/* Copyright (C) 2019 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_GAMESETUP #define INCLUDED_GAMESETUP // // GUI integration // // display progress / description in loading screen extern void GUI_DisplayLoadProgress(int percent, const wchar_t* pending_task); extern void Render(); extern bool ShouldRender(); /** * initialize global modules that are be needed before Init. * must be called from the very beginning of main. **/ extern void EarlyInit(); extern void EndGame(); enum InitFlags { // avoid setting a video mode / initializing OpenGL; assume that has // already been done and everything is ready for rendering. // needed by map editor because it creates its own window. INIT_HAVE_VMODE = 1, // skip initializing the in-game GUI. // needed by map editor because it uses its own GUI. INIT_NO_GUI = 2, // avoid setting display_error app hook // needed by map editor because it has its own wx error display INIT_HAVE_DISPLAY_ERROR = 4, // initialize the mod folders from command line parameters INIT_MODS = 8, // mount the public mod // needed by the map editor as "mod" does not provide everything it needs INIT_MODS_PUBLIC = 16 }; enum ShutdownFlags { // start shutdown from config down // needed for loading mods as specified in the config // without having to go through a full init-shutdown cycle SHUTDOWN_FROM_CONFIG = 1 }; /** * enable/disable rendering of the GUI (intended mainly for screenshots) */ extern void RenderGui(bool RenderingState); extern void RenderLogger(bool RenderingState); /** * enable/disable rendering of the cursor - this does not hide cursor, but reverts to OS style */ extern void RenderCursor(bool RenderingState); class CmdLineArgs; class Paths; extern const std::vector& GetMods(const CmdLineArgs& args, int flags); /** * Mounts all files of the given mods in the global VFS. * Make sure to call CacheEnabledModVersions after every call to this. */ extern void MountMods(const Paths& paths, const std::vector& mods); /** * Returns true if successful, false if mods changed and restart_engine was called. * In the latter case the caller should call Shutdown() with SHUTDOWN_FROM_CONFIG. */ extern bool Init(const CmdLineArgs& args, int flags); extern void InitInput(); extern void InitGraphics(const CmdLineArgs& args, int flags, const std::vector& installedMods = std::vector()); extern void InitNonVisual(const CmdLineArgs& args); extern void Shutdown(int flags); extern void CancelLoad(const CStrW& message); extern bool InDevelopmentCopy(); #endif // INCLUDED_GAMESETUP