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0ad/source/ps/GameSetup/Atlas.cpp

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#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;
}