// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // System specific interface stuff. // //----------------------------------------------------------------------------- #ifndef __I_SYSTEM__ #define __I_SYSTEM__ #include "d_ticcmd.h" #include "d_event.h" #ifdef __GNUG__ #pragma interface #endif // A check to determine which control system to compile for //#define EMULATOR_CONTROLS 1 #include // Since it isn't defined by ndless for some reason, define the ON key here //#define KEY_NSPIRE_ON KEY_(0x10, 0x200) static const t_key KEY_NSPIRE_ON = KEYTPAD_(0x10, 0x200, _KEY_DUMMY_ROW, _KEY_DUMMY_COL); // 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, // returns current time in tics. int I_GetTime (void); // Initializes the timer used by the function above void I_Init (void); // Resets the timer to avoid calckill void I_Restore (void); // // 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); //Helper functions void I_ShowDBox(const char* title, const char* msg); int toupper_int(int i); boolean access_ok(const char *file); void I_GetMainDir(char* dir); void I_Error (char *error, ...); //Set by I_Error() extern boolean fuck; //Set by I_GetMainDir() extern char* current_dir; //Access to Nspire registers #define MEM_BASE 0x90000000 #define LCD_CNTRST 0x900F0020 #define LCD_BASE 0xC0000000 //define GCNF_ADDR 0xC000001C #define GCNF_ADDR (has_colors?0xC0000018:0xC000001C) // CX PORT #define PAL_ADDR 0xC0000200 #define BFS_ADDR 0xC0000010 #endif //----------------------------------------------------------------------------- // // $Log:$ // //-----------------------------------------------------------------------------