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|
<html>
<head>
<meta http-equiv="Content-Type"
content="text/html; charset=iso-8859-1">
<meta name="GENERATOR" content="Microsoft FrontPage Express 2.0">
<title>viDOOM - Free Software DOOM editor</title>
</head>
<body>
<h1 align="center">Porting viDOOM</h1>
<p>This document is provided in case anyone wishes to port viDOOM
to a new platform. Below is an indication of what OS dependent
routines must be provided and what configuration needs to be
done. It is requested that any ports are also released as Free
Software.</p>
<ul>
<li><a href="#MAKEFILE">Makefile configuration</a></li>
<li><a href="#INI">INI File</a></li>
<li><a href="#FILES">Files</a></li>
<li><a href="#MAIN">Main entry point</a></li>
<li><a href="#GFX_H">Graphics and input</a></li>
<li><a href="#PLATGUI_H">Platform GUI</a></li>
<li><a href="#FILE_H">File interface</a></li>
<li><a href="#MEM_H">Memory allocation</a></li>
<li><a href="#RUNCMD_H">External command execution</a></li>
<li><a href="#VSTRING_H">String functions</a></li>
<li><a href="#INSTALLATION">Installation script</a></li>
<li><a href="#DOCUMENTATION">Documentation</a></li>
</ul>
<hr>
<h2><a name="MAKEFILE"></a>Makefile configuration</h2>
<p><strong><u>makefile</u></strong></p>
<p><a name="MAKEPLAT"></a>Set the variable <strong>MAKEPLAT</strong>
to the name of your platform, eg.</p>
<p><tt>MAKEPLAT=</tt><em><tt>OS</tt></em></p>
<p>You will then need to create a matching file the <strong>make</strong>
subdirectoy called <em>OS</em>.cfg. Also all the OS dependent C
source should go into a subdirectory defined in the following
make config file by the <strong>PLATFORM</strong> variable. See
the <a href="#FILES">Files</a> section for an overview of these
files.</p>
<p><a name="MAKE_CONFIG"></a><strong><u>make config file</u></strong></p>
<p>The following values need to be set in the file <strong>make</strong><em><strong>/OS</strong></em><strong>.cfg</strong>:</p>
<table border="1" cellpadding="3">
<tr>
<td valign="top" nowrap><strong><tt>CC</tt></strong></td>
<td valign="top">Set to the name of the C compiler.</td>
</tr>
<tr>
<td valign="top" nowrap><strong><tt>LD</tt></strong></td>
<td valign="top">The name of the linker.</td>
</tr>
<tr>
<td valign="top" nowrap><a name="PLATFORMVAR"></a><strong><tt>PLATFORM</tt></strong></td>
<td valign="top">The name of the subdirectory containing
the OS dependent C sources. The idea of defineing this
here, rather than using the MAKEPLAT variable defined in
the top level makefile, is so that different
configurations can share sources. i.e. An X11 port may
use the same code for all the unix platforms, but each
machine may require slightly different configuration
(library search paths for example).</td>
</tr>
<tr>
<td valign="top" nowrap><strong><tt>EXE_EXT</tt></strong></td>
<td valign="top">An extension to add to the executable
name, e.g.<br>
<tt>EXE_EXT=.EXE</tt></td>
</tr>
<tr>
<td valign="top" nowrap><strong><tt>OBJ_EXT</tt></strong></td>
<td valign="top">The extension used in this OS to denote
object files produced by the C compiler. Generally:<br>
<tt>OBJ_EXT=.o</tt></td>
</tr>
<tr>
<td valign="top" nowrap><strong><tt>LIBS</tt></strong></td>
<td valign="top">Any extra libraries to link in with
viDOOM for the OS dependent routines.</td>
</tr>
<tr>
<td valign="top" nowrap><strong><tt>EXRACF</tt></strong></td>
<td valign="top">Any extra C flags required when
compiling the sources. Use it to enable optimisations and
to include any extra include paths required by this OS.</td>
</tr>
<tr>
<td valign="top" nowrap><strong><tt>EXTRALF</tt></strong></td>
<td valign="top">Any extra flags required when linking
viDOOM. Use it to enable include any extra librarypaths
required by this OS.</td>
</tr>
<tr>
<td valign="top" nowrap><strong><tt>DIRSEP</tt></strong></td>
<td valign="top">The directory seperator character for
this OS. The character must be included in quotes, e.g.<font
face="Courier New"><tt><br>
</tt></font><tt>DIRSEP="/"</tt></td>
</tr>
<tr>
<td valign="top" nowrap><strong><tt>MATHLIB</tt></strong></td>
<td valign="top">The options required to include the
maths library when linking.</td>
</tr>
<tr>
<td valign="top" nowrap><strong><tt>TRACEFORM</tt></strong></td>
<td valign="top">This variable is a printf format string
and the arguments to the format. This string is used to
provide a tracing function used to track bugs in the
editor. A simple, portable example is:<br>
<tt>TRACEFORM="%s:%d",__FILE__,__LINE__</tt><p>It
can just be defined to an empty string if you are not
compiling the debug version.</p>
</td>
</tr>
<tr>
<td valign="top" nowrap><strong><tt>EXEFLAG</tt></strong></td>
<td valign="top">The flag to provide to the linker to
generate an exectuable. The flag is used in a rule
something like this:<br>
<tt>$(LD) $(EXTRALF) $(EXEFLAG) vidoom$(EXE_EXT)
$(ALL+VIDOOM_OBJECTS)</tt></td>
</tr>
<tr>
<td valign="top" nowrap><strong><tt>OBJFLAG</tt></strong></td>
<td valign="top">The flag to provide to the C compiler to
generate an object file from the supplied C source. The
flag is used in a rule something like this:<br>
<tt>$(CC) $(EXTRACF) $(OBJFLAG) file.c</tt></td>
</tr>
<tr>
<td valign="top" nowrap><strong><tt>DEFINEFLAG</tt></strong></td>
