shithub: choc

ref: 11178d5abc068eeadf32f5cc7379a1ac53fc470c
dir: /src/i_system.h/

View raw version
// Emacs style mode select   -*- C++ -*- 
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005 Simon Howard
//
// This program 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.
//
// This program 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 this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
// DESCRIPTION:
//	System specific interface stuff.
//
//-----------------------------------------------------------------------------


#ifndef __I_SYSTEM__
#define __I_SYSTEM__

#include "d_ticcmd.h"
#include "d_event.h"



// Called by DoomMain.
void I_Init (void);

// Called by startup code
// to get the ammount of memory to malloc
// for the zone management.
byte*	I_ZoneBase (int *size);


// Called by D_DoomLoop,
// called before processing any tics in a frame
// (just after displaying a frame).
// Time consuming syncronous operations
// are performed here (joystick reading).
// Can call D_PostEvent.
//
void I_StartFrame (void);


//
// Called by D_DoomLoop,
// called before processing each tic in a frame.
// Quick syncronous operations are performed here.
// Can call D_PostEvent.
void I_StartTic (void);

// Asynchronous interrupt functions should maintain private queues
// that are read by the synchronous functions
// to be converted into events.

// Either returns a null ticcmd,
// or calls a loadable driver to build it.
// This ticcmd will then be modified by the gameloop
// for normal input.
ticcmd_t* I_BaseTiccmd (void);


// Called by M_Responder when quit is selected.
// Clean exit, displays sell blurb.
void I_Quit (void);


// Allocates from low memory under dos,
// just mallocs under unix
byte* I_AllocLow (int length);

void I_Tactile (int on, int off, int total);


void I_Error (char *error, ...);


#endif