/* Copyright (C) 2009 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 // extern void GUI_Init(); extern void GUI_Shutdown(); extern void GUI_ShowMainMenu(); // display progress / description in loading screen extern void GUI_DisplayLoadProgress(int percent, const wchar_t* pending_task); extern void Render(); extern void RenderActor(); /** * initialize global modules that are be needed before Init. * must be called from the very beginning of main. **/ extern void EarlyInit(); 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, // skip initializing the simulation. // used by actor viewer because it doesn't need the simulation code. INIT_NO_SIM = 4 }; void RenderGui(bool RenderingState); class CmdLineArgs; extern void Init(const CmdLineArgs& args, int flags); extern void Shutdown(int flags); #endif // INCLUDED_GAMESETUP