<td valign="top">The flag to provide to the C compiler
with pre-processor definition from the command line. The
flag is used in a rule something like this (note no space
after the DEFINEFLAG - if there is a space between the
switch and the argument put it in this variable
definition):<br>
<tt>$(CC) $(EXTRACF) $(OBJFLAG) $(DEFINEFLAG)MACRO=value
file.c</tt></td>
</tr>
<tr>
<td valign="top" nowrap><strong><tt>INCFLAG</tt></strong></td>
<td valign="top">The flag to provide to the C compiler
with extra directories in which the pre-processor
searches for include files. The flag is used in a rule
something like this (note no space after the INCFLAG - if
there is a space between the switch and the argument put
it in this variable definition):<br>
<tt>$(CC) $(EXTRACF) $(OBJFLAG) $(INCFLAG)include_dir
file.c</tt></td>
</tr>
<tr>
<td valign="top" nowrap><strong><tt>MAKEINSTALL</tt></strong></td>
<td valign="top">The command used to execute the <strong>install</strong>
makefile as described in the <a href="#INSTALLATION">installation
script </a>section. The command must define the
INSTALLDIR variable for the makefile and invoke the first
rule in the install makefile.<p>For instance, using a
normal unix/GCC type make command, this would be:<br>
<tt>make INSTALL_DIR='$(INSTALL_DIR)' -f install</tt></p>
</td>
</tr>
</table>
<hr>
<h2><a name="INI"></a>INI File</h2>
<p>If your port requires or wants configuration to be set at
tun-time from the INI file, it is best to place it a
system-dependent section called the same as the <em>OS</em> value
you set <a href="#MAKEPLAT">MAKEPLAT</a> to for this platform,
e.g.</p>
<p><tt>[</tt><em><tt>OS</tt></em><tt>]<br>
guimode=3D</tt></p>
<hr>
<h2><a name="FILES"></a>Files</h2>
<p>The following files are the minimum that must be provided by
the platform:</p>
<table border="1" cellpadding="3">
<tr>
<td valign="top" nowrap><strong>make/</strong><em><strong>OS</strong></em><strong>.cfg</strong></td>
<td valign="top">The make config file. Described in the <a
href="#MAKE_CONFIG">previous section</a>.</td>
</tr>
<tr>
<td valign="top" nowrap><strong>main.c</strong></td>
<td valign="top">This goes in the <a href="#PLATFORMVAR">platform
directory</a> and provides the <a href="#MAIN">startup
code</a> for the operating system.</td>
</tr>
<tr>
<td valign="top" nowrap><strong>gfx.c</strong></td>
<td valign="top">This goes in the <a href="#PLATFORMVAR">platform
directory</a> and provides the <a href="#GFX_H">low level
graphics and input</a>.</td>
</tr>
<tr>
<td valign="top" nowrap><strong>platgui.c</strong></td>
<td valign="top">This goes in the <a href="#PLATFORMVAR">platform
directory</a> and provides the <a href="#PLATGUI_H">system
dependent GUI</a>.</td>
</tr>
<tr>
<td valign="top" nowrap><strong>file.c</strong></td>
<td valign="top">This goes in the <a href="#PLATFORMVAR">platform
directory</a> and provides the portable part of the <a
href="#FILE_H">file system interface</a>.</td>
</tr>
<tr>
<td valign="top" nowrap><strong>mem.c</strong></td>
<td valign="top">This goes in the <a href="#PLATFORMVAR">platform
directory</a> and provides the <a href="#MEM_H">memory
handling</a>.</td>
</tr>
<tr>
<td valign="top" nowrap><strong>runcmd.c</strong></td>
<td valign="top">This goes in the <a href="#PLATFORMVAR">platform
directory</a> and provides the method for <a
href="#RUNCMD_H">running external commands</a>.</td>
</tr>
<tr>
<td><strong>vstring.c</strong></td>
<td>This goes in the <a href="#PLATFORMVAR">platform
directory</a> and provides functions for <a
href="#VSTRING_H">string comparisons</a>.</td>
</tr>
<tr>
<td valign="top" nowrap><strong>install</strong></td>
<td valign="top">This goes in the <a href="#PLATFORMVAR">platform
directory</a> and is the makefile invoked to <a
href="#INSTALLATION">install viDOOM</a>.</td>
</tr>
</table>
<hr>
<h2><a name="MAIN"></a>Main entry point</h2>
<p><strong><u>main.c</u></strong></p>
<p>The OS dependent code must provide it's own main (this is to
allow for various non-standard environments where main() is not
the standard entry point). The entry point must do any OS
dependent initialisations then invoke the following entry point
to start up viDOOM:</p>
<p><tt>int viDOOM(int argv, char *argv[])</tt></p>
<p>If the OS uses main() as an entry point the following example
could be enough:</p>
<pre>int main(int argc,char *argv[])
{
return (viDOOM(argc,argv));
}</pre>
<hr>
<h2><a name="GFX_H"></a>Graphics and input</h2>
<p><strong><u>gfx.c</u></strong></p>
<p>This provides the low-level graphics access and interfaces to
keyboard and mouse. The GFX object is expected to work on a weak,
semi-event driven basis for keyboard/mouse access. The following
are the basic assumptions about the GFX interface:</p>
<ul>
<li>A true, or hicolor, display.</li>
<li>A Fixed font.</li>
<li>Default origin is in the top left of the display, with X
positve along and Y positive down.</li>
<li>A buffered display. The screen contents should not change
until GFX_redraw() is called. If not honoured viDOOM
should still work up to a point, but it's use of the XOR
mode may not be apparent to the user.</li>
<li>Colours are represented using an int, with 8 bits each
for the red, green and blue component. The int used to
define the colour, when viewed in hex, would look like <tt>0xRRGGBB</tt>.
