re3-wiiu/src/skel/crossplatform.h
2020-12-03 05:22:58 +03:00

151 lines
3.5 KiB
C++

#include <time.h>
// This is the common include for platform/renderer specific skeletons(glfw.cpp, win.cpp etc.) and using cross platform things (like Windows directories wrapper, platform specific global arrays etc.)
// Functions that's different on glfw and win but have same signature, should be located on platform.h.
enum eWinVersion
{
OS_WIN95 = 0,
OS_WIN98,
OS_WINNT,
OS_WIN2000,
OS_WINXP,
};
#if !defined(_MSC_VER) && !defined(__CWCC__)
char *_strdate(char *buf);
#endif
#ifdef _WIN32
// As long as WITHWINDOWS isn't defined / <Windows.h> isn't included, we only need type definitions so let's include <IntSafe.h>.
// NOTE: It's perfectly fine to include <Windows.h> here, but it can increase build size and time in *some* conditions, and maybe substantially in future if we'll use crossplatform.h more.
#ifndef _INC_WINDOWS
#include <IntSafe.h>
#endif
#if defined RW_D3D9 || defined RWLIBS
#include "win.h"
#endif
extern DWORD _dwOperatingSystemVersion;
#define fcaseopen fopen
#else
char *strupr(char *str);
char *strlwr(char *str);
enum {
LANG_OTHER,
LANG_GERMAN,
LANG_FRENCH,
LANG_ENGLISH,
LANG_ITALIAN,
LANG_SPANISH,
};
enum {
SUBLANG_OTHER,
SUBLANG_ENGLISH_AUS
};
extern long _dwOperatingSystemVersion;
char *casepath(char const *path, bool checkPathFirst = true);
FILE *_fcaseopen(char const *filename, char const *mode);
#define fcaseopen _fcaseopen
#endif
#ifdef RW_GL3
typedef struct
{
GLFWwindow* window;
RwBool fullScreen;
RwV2d lastMousePos;
double mouseWheel; // glfw doesn't cache it
bool cursorIsInWindow;
RwInt8 joy1id;
RwInt8 joy2id;
}
psGlobalType;
#define PSGLOBAL(var) (((psGlobalType *)(RsGlobal.ps))->var)
void CapturePad(RwInt32 padID);
void joysChangeCB(int jid, int event);
#endif
#ifdef DONT_TRUST_RECOGNIZED_JOYSTICKS
extern char gSelectedJoystickName[128];
#endif
enum eGameState
{
GS_START_UP = 0,
GS_INIT_LOGO_MPEG,
GS_LOGO_MPEG,
GS_INIT_INTRO_MPEG,
GS_INTRO_MPEG,
GS_INIT_ONCE,
GS_INIT_FRONTEND,
GS_FRONTEND,
GS_INIT_PLAYING_GAME,
GS_PLAYING_GAME,
};
extern RwUInt32 gGameState;
RwBool IsForegroundApp();
#ifndef MAX_PATH
#if !defined _WIN32 || defined __MINGW32__
#define MAX_PATH PATH_MAX
#else
#define MAX_PATH 260
#endif
#endif
// Codes compatible with Windows and Linux
#ifndef _WIN32
#define DeleteFile unlink
// Needed for save games
struct SYSTEMTIME {
RwUInt16 wYear;
RwUInt16 wMonth;
RwUInt16 wDayOfWeek;
RwUInt16 wDay;
RwUInt16 wHour;
RwUInt16 wMinute;
RwUInt16 wSecond;
RwUInt16 wMilliseconds;
};
void GetLocalTime_CP(SYSTEMTIME* out);
#define GetLocalTime GetLocalTime_CP
#define OutputDebugString(s) re3_debug("[DBG-2]: %s\n",s)
#endif
// Compatible with Linux/POSIX and MinGW on Windows
#ifndef _WIN32
#include <iostream>
#include <dirent.h>
#include <sys/types.h>
#include <sys/stat.h>
#include <langinfo.h>
#include <unistd.h>
typedef void* HANDLE;
#define INVALID_HANDLE_VALUE NULL
#define FindClose(h) closedir((DIR*)h)
#define LOCALE_USER_DEFAULT 0
#define DATE_SHORTDATE 0
struct WIN32_FIND_DATA {
char extension[32]; // for searching
char folder[32]; // for searching
char cFileName[256]; // because tSkinInfo has it 256
time_t ftLastWriteTime;
};
HANDLE FindFirstFile(const char*, WIN32_FIND_DATA*);
bool FindNextFile(HANDLE, WIN32_FIND_DATA*);
void FileTimeToSystemTime(time_t*, SYSTEMTIME*);
void GetDateFormat(int, int, SYSTEMTIME*, int, char*, int);
#endif