vladislavbelov
5e3426794c
Tested By: Stan Differential Revision: https://code.wildfiregames.com/D4414 This was SVN commit r26166.
89 lines
2.7 KiB
C++
89 lines
2.7 KiB
C++
/* Copyright (C) 2022 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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#include "ps/CStr.h"
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#include <vector>
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class CmdLineArgs;
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class Paths;
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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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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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