Some examples are:<ul type="disc">
<li><tt>0xFF0000</tt> - Red</li>
<li><tt>0x00FF00</tt> - Green</li>
<li type="disc"><tt>0x0000FF</tt> - Blue</li>
<li><tt>0xFFFFFF</tt> - White</li>
<li><tt>0x808080</tt> - 50% grey</li>
<li><tt>0x000000</tt> - Black</li>
</ul>
</li>
</ul>
<p>The following types are defined and used by the GFX object :</p>
<table border="1" cellpadding="3">
<tr>
<td valign="top" nowrap><pre>typedef void *GFX_IMAGE; </pre>
</td>
<td valign="top">This is an opaque type provided to allow
the GFX object to provide whatever is required to
reference a bitmap on the machine.</td>
</tr>
<tr>
<td valign="top" nowrap><pre>typedef struct
{
int w;
int h;
int pal[256];
unsigned char *data;
} GFX_BITMAP; </pre>
</td>
<td valign="top">This type represents the bitmap objects
that viDOOM defines. These bitmaps are converted into
GFX_IMAGE prior to use. The fields are: <table border="0"
cellpadding="3" cellspacing="6">
<tr>
<td valign="top" nowrap>w</td>
<td valign="top" nowrap>-</td>
<td valign="top">width of bitmap</td>
</tr>
<tr>
<td valign="top" nowrap>h</td>
<td valign="top" nowrap>-</td>
<td valign="top">height of bitmap</td>
</tr>
<tr>
<td valign="top" nowrap>pal[256]</td>
<td valign="top" nowrap>-</td>
<td valign="top">The pallete used to define the
bitmap. Each bitmap pixel is an index into this
array of RGB values. Each entry is an integer,
that when represented in hex would define the RGB
triplet as 0xRRGGBB.</td>
</tr>
<tr>
<td valign="top" nowrap>*data</td>
<td valign="top" nowrap>-</td>
<td valign="top">A pointer to the data of the
bitmap. This should be accessed using pointer
arithmetic as *(data+(x)+(y*w))</td>
</tr>
</table>
</td>
</tr>
<tr>
<td valign="top" nowrap><pre>typedef struct
{
int type;
int shift;
int ctrl;
int alt;
char ascii;
int code;
} GFXKey;</pre>
</td>
<td valign="top">This defines an object for reporting key
presses. The fields are:<table border="0" cellpadding="3"
cellspacing="6">
<tr>
<td valign="top" nowrap>type</td>
<td valign="top" nowrap>-</td>
<td valign="top">The type of event. This field is
just used to line up with the event union defined
later on. Should just hold GFX_KEY_EVENT.</td>
</tr>
<tr>
<td valign="top" nowrap>shift</td>
<td valign="top" nowrap>-</td>
<td valign="top">TRUE if the Shift key is being
pressed.</td>
</tr>
<tr>
<td valign="top" nowrap>ctrl</td>
<td valign="top" nowrap>-</td>
<td valign="top">TRUE if the Control key is being
pressed.</td>
</tr>
<tr>
<td valign="top" nowrap>alt</td>
<td valign="top" nowrap>-</td>
<td valign="top">TRUE if the Alt key is being
pressed.</td>
</tr>
<tr>
<td valign="top" nowrap>ascii</td>
<td valign="top" nowrap>-</td>
<td valign="top">The ASCII code of the character
read. If the key is not an ASCII key (e.g. a
function key) this field should be zero.</td>
</tr>
<tr>
<td valign="top" nowrap>code</td>
<td valign="top" nowrap>-</td>
<td valign="top">Holds the code for non-ASCII
keys, e.g. GFX_F1. This field should be set to
GFX_ASCII for key presses reported through the
ascii field.</td>
</tr>
</table>
</td>
</tr>
<tr>
<td valign="top" nowrap><pre>typedef struct GFXMouse
{
int type;
int shift;
int ctrl;
int alt;
int x;
int y;
int b;
} GFXMouse;</pre>
</td>
<td valign="top">This defines the type for reporting
mouse movements and button presses. The fields are:<table
border="0" cellpadding="3" cellspacing="6">
<tr>
<td valign="top" nowrap>type</td>
<td valign="top" nowrap>-</td>
<td valign="top">The type of event. This field is
just used to line up with the event union defined
later on. Should just hold GFX_MOUSE_EVENT.</td>
</tr>
<tr>
<td valign="top" nowrap>shift</td>
<td valign="top" nowrap>-</td>
<td valign="top">TRUE if the Shift key is being
pressed.</td>
</tr>
<tr>
<td valign="top" nowrap>ctrl</td>
<td valign="top" nowrap>-</td>
<td valign="top">TRUE if the Control key is being
pressed.</td>
</tr>
<tr>
<td valign="top" nowrap>alt</td>
<td valign="top" nowrap>-</td>
<td valign="top">TRUE if the Alt key is being
pressed.</td>
</tr>
<tr>
<td valign="top" nowrap>x</td>
<td valign="top" nowrap>-</td>
<td valign="top">The X co-ordinate of the mouse,
relative to the top left of the display.</td>
</tr>
<tr>
<td valign="top" nowrap>y</td>
<td valign="top" nowrap>-</td>
<td valign="top">The Y co-ordinate of the mouse,
relative to the top left of the display.</td>
</tr>
<tr>
<td valign="top" nowrap>b</td>
<td valign="top" nowrap>-</td>
<td valign="top">The currently pressed buttons.
