forked from 0ad/0ad
remove obsolete NO_GUI that's just cluttering up the code
This was SVN commit r7086.
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b59ba962df
commit
6b619cfb38
@ -259,9 +259,7 @@ static void Frame()
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PROFILE_START("gui tick");
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MICROLOG(L"gui tick");
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#ifndef NO_GUI
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g_GUI.TickObjects();
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#endif
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PROFILE_END("gui tick");
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ogl_WarnIfError();
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@ -347,9 +345,7 @@ static void MainControllerInit()
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// gui_handler needs to be registered after (i.e. called before!) the
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// hotkey handler so that input boxes can be typed in without
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// setting off hotkeys.
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#ifndef NO_GUI
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in_add_handler(gui_handler);
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#endif
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// must be registered after gui_handler. Should mayhap even be last.
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in_add_handler(MainInputHandler);
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@ -40,9 +40,7 @@
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#include "simulation/EntityManager.h"
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#include "simulation/Simulation.h"
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#ifndef NO_GUI
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#include "gui/CGUI.h"
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#endif
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class CNetServer;
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extern CNetServer *g_NetServer;
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@ -133,8 +131,6 @@ PSRETURN CGame::RegisterInit(CGameAttributes* pAttribs)
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**/
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PSRETURN CGame::ReallyStartGame()
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{
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#ifndef NO_GUI
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// Call the reallyStartGame GUI function, but only if it exists
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jsval fval, rval;
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JSBool ok = JS_GetProperty(g_ScriptingHost.getContext(), g_GUI.GetScriptObject(), "reallyStartGame", &fval);
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@ -144,7 +140,6 @@ PSRETURN CGame::ReallyStartGame()
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ok = JS_CallFunctionValue(g_ScriptingHost.getContext(), g_GUI.GetScriptObject(), fval, 0, NULL, &rval);
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debug_assert(ok);
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}
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#endif
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debug_printf("GAME STARTED, ALL INIT COMPLETE\n");
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m_GameStarted=true;
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@ -156,9 +151,7 @@ PSRETURN CGame::ReallyStartGame()
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g_GameRestarted = true;
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#ifndef NO_GUI
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g_GUI.SendEventToAll("sessionstart");
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#endif
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return 0;
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}
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@ -80,11 +80,9 @@
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#include "ps/scripting/JSInterface_Console.h"
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#include "ps/scripting/JSCollection.h"
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#include "simulation/scripting/SimulationScriptInit.h"
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#ifndef NO_GUI
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# include "gui/scripting/JSInterface_IGUIObject.h"
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# include "gui/scripting/JSInterface_GUITypes.h"
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# include "gui/GUI.h"
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#endif
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#include "gui/scripting/JSInterface_IGUIObject.h"
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#include "gui/scripting/JSInterface_GUITypes.h"
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#include "gui/GUI.h"
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#include "sound/JSI_Sound.h"
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#include "network/NetLog.h"
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@ -129,9 +127,7 @@ static int SetVideoMode(int w, int h, int bpp, bool fullscreen)
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glViewport(0, 0, w, h);
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#ifndef NO_GUI
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g_GUI.UpdateResolution();
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#endif
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ogl_Init(); // required after each mode change
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@ -207,7 +203,6 @@ retry:
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void GUI_Init()
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{
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#ifndef NO_GUI
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{TIMER("ps_gui_init");
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g_GUI.Initialize();}
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@ -242,16 +237,13 @@ void GUI_Init()
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g_GUI.LoadXmlFile("gui/test/7_atlas.xml");}
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{TIMER("ps_gui_9");
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g_GUI.LoadXmlFile("gui/test/9_global.xml");}
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#endif
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}
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void GUI_Shutdown()
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{
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#ifndef NO_GUI
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g_GUI.Destroy();
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delete &g_GUI;
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#endif
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}
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@ -264,13 +256,11 @@ void GUI_ShowMainMenu()
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// display progress / description in loading screen
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void GUI_DisplayLoadProgress(int percent, const wchar_t* pending_task)
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{
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#ifndef NO_GUI
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CStrW i18n_description = I18n::translate(pending_task);
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JSString* js_desc = StringConvert::wstring_to_jsstring(g_ScriptingHost.getContext(), i18n_description);
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g_ScriptingHost.SetGlobal("g_Progress", INT_TO_JSVAL(percent));
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g_ScriptingHost.SetGlobal("g_LoadDescription", STRING_TO_JSVAL(js_desc));
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g_GUI.SendEventToAll("progress");
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#endif
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}
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@ -281,13 +271,11 @@ void Render()
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ogl_WarnIfError();
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#ifndef NO_GUI // HACK: because colour-parsing requires the GUI
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CStr skystring = "61 193 255";
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CFG_GET_USER_VAL("skycolor", String, skystring);
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CColor skycol;
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GUI<CColor>::ParseString(skystring, skycol);
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g_Renderer.SetClearColor(skycol.AsSColor4ub());
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#endif
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// start new frame
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g_Renderer.BeginFrame();
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@ -397,13 +385,11 @@ void Render()
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ogl_WarnIfError();
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#ifndef NO_GUI
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// Temp GUI message GeeTODO
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MICROLOG(L"render GUI");
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PROFILE_START( "render gui" );
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if(g_DoRenderGui) g_GUI.Draw();
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PROFILE_END( "render gui" );
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#endif
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ogl_WarnIfError();
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@ -515,10 +501,8 @@ static void RegisterJavascriptInterfaces()
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SimulationScriptInit();
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// GUI
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#ifndef NO_GUI
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JSI_IGUIObject::init();
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JSI_GUITypes::init();
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#endif
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}
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@ -1040,9 +1024,7 @@ void Init(const CmdLineArgs& args, int flags)
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const bool setup_gui = ((flags & INIT_NO_GUI) == 0 && g_AutostartMap.empty());
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// GUI is notified in SetVideoMode, so this must come before that.
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#ifndef NO_GUI
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new CGUI;
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#endif
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// default to windowed, so users don't get stuck if e.g. half the
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// filesystem is missing and the config files aren't loaded
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@ -1149,12 +1131,10 @@ void Init(const CmdLineArgs& args, int flags)
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ogl_WarnIfError();
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#ifndef NO_GUI
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{
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TIMER("Init_guiload");
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g_GUI.SendEventToAll("load");
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TIMER("Init_guiload");
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g_GUI.SendEventToAll("load");
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}
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#endif
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if (g_FixedFrameTiming) {
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CCamera &camera = *g_Game->GetView()->GetCamera();
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@ -73,9 +73,7 @@
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#include "simulation/TechnologyCollection.h"
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#include "simulation/TriggerManager.h"
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#ifndef NO_GUI
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# include "gui/scripting/JSInterface_IGUIObject.h"
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#endif
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#include "gui/scripting/JSInterface_IGUIObject.h"
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extern bool g_TerrainModified;
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@ -1483,11 +1481,9 @@ JSFunctionSpec ScriptFunctionTable[] =
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JS_FUNC("toggleTerritoryRendering", ToggleTerritoryRendering, 0)
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// GUI
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#ifndef NO_GUI
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JS_FUNC("getGUIObjectByName", JSI_IGUIObject::getByName, 1) // external
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JS_FUNC("getGUIGlobal", GetGuiGlobal, 0)
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JS_FUNC("resetGUI", ResetGui, 0)
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#endif
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// Events
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JS_FUNC("addGlobalHandler", AddGlobalHandler, 2)
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