#include "precompiled.h" #include "MessageHandler.h" #include "../GameLoop.h" #include "renderer/Renderer.h" #include "gui/GUI.h" #include "ps/Game.h" #include "ps/Loader.h" extern int g_xres, g_yres; extern void Init_(int argc, char** argv, bool setup_gfx); extern void Shutdown_(); namespace AtlasMessage { void fCommandString_init(IMessage*) { oglInit(); Init_(g_GameLoop->argc, g_GameLoop->argv, false); // Set attributes for the game: g_GameAttributes.m_MapFile = L""; // start without a map for (int i=1; i<8; ++i) g_GameAttributes.GetSlot(i)->AssignLocal(); g_Game = new CGame(); PSRETURN ret = g_Game->StartGame(&g_GameAttributes); assert(ret == PSRETURN_OK); LDR_NonprogressiveLoad(); ret = g_Game->ReallyStartGame(); assert(ret == PSRETURN_OK); } REGISTER(CommandString_init); void fCommandString_shutdown(IMessage*) { Shutdown_(); } REGISTER(CommandString_shutdown); void fCommandString_exit(IMessage*) { g_GameLoop->running = false; } REGISTER(CommandString_exit); void fCommandString_render_enable(IMessage*) { g_GameLoop->rendering = true; } REGISTER(CommandString_render_enable); void fCommandString_render_disable(IMessage*) { g_GameLoop->rendering = false; } REGISTER(CommandString_render_disable); ////////////////////////////////////////////////////////////////////////// void fSetContext(IMessage* msg) { mSetContext* cmd = static_cast(msg); // TODO: portability wglMakeCurrent(cmd->hdc, cmd->hglrc); g_GameLoop->currentDC = cmd->hdc; } REGISTER(SetContext); void fResizeScreen(IMessage* msg) { mResizeScreen* cmd = static_cast(msg); g_xres = cmd->width; g_yres = cmd->height; if (g_xres == 0) g_xres = 1; // avoid GL errors caused by invalid sizes if (g_yres == 0) g_yres = 1; SViewPort vp; vp.m_X = vp.m_Y = 0; vp.m_Width = g_xres; vp.m_Height = g_yres; g_Renderer.SetViewport(vp); g_GUI.UpdateResolution(); } REGISTER(ResizeScreen); }