#include "precompiled.h" #include "Atlas.h" #include "ps/GameSetup/CmdLineArgs.h" #include "ps/DllLoader.h" //---------------------------------------------------------------------------- // Atlas (map editor) integration //---------------------------------------------------------------------------- DllLoader atlas_dll("AtlasUI"); enum AtlasRunFlags { // used by ATLAS_RunIfOnCmdLine; makes any error output go through // DISPLAY_ERROR rather than a GUI dialog box (because GUI init was // skipped to reduce load time). ATLAS_NO_GUI = 1 }; // starts the Atlas UI. static void ATLAS_Run(const CmdLineArgs& args, int flags = 0) { // first check if we can run at all if(!atlas_dll.LoadDLL()) { if(flags & ATLAS_NO_GUI) DISPLAY_ERROR(L"The Atlas UI was not successfully loaded and therefore cannot be started as requested."); else DISPLAY_ERROR(L"The Atlas UI was not successfully loaded and therefore cannot be started as requested.");// TODO: implement GUI error message return; } // TODO (make nicer) extern bool BeginAtlas(const CmdLineArgs& args, const DllLoader& dll); if (!BeginAtlas(args, atlas_dll)) { debug_warn("Atlas loading failed"); return; } } // starts the Atlas UI if an "-editor" switch is found on the command line. // this is the alternative to starting the main menu and clicking on // the editor button; it is much faster because it's called during early // init and therefore skips GUI setup. // notes: // - GUI init still runs, but some GUI setup will be skipped since // ATLAS_IsRunning() will return true. bool ATLAS_RunIfOnCmdLine(const CmdLineArgs& args) { if (args.Has("editor")) { ATLAS_Run(args, ATLAS_NO_GUI); return true; } return false; }