This should be made up of a bit mask composed
from GFX_BUTLEFT, GFX_BUTMIDDLE and GFX_BUTRIGHT.</td>
</tr>
</table>
</td>
</tr>
<tr>
<td valign="top" nowrap><pre>typedef union GFXEvent
{
int type;
GFXKey key;
GFXMouse mouse;
} GFXEvent;</pre>
</td>
<td valign="top">This defines the type for reporting
events (a combination of both mouse movements or key
presses). The fields are:<table border="0"
cellpadding="3" cellspacing="6">
<tr>
<td valign="top" nowrap>type</td>
<td valign="top" nowrap>-</td>
<td valign="top">The type of event. This field is
just used to decide which of the other two fields
should be accessed to get the event information.
This field must be GFX_MOUSE_EVENT or
GFX_KEY_EVENT.</td>
</tr>
<tr>
<td valign="top" nowrap>key</td>
<td valign="top" nowrap>-</td>
<td valign="top">The GFXKey structure defining
the event if this is a GFX_KEY_EVENT.</td>
</tr>
<tr>
<td valign="top" nowrap>mouse</td>
<td valign="top" nowrap>-</td>
<td valign="top">The GFXMouse structure defining
the event if this is a GFX_MOUSE_EVENT.</td>
</tr>
</table>
</td>
</tr>
</table>
<p>The following interfaces must be supplied by the GFX object:</p>
<p><strong><tt>void GFX_init(void)</tt></strong></p>
<blockquote>
<p>Initialises the GFX object. No other GFX interfaces are
called prior to this, with the possible (though current not
used) exception of <strong><tt>GFX_exit()</tt></strong>.</p>
</blockquote>
<p><strong><tt>void GFX_close(void)</tt></strong></p>
<blockquote>
<p>Called when viDOOM is terminating. Note that other (none
system dependent) processing may go on between calling this
and then invoking <strong><tt>exit()</tt></strong> or <strong><tt>return()</tt></strong>.</p>
</blockquote>
<p><strong><tt>GFX_IMAGE GFX_create_image(GFX_BITMAP *bm)</tt></strong></p>
<blockquote>
<p>Should create a GFX_IMAGE from the passed bitmap <em>bm</em>.</p>
</blockquote>
<p><strong><tt>void GFX_destroy_image(GFX_IMAGE img)</tt></strong></p>
<blockquote>
<p>Release the bitmap object pointed to by <em>img</em>.</p>
</blockquote>
<p><strong><tt>void GFX_draw_image(GFX_IMAGE img, int x, int y)</tt></strong></p>
<blockquote>
<p>Draws <em>img</em> with it's top-left co-ordinate
represented by <em>x,y</em>. This function should implement
any necessary clipping when drawing the bitmap.</p>
</blockquote>
<p><strong><tt>void GFX_fill_screen(GFX_IMAGE img)</tt></strong></p>
<blockquote>
<p>Should fill the screen with the image, scaled if
necessary. Note that this call is just used for the menu
backdrop, so if it cannot be honoured no harm will be done.</p>
</blockquote>
<p><a name="GFX_OPEN"></a><strong><tt>void GFX_open(int width,
int height)</tt></strong></p>
<blockquote>
<p>Opens the display (or window or whatever) with the
specified <em>width</em> and <em>height</em>. Note that
failures in here should terminate the program.</p>
</blockquote>
<p><strong><tt>void GFX_clear(int col)</tt></strong></p>
<blockquote>
<p>This clears the display to the passed colour <em>col</em>.</p>
</blockquote>
<p><strong><tt>void GFX_redraw(void)</tt></strong></p>
<blockquote>
<p>This redraws the contents of the screen. All drawing
operations should not update the actual screen till this is
called (i.e. the display should be buffered).</p>
</blockquote>
<p><strong><tt>void GFX_line(int x1, int y1, int x2, int y2, int
col)</tt></strong></p>
<blockquote>
<p>Draw a line from <em>x1,y1</em> to <em>x2,y2</em> in
colour <em>col</em>.</p>
</blockquote>
<p><strong><tt>void GFX_plot(int x, int y, int col)</tt></strong></p>
<blockquote>
<p>Plot the point <em>x,y</em> in colour <em>col</em>.</p>
</blockquote>
<p><strong><tt>void GFX_circle(int x, int y, int r, int col)<br>
void GFX_fcircle(int x, int y, int r, int col)</tt></strong></p>
<blockquote>
<p>Draw a circle centred on <em>x,y</em> with a radius <em>r</em>
and in colour <em>col</em>. The <strong>fcircle</strong>
version should draw a filled circle.</p>
</blockquote>
<p><strong><tt>void GFX_rect(int x, int y, int w, int h, int col)<br>
void GFX_frect(int x, int y, int w, int h, int col)</tt></strong></p>
<blockquote>
<p>Draw a rectangle with one corner at <em>x,y</em> and the
other corner at <em>(x+w),(y+h)</em> in colour <em>col</em>.
Note that zero length and negative width and heights must be
allowed. The <strong>frect </strong>version should draw a
filled rectangle.</p>
</blockquote>
<p><strong><tt>void GFX_set_XOR_mode(void)<br>
void GFX_clear_XOR_mode(void)</tt></strong></p>
<blockquote>
<p>This should set and clear XOR mode. Normally all GFX
operations should set the pixels to the colour specified, but
when XOR mode is enabled the pixel values should be XORed
into place.</p>
</blockquote>
<p><strong><tt>void GFX_print(int x, int y, int col, char *fmt,
...)</tt></strong></p>
<blockquote>
<p>Print the printf style arguments (<em>fmt</em> and <em>...</em>)
with their top left corner at <em>x,y</em> in colour <em>col</em>.
