0ad/source/ps/GameSetup/GameSetup.h

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/* Copyright (C) 2024 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 <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_GAMESETUP
#define INCLUDED_GAMESETUP
#include "ps/CStr.h"
#include <vector>
class CmdLineArgs;
class Paths;
class ScriptContext;
class ScriptInterface;
/**
* 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,
// 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
};
extern const std::vector<CStr>& 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<CStr>& mods);
void InitVfs(const CmdLineArgs& args);
/**
* Returns true if successful, false if Init is aborted early (for instance if
* mods changed, or if we are using -dumpSchema).
* `ShutdownConfigAndSubsequent` has to be called later.
*/
extern bool Init(const CmdLineArgs& args, int flags);
extern void InitInput();
/**
* `ShutdownNetworkAndUI` has to be called later.
*/
void InitGraphics(const CmdLineArgs& args, int flags, const std::vector<CStr>& installedMods,
ScriptContext& scriptContext, ScriptInterface