all functions called via delay-load mechanism now return int (allows closures that can interrupt themselves when time is up)
This was SVN commit r2231.
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@ -74,7 +74,7 @@ CGameView::~CGameView()
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}
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void CGameView::Initialize(CGameAttributes *pAttribs)
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int CGameView::Initialize(CGameAttributes *pAttribs)
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{
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CConfigValue* cfg;
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@ -92,11 +92,12 @@ void CGameView::Initialize(CGameAttributes *pAttribs)
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getViewParameter( "view.zoom.wheel.speed", m_ViewZoomSensitivityWheel );
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getViewParameter( "view.zoom.smoothness", m_ViewZoomSmoothness );
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getViewParameter( "view.snap.smoothness", m_ViewSnapSmoothness );
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#undef getViewParameter
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if( ( m_ViewZoomSmoothness < 0.0f ) || ( m_ViewZoomSmoothness > 1.0f ) ) m_ViewZoomSmoothness = 0.02f;
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if( ( m_ViewSnapSmoothness < 0.0f ) || ( m_ViewSnapSmoothness > 1.0f ) ) m_ViewSnapSmoothness = 0.02f;
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#undef getViewParameter
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return 0;
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}
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@ -112,9 +113,9 @@ void CGameView::RegisterInit(CGameAttributes *pAttribs)
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RegMemFun1(this, &CGameView::Initialize, pAttribs, L"CGameView init", 1);
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// previously done by CGameView::InitResources
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RegMemFun(g_TexMan.GetSingletonPtr(), &CTextureManager::LoadTerrainTextures, L"LoadTerrainTextures", 17);
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RegMemFun(g_ObjMan.GetSingletonPtr(), &CObjectManager::LoadObjects, L"LoadObjects", 1063);
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RegMemFun(g_Renderer.GetSingletonPtr(), &CRenderer::LoadAlphaMaps, L"LoadAlphaMaps", 36);
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RegMemFun(g_TexMan.GetSingletonPtr(), &CTextureManager::LoadTerrainTextures, L"LoadTerrainTextures", 80);
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RegMemFun(g_ObjMan.GetSingletonPtr(), &CObjectManager::LoadObjects, L"LoadObjects", 1);
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RegMemFun(g_Renderer.GetSingletonPtr(), &CRenderer::LoadAlphaMaps, L"LoadAlphaMaps", 40);
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}
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@ -61,7 +61,7 @@ public:
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~CGameView();
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void RegisterInit(CGameAttributes *pAttribs);
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void Initialize(CGameAttributes *pGameAttributes);
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int Initialize(CGameAttributes *pGameAttributes);
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// Update: Update all the view information (i.e. rotate camera, scroll,
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// whatever). This will *not* change any World information - only the
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@ -169,9 +169,10 @@ void CObjectManager::DeleteObject(CObjectEntry* entry)
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}
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void CObjectManager::LoadObjects()
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int CObjectManager::LoadObjects()
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{
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AddObjectType("");
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return 0;
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}
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@ -57,7 +57,7 @@ public:
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CObjectManager();
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~CObjectManager();
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void LoadObjects();
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int LoadObjects();
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void AddObjectType(const char* name);
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@ -97,7 +97,7 @@ void CTextureManager::DeleteTexture(CTextureEntry* entry)
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delete entry;
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}
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void CTextureManager::LoadTerrainTextures(int terraintype,const char* fileext_filter)
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void CTextureManager::LoadTerrainTexturesImpl(int terraintype,const char* fileext_filter)
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{
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CStr pathname("art/textures/terrain/types/");
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pathname+=m_TerrainTextures[terraintype].m_Name;
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@ -135,7 +135,7 @@ void CTextureManager::BuildTerrainTypes()
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}
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void CTextureManager::LoadTerrainTextures()
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int CTextureManager::LoadTerrainTextures()
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{
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// find all the terrain types by directory name
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BuildTerrainTypes();
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@ -143,7 +143,9 @@ void CTextureManager::LoadTerrainTextures()
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// now iterate through terrain types loading all textures of that type
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for (uint i=0;i<m_TerrainTextures.size();i++) {
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for (uint j=0;j<ARRAY_SIZE(SupportedTextureFormats);j++) {
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LoadTerrainTextures(i,SupportedTextureFormats[j]);
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LoadTerrainTexturesImpl(i,SupportedTextureFormats[j]);
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}
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}
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return 0;