Note that text should rendered transparently.</p>
</blockquote>
<p><strong><tt>int GFX_fh(void)<br>
int GFX_fw(void)</tt></strong></p>
<blockquote>
<p>Return the height (GFX_fh) and width (GFX_fw) of the fixed
width font used for display purposes.</p>
</blockquote>
<p><strong><tt>int GFX_mouse_buttons(void)</tt></strong></p>
<blockquote>
<p>Returns the number of mouse buttons. This is just used as
check on initialisation as viDOOM expects at least 2 mouse
buttons.</p>
</blockquote>
<p><strong><tt>int GFX_mouse(int *x, int *y)</tt></strong></p>
<blockquote>
<p>Return the current point position in <em>x</em> and <em>y</em>.
If any of the passed pointers are NULL that variable should
be ignored.</p>
</blockquote>
<p><strong><tt>void GFX_waitkey(GFXKEy *key)</tt></strong></p>
<blockquote>
<p>Waits for a <em>key</em> to be pressed and returns the key
press in <em>key</em>. If <em>key</em> is NULL simply wait
for a key press.</p>
</blockquote>
<p><strong><tt>int GFX_key(GFXKey *key)</tt></strong></p>
<blockquote>
<p>Returns TRUE if a key has been pressed and returns the
keypress in <em>key</em>. Returns FALSE if there is no
outstanding keypresses, in which case the contents of <em>key</em>
are undefined.</p>
</blockquote>
<p><strong><tt>void GFX_bounce(void)</tt></strong></p>
<blockquote>
<p>Waits for all keys and mouse buttons to be released. On a
real event-driven system could be ignored, or flush any
outstanding events.</p>
</blockquote>
<p><strong><tt>void GFX_await_input(GFXEvent *ev)</tt></strong></p>
<blockquote>
<p>Waits for either a keypress or a mouse button to be
pressed and fills in <em>ev</em> accordingly.</p>
</blockquote>
<p><strong><tt>void GFX_await_input_full(GFXEvent *ev)</tt></strong></p>
<blockquote>
<p>Waits for either a keypress, a mouse button to be pressed
or the mouse to be moved and fills in <em>ev</em>
accordingly.</p>
</blockquote>
<p><strong><tt>void GFX_exit(int code, char *fmt, ...)</tt></strong></p>
<blockquote>
<p>This call should do any necessary tidying of the display
(switching from graphics mode, closing windows, whatever)
then display the printf style arguments (<em>fmt</em> and <em>...</em>)
and the exit with the passed return <em>code</em>.</p>
</blockquote>
<p><strong><tt>void GFX_save_screen(char *path)</tt></strong></p>
<blockquote>
<p>This call need not be supported. It just allows screen
grabs to be captured when viDOOM is compiled with debug
information. If supported it should just save a bitmap in the
file pointed to by <em>path</em>.</p>
</blockquote>
<hr>
<h2><a name="PLATGUI_H"></a>Platform GUI</h2>
<p><strong><u>platgui.c</u></strong></p>
<p>This provides access to the platform's GUI routines.</p>
<p>The following types are defined and used by the PLATGUI object
:</p>
<table border="1" cellpadding="3">
<tr>
<td valign="top" nowrap><pre>typedef struct
{
char *text;
GFX_IMAGE img;
int client_index;
} PLAT_IMG_PICKLIST;</pre>
</td>
<td valign="top">This structure is used to define a
picklist that has graphical images and client defined
values attached to them. This is used for selection of
textures, flats and sprites (things) in viDOOM.<p>The
fields in the structure are:</p>
<table border="0" cellpadding="3" cellspacing="6">
<tr>
<td valign="top" nowrap>text</td>
<td valign="top" nowrap>-</td>
<td valign="top">This defines the text for a
picklist entry. NULL marks the end of the list of
picklist entries.</td>
</tr>
<tr>
<td valign="top" nowrap>img</td>
<td valign="top" nowrap>-</td>
<td valign="top">The GFX_IMAGE to associate with
this entry. Can be NULL to indicate show no
image.</td>
</tr>
<tr>
<td valign="top" nowrap>client_index</td>
<td valign="top" nowrap>-</td>
<td valign="top">The value returned if this item
is selected.</td>
</tr>
</table>
</td>
</tr>
<tr>
<td valign="top" nowrap><pre>typedef struct
{
char *text;
int client_index;
} PLAT_PICKLIST;</pre>
</td>
<td valign="top">This structure is used to define a
picklist that has client defined values attached to the
entries.<p>The fields in the structure are:</p>
<table border="0" cellpadding="3" cellspacing="6">
<tr>
<td valign="top" nowrap>text</td>
<td valign="top" nowrap>-</td>
<td valign="top">This defines the text for a
picklist entry. NULL marks the end of the list of
picklist entries.</td>
</tr>
<tr>
<td valign="top" nowrap>client_index</td>
<td valign="top" nowrap>-</td>
<td valign="top">The value returned if this item
is selected.</td>
</tr>
</table>
</td>
</tr>
<tr>
<td valign="top" nowrap><pre>typedef struct
{
char *text;
int client_index;
} PLAT_MENU;</pre>
</td>
<td valign="top">This structure is used to define menu
entries that have client defined values attached to them.<p>The
fields in the structure are:</p>
<table border="0" cellpadding="3" cellspacing="6">
<tr>
<td valign="top" nowrap>text</td>
<td valign="top" nowrap>-</td>
<td valign="top">This defines the text for the
menu entry. NULL marks the end of the list of
menu entries.</td>
</tr>
<tr>
<td valign="top" nowrap>client_index</td>
<td valign="top" nowrap>-</td>
<td valign="top">The value returned if this item
is selected.</td>
</tr>
</table>
</td>
</tr>
<tr>
<td valign="top" nowrap><pre>typedef struct
{
char *text;
