wraitii
3bcf360107
- Non-visual replays now automatically try to load the replay mods. This
removes the annoyance that -mod=public usually had to be passed.
- MountMods is no longer called in InitVfs but later, making it possible
to load the game in one pass & simplifying things considerably.
- Explicitly ignore duplicates when loading mods
- Interface cleanup: failed mods and incompatible mods were redundant,
only incompatible mods is kept.
- Interface cleanup: `AreModsCompatible`becomes
`CheckForIncompatibleMods`, which becomes a private pure function,
simplifying the control flow somewhat.
- Interface cleanup: `CheckAndEnableMods` is just `EnableMods`, which
explicitly updates loaded & incompatible mods.
- `CacheEnabledModVersions` becomes private and is called on behalf of
the user, removing the need to be careful about updating that (fixes my
concern at 44ec2e324e
)
Overall, the logic around mounting & enabled mods should be easier to
understand.
Differential Revision: https://code.wildfiregames.com/D3982
This was SVN commit r25474.
107 lines
3.2 KiB
C++
107 lines
3.2 KiB
C++
/* Copyright (C) 2021 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_GAMESETUP
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#define INCLUDED_GAMESETUP
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//
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// GUI integration
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//
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// display progress / description in loading screen
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extern void GUI_DisplayLoadProgress(int percent, const wchar_t* pending_task);
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extern void Render();
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extern bool ShouldRender();
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/**
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* initialize global modules that are be needed before Init.
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* must be called from the very beginning of main.
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**/
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extern void EarlyInit();
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extern void EndGame();
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enum InitFlags
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{
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// avoid setting a video mode / initializing OpenGL; assume that has
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// already been done and everything is ready for rendering.
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// needed by map editor because it creates its own window.
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INIT_HAVE_VMODE = 1,
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// skip initializing the in-game GUI.
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// needed by map editor because it uses its own GUI.
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INIT_NO_GUI = 2,
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// avoid setting display_error app hook
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// needed by map editor because it has its own wx error display
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INIT_HAVE_DISPLAY_ERROR = 4,
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// initialize the mod folders from command line parameters
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INIT_MODS = 8,
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// mount the public mod
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// needed by the map editor as "mod" does not provide everything it needs
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INIT_MODS_PUBLIC = 16
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};
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enum ShutdownFlags
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{
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// start shutdown from config down
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// needed for loading mods as specified in the config
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// without having to go through a full init-shutdown cycle
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SHUTDOWN_FROM_CONFIG = 1
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};
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/**
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* enable/disable rendering of the GUI (intended mainly for screenshots)
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*/
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extern void RenderGui(bool RenderingState);
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extern void RenderLogger(bool RenderingState);
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/**
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* enable/disable rendering of the cursor - this does not hide cursor, but reverts to OS style
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*/
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extern void RenderCursor(bool RenderingState);
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class CmdLineArgs;
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class Paths;
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extern const std::vector<CStr>& GetMods(const CmdLineArgs& args, int flags);
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/**
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* Mounts all files of the given mods in the global VFS.
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* Make sure to call CacheEnabledModVersions after every call to this.
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*/
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extern void MountMods(const Paths& paths, const std::vector<CStr>& mods);
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/**
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* Returns true if successful, false if mods changed and restart_engine was called.
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* In the latter case the caller should call Shutdown() with SHUTDOWN_FROM_CONFIG.
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*/
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extern bool Init(const CmdLineArgs& args, int flags);
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extern void InitInput();
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extern void InitGraphics(const CmdLineArgs& args, int flags, const std::vector<CStr>& installedMods = std::vector<CStr>());
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extern void InitNonVisual(const CmdLineArgs& args);
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extern void Shutdown(int flags);
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extern void CancelLoad(const CStrW& message);
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extern bool InDevelopmentCopy();
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#endif // INCLUDED_GAMESETUP
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