returns the msec the frame starts on ID_INLINE int FRAME_TO_MSEC(int64_t frame) { return (int)((frame * common->Get_com_engineHz_numerator()) / common->Get_com_engineHz_denominator()); } // Rounds DOWN to the nearest frame ID_INLINE int MSEC_TO_FRAME_FLOOR(int msec) { return (int)((((int64_t)msec * common->Get_com_engineHz_denominator()) + (common->Get_com_engineHz_denominator() - 1)) / common->Get_com_engineHz_numerator()); } // Rounds UP to the nearest frame ID_INLINE int MSEC_TO_FRAME_CEIL(int msec) { return (int)((((int64_t)msec * common->Get_com_engineHz_denominator()) + (common->Get_com_engineHz_numerator() - 1)) / common->Get_com_engineHz_numerator()); } // Aligns msec so it starts on a frame bondary ID_INLINE int MSEC_ALIGN_TO_FRAME(int msec) { return FRAME_TO_MSEC(MSEC_TO_FRAME_CEIL(msec)); } #endif /* !__COMMON_H__ */