int client_index;
} PLAT_RADIO;</pre>
</td>
<td valign="top">This structure is used to define entries
for a radio style picklist (i.e. where only one option
can be chosen) that have client defined values attached
to them.<p>The fields in the structure are:</p>
<table border="0" cellpadding="3" cellspacing="6">
<tr>
<td valign="top" nowrap>text</td>
<td valign="top" nowrap>-</td>
<td valign="top">This defines the text for the
radio button. NULL marks the end of the list of
radio button entries.</td>
</tr>
<tr>
<td valign="top" nowrap>client_index</td>
<td valign="top" nowrap>-</td>
<td valign="top">The value returned if this item
is selected.</td>
</tr>
</table>
</td>
</tr>
<tr>
<td valign="top" nowrap><pre>typedef struct
{
char *text;
int type;
union /* Data */
{
int i;
char s[PLAT_DIAL_MAXSTRLEN+1];
double d;
} data;
} PLAT_DIALOG;</pre>
</td>
<td valign="top">This structure is used to define entries
for a simple dialog.<p>The fields in the structure are:</p>
<table border="0" cellpadding="3" cellspacing="6">
<tr>
<td valign="top" nowrap>text</td>
<td valign="top" nowrap>-</td>
<td valign="top">This defines the text for this
field in the dialog. NULL marks the end of the
list of dialog entries.</td>
</tr>
<tr>
<td valign="top" nowrap>type</td>
<td valign="top" nowrap>-</td>
<td valign="top">The type of field this is.
Possible values are PLAT_DIAL_STRING,
PLAT_DIAL_INTEGER and PLAT_DIAL_DOUBLE.</td>
</tr>
<tr>
<td valign="top" nowrap>data.i</td>
<td valign="top" nowrap>-</td>
<td valign="top">This is the field that is
displayed and updated on exit if the type is
PLAT_DIAL_INTEGER.</td>
</tr>
<tr>
<td valign="top" nowrap>data.s</td>
<td valign="top" nowrap>-</td>
<td valign="top">This is the field that is
displayed and updated on exit if the type is
PLAT_DIAL_STRING.</td>
</tr>
<tr>
<td valign="top" nowrap>data.d</td>
<td valign="top" nowrap>-</td>
<td valign="top">This is the field that is
displayed and updated on exit if the type is
PLAT_DIAL_DOUBLE.</td>
</tr>
</table>
</td>
</tr>
</table>
<p>Note that along with the types, the following predifined
values are set (these are read from the INI file). Note that they
shold be considered to be unset until immediately prior to
viDOOM's call to <strong><tt>GUI_setscreen()</tt></strong>:</p>
<table border="1" cellpadding="3">
<tr>
<td valign="top" nowrap><strong>GUI_HI</strong></td>
<td valign="top">The brightest colour used to draw the 3D
looking interface.</td>
</tr>
<tr>
<td valign="top" nowrap><strong>GUI_MID</strong></td>
<td valign="top">The medium colour used to draw the 3D
looking interface.</td>
</tr>
<tr>
<td valign="top" nowrap><strong>GUI_LO</strong></td>
<td valign="top">The darkest colour used to draw the 3D
looking interface.</td>
</tr>
<tr>
<td valign="top" nowrap><strong>GUI_TEXT</strong></td>
<td valign="top">The colour of text.</td>
</tr>
<tr>
<td valign="top" nowrap><strong>GUI_TEXTSHADOW</strong></td>
<td valign="top">The colour of the shadow behind text.
This is only really used by viDOOM's own portable GUI
routines.</td>
</tr>
<tr>
<td valign="top" nowrap><strong>GUI_BOLD</strong></td>
<td valign="top">The colour of bold text (used for
titles).</td>
</tr>
</table>
<h3>Functions</h3>
<p>The following interfaces are defined by the PLATGUI object.
Note that all these calls are assumed to not destory screen
contents (ie. the screen should be restored after displaying the
GUI object):</p>
<p><strong><tt>void GUI_setscreen(int width, int height)</tt></strong></p>
<blockquote>
<p>Once the display has been opened with <a href="#GFX_OPEN"><strong>GFX_open()</strong></a>
then this is called to inform the platform's GUI routines of
the display size.</p>
</blockquote>
<p><strong><tt>int GUI_yesno(char *question)</tt></strong></p>
<blockquote>
<p>Display an alert with <em>question</em> in it and <em>Yes</em>
and <em>No</em> buttons. Returns TRUE if <em>Yes</em> is
pressed and FALSE if <em>No</em> is pressed.</p>
</blockquote>
<p><strong><tt>int GUI_menu(char *title, int x, int y, PLAT_MENU
menu[], int defval)</tt></strong></p>
<blockquote>
<p>Displays a menu with title <em>title</em> at position <em>x,y</em>.
The displayed items are taken from <em>menu</em>. The return
is the client_index field from the selected menu item, or <em>defval</em>
if the menu is cancelled.</p>
</blockquote>
<p><strong><tt>char *GUI_fsel(char *title, char *default_path,
char filter)</tt></strong></p>
<blockquote>
<p>Allows a file to be selected. The file selector should
have <em>title</em> for it's title and start selecting from
the <em>default_path</em>. If <em>filter </em>is NULL then
all files should be displayed, otherwise only files ending in
<em>filter</em>.</p>
<p>The return is NULL if the selector is cancelled. Otherwise
a pointer is returned containing the fully qualified path of
the selected file. This pointer must be dynamically allocated
and will be freed using <a href="#FRELEASE"><strong>FRelease()</strong></a>.</p>
</blockquote>
<p><strong><tt>int GUI_picklist(char *title, char *opts[])</tt></strong></p>
<blockquote>
<p>Displays a picklist with title <em>title</em>. The options
are taken from the array of character pointers <em>opts</em>.