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}
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@ -29,7 +29,7 @@ public:
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CTextureManager();
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~CTextureManager();
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void LoadTerrainTextures();
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int LoadTerrainTextures();
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void AddTextureType(const char* name);
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@ -42,7 +42,7 @@ public:
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std::vector<STextureType> m_TerrainTextures;
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private:
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void LoadTerrainTextures(int terraintype,const char* fileext);
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void LoadTerrainTexturesImpl(int terraintype,const char* fileext);
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void BuildTerrainTypes();
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};
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@ -22,7 +22,7 @@ CLightEnv g_LightEnv;
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void CWorld::Initialize(CGameAttributes *pAttribs)
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{
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// TODO: Find a better way of handling these global things
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ONCE(RegMemFun(CBaseEntityCollection::GetSingletonPtr(), &CBaseEntityCollection::loadTemplates, L"LoadTemplates", 960));
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ONCE(RegMemFun(CBaseEntityCollection::GetSingletonPtr(), &CBaseEntityCollection::loadTemplates, L"LoadTemplates", 30));
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// Load the map, if one was specified
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if (pAttribs->m_MapFile.Length())
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@ -1153,7 +1153,7 @@ inline void CopyTriple(unsigned char* dst,const unsigned char* src)
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// LoadAlphaMaps: load the 14 default alpha maps, pack them into one composite texture and
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// calculate the coordinate of each alphamap within this packed texture .. need to add
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// validation that all maps are the same size
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void CRenderer::LoadAlphaMaps()
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int CRenderer::LoadAlphaMaps()
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{
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Handle textures[NumAlphaMaps];
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@ -1251,6 +1251,8 @@ void CRenderer::LoadAlphaMaps()
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
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delete[] data;
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return 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@ -207,7 +207,7 @@ public:
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bool IsTextureTransparent(CTexture* texture);
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// load the default set of alphamaps; return false if any alphamap fails to load, true otherwise
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void LoadAlphaMaps();
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int LoadAlphaMaps();
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void UnloadAlphaMaps();
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@ -27,10 +27,11 @@ static void LoadFileThunk( const char* path, const vfsDirEnt* ent, void* context
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this_->LoadFile(path);
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}
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void CBaseEntityCollection::loadTemplates()
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int CBaseEntityCollection::loadTemplates()
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{
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// Load all files in entities/ and its subdirectories.
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THROW_ERR( VFSUtil::EnumDirEnts( "entities/", "*.xml", true, LoadFileThunk, this ) );
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return 0;
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}
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CBaseEntity* CBaseEntityCollection::getTemplate( CStrW name )
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@ -35,7 +35,7 @@ class CBaseEntityCollection : public Singleton<CBaseEntityCollection>
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public:
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~CBaseEntityCollection();
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CBaseEntity* getTemplate( CStrW entityType );
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void loadTemplates();
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int loadTemplates();
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void LoadFile( const char* path );
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// Create a list of the names of all base entities, excluding template_*,
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@ -33,11 +33,12 @@ CSimulation::~CSimulation()
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g_SinglePlayerTurnManager=NULL;
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}
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void CSimulation::Initialize(CGameAttributes *pAttribs)
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int CSimulation::Initialize(CGameAttributes *pAttribs)
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{
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m_pTurnManager->Initialize(m_pGame->GetNumPlayers());
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g_EntityManager.InitializeAll();
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return 0;
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}
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@ -34,7 +34,7 @@ public:
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{ return m_pTurnManager; }
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void RegisterInit(CGameAttributes *pGameAttributes);
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void Initialize(CGameAttributes *pGameAttributes);
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int Initialize(CGameAttributes *pGameAttributes);
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// Perform all CSimulation updates for the specified elapsed time.
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void Update(double frameTime);
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