The return value is the index of the selected item in <em>opts</em>
if selected, or -1 if the picklist is cancelled.</p>
</blockquote>
<p><strong><tt>int GUI_client_picklist(char *title, PLAT_PICKLIST
opts[], int defval)</tt></strong></p>
<blockquote>
<p>Displays a picklist with title <em>title</em>. The text
items to display are taken from <em>opts</em>. The return is
the client_index field from the selected picklist item, or <em>defval</em>
if the picklist is cancelled.</p>
</blockquote>
<p><strong><tt>int GUI_image_picklist(char *title,
PLAT_IMG_PICKLIST opts[], int defval)</tt></strong></p>
<blockquote>
<p>Displays a picklist with title <em>title</em>. The text
items and associated image to display are taken from <em>opts</em>.
The return is the client_index field from the selected
picklist item, or <em>defval</em> if the picklist is
cancelled.</p>
</blockquote>
<p><strong><tt>int GUI_radio_box(char *title, PLAT_RADIO opts[],
int current, int defval)</tt></strong></p>
<blockquote>
<p>Displays a dialog containing radio buttons with title <em>title</em>.
The text to display is taken from <em>opts</em>. The selected
object when the the radio box is first displayed is the
option who's client_index field matchs <em>current</em> (or
the first item if there is no match). The return is the
client_index field from the selected radio button, or <em>defval</em>
if the radio box is cancelled.</p>
</blockquote>
<p><strong><tt>int GUI_multi_box(char *title, char *opts[], int
*val)</tt></strong></p>
<blockquote>
<p>Display a mutli-selection radio box. The items are
described <em>opts</em>, which terminates with a NULL
pointer. <em>Val</em> points to a value which is used to
enable/disable the options dependent on the integers bit
setting. The integer pointed to by <em>val</em> is updated on
exit of the multi-selection box if it is not cancelled.</p>
<p>Note that the bit patterns are matched bit number to opt
index. ie.</p>
<ul>
<li>val & 0x0001 corresponds to opts[0]</li>
<li>val & 0x0002 corresponds to opts[1] ...</li>
<li>val & 0x0010 corresponds to opts[4] ...</li>
<li>val & 0x0100 corresponds to opts[8] ...</li>
<li>val & 0x8000 corresponds to opts[15]</li>
</ul>
<p>A maximum of 16 bits should be all that needs supporting
currently. The return is TRUE if the dialog is accepted,
otherwise FALSE.</p>
</blockquote>
<p><strong><tt>int GUI_dialog(char *title, int no, PLAT_DIALOG
dial[])</tt></strong></p>
<blockquote>
<p>Displays a dialog with the title <em>title</em>. The
fields for the dialog are extracted from <em>dial</em>, for
which there is expected to be <em>no</em> elements. The
return is TRUE if the dialog is accepted, or FALSE if it is
cancelled. On being cancelled the contents of the data union
withing the <em>dial</em> elements is undefined.</p>
</blockquote>
<hr>
<h2><a name="FILE_H"></a>File interface</h2>
<p><strong><u>file.c</u></strong></p>
<p>This provides access to various file system functions and also
provides some filename manipulation routines. The following
interfaces should be provided:</p>
<p><strong><tt>char *Pwd(void)</tt></strong></p>
<blockquote>
<p>This call should return the current working directory. The
return should be static.</p>
</blockquote>
<p><strong><tt>void Cd(char *path)</tt></strong></p>
<blockquote>
<p>This call should change the current working directory to <em>path</em>.</p>
</blockquote>
<p><strong><tt>char *Dirname(char *path)</tt></strong></p>
<blockquote>
<p>This call should return the directory part of <em>path</em>
if any. The return should be static.</p>
</blockquote>
<p><strong><tt>char *Basename(char *path)</tt></strong></p>
<blockquote>
<p>This call should return the filname part of <em>path</em>.
The return should be static, or a pointer into the <em>path</em>
parameter.</p>
</blockquote>
<p><strong><tt>int FileExists(char *path)</tt></strong></p>
<blockquote>
<p>This call should return TRUE if the file pointed to by <em>path</em>
exists.</p>
</blockquote>
<p><strong><tt>int FilenamesEqual(char *path1, char *path2)</tt></strong></p>
<blockquote>
<p>This call should return TRUE if the file pointed to by <em>path1</em>
and <em>path2</em> are the same file. At it's most basic
(e.g. like in the DOS port) it can simply makes sure that
directory seperators are in the same form and then does <strong>strcasecmp()</strong>
on the paths.</p>
</blockquote>
<hr>
<h2><a name="MEM_H"></a>Memory allocation</h2>
<p><strong><u>mem.c</u></strong></p>
<p>This provides memory allocation. While memory allocation can
generally be done portably using <tt>malloc()</tt> providing this
library just covers for any possible OS dependent twist. Also
these routines are expected to handle errors internally. In all
the interfaces <em>file</em> and <em>line</em> parameters are
included so that errors can be reported more accurately.</p>
<p>The following interfaces should be provided:</p>
<p><strong><tt>void *FGrab (char *file, int line, int len)</tt></strong></p>
<blockquote>
<p>This call should allocate <em>len</em> bytes and return a
pointer to it. A <em>len</em> of zero is valid. Memory should
be initialised to zero. Failure to allocate the memory should
terminate the program.</p>
</blockquote>
<p><strong><tt>void *FReGrab (char *file, int line, void *ptr,
int len)</tt></strong></p>
<blockquote>
<p>This call should re-allocate the memory pointed to by <em>ptr</em>
and return a new memory area of <em>len</em> bytes. The
original data pointed to by <em>ptr</em> should be copied to
the new memory area. Failure to allocate the memory should
terminate the program.</p>
</blockquote>
<p><strong><tt>char *FStrdup (char *file, int line, char *str)</tt></strong></p>
<blockquote>
<p>This call should allocate enough bytes to copy the nul
terminated <em>str</em> to it. The returned pointer should
point to the new copy of <em>str</em>.<em> </em>Failure to
allocate the memory should terminate the program.</p>
</blockquote>
<p><strong><tt>void *FCopy (char *file, int line, void *ptr, int
len)</tt></strong></p>
<blockquote>
<p>This call should allocate <em>len</em> bytes and copy <em>len</em>
bytes from <em>ptr</em> into the new area. The newly
allocated memory should be returned. Failure to allocate the
memory should terminate the program.</p>
</blockquote>
<p><a name="FRELEASE"></a><strong><tt>void FRelease (char *file,
int line, void *ptr)</tt></strong></p>
<blockquote>
<p>This call should release the memory pointed to by <em>ptr</em>,
which will have been allocated by FGrab, FReGrab, FStrdup or
FCopy.</p>
</blockquote>
<hr>
<h2><a name="RUNCMD_H"></a>External command execution</h2>
<p><strong><u>runcmd.c</u></strong></p>
<p>Provides a mechanism to run an external command. The following
interfaces should be provided:</p>
<p><strong><tt>int RunCommand(char *argv[], char *path)</tt></strong></p>
<blockquote>
<p>Run a command. Te output from the command (if there is
any) should NOT disturb the screen contents. The call should
return TRUE if the call succeeds, FALSE otherwise.</p>
<p>The <em>argv</em> list is an array of pointers to various
sections of the command and it's arguemnts, terminated with a
NULL pointer. Note that arguments may contain more than one
argument in each line - the actual command is described
simply by concatanating all the pointers together, eg.</p>
<p><tt>argv[0]="bsp"<br>
argv[1]="file.wad"<br>
argv[2]="-o file.wad"<br>
argv[3]=NULL</tt></p>
<p>The <em>path</em> argument is a place to copy the path to
a file where the output from the comand has been stored. If
this is not supported then the empty string should be
assigned to it. viDOOM will <tt>remove()</tt> the file after
it has read it.</p>
</blockquote>
<hr>
<h2><a name="VSTRING_H"></a>Portable String routines</h2>
<p><strong><u>vstring.c</u></strong></p>
<p>Provides common string functions that are not actually part of
the ANSI standard:</p>
<p><strong><tt>int StrCaseCmp(char *a, char *b)</tt></strong></p>
<blockquote>
<p>Performs in exactly the same way as the ANSI <tt>strcmp()</tt>
function, save for the fact that the case of the strings
being compared is ignored.</p>
</blockquote>
<p><strong><tt>int StrNCaseCmp(char *a, char *b)</tt></strong></p>
<blockquote>
<p>Performs in exactly the same way as the ANSI <tt>strncmp()</tt>
function, save for the fact that the case of the strings
being compared is ignored.</p>
</blockquote>
<hr>
<h2><a name="INSTALLATION"></a>Installation script</h2>
<p>Each platform should provide a makefile called <strong>install</strong>.
This is invoked from the top level makefile like this:</p>
<blockquote>
<p><tt>cd $(PLATFORM) ; $(MAKEINSTALL)</tt></p>
</blockquote>
<p>Note that the install makefile will be invoked with the <a
href="#PLATFORMVAR">PLATFORM</a> directory as the current working
directory.</p>
<p>The following files should be copied (where $SRC represents
the source build directory and $INSTALLDIR the install
directory):</p>
<table border="1" cellpadding="3">
<tr>
<td valign="top" nowrap><tt>$SRC/vidoom</tt></td>
<td valign="top"><tt>$INSTALLDIR/vidoom</tt><p>Note that
this file may have a system specific extension (e.g. .EXE
in DOS)</p>
</td>
</tr>
<tr>
<td valign="top" nowrap><tt>$SRC/LICENSE</tt></td>
<td valign="top"><tt>$INSTALLDIR/LICENSE</tt><p>The GNU
GPL <em><strong>must</strong></em> be copied into the
installation directory.</p>
</td>
</tr>
<tr>
<td valign="top" nowrap><tt>$SRC/base.ini</tt></td>
<td valign="top"><tt>$INSTALLDIR/vidoom.ini</tt></td>
</tr>
<tr>
<td valign="top" nowrap><tt>$SRC/*.cfg</tt></td>
<td valign="top"><tt>$INSTALLDIR/*.cfg</tt></td>
</tr>
<tr>
<td valign="top" nowrap><tt>$SRC/doc/*.htm</tt></td>
<td valign="top"><tt>$INSTALLDIR/doc/*.htm</tt></td>
</tr>
<tr>
<td valign="top" nowrap><tt>$SRC/doc/*.png</tt></td>
<td valign="top"><tt>$INSTALLDIR/doc/*.png</tt></td>
</tr>
</table>
<hr>
<h2><a name="DOCUMENTATION"></a>Documentation</h2>
<p>If you release a port of viDOOM to any platform please update <a
href="bugs.htm#CONTACTS">doc/bugs.htm</a> with a contact address
for problems on that platform.</p>
<hr>
<p><a href="index.htm">Back to index</a></p>
<p><tt>$Id: porting.htm,v 1.17 2000/08/05 19:58:21 dosuser Exp dosuser $</tt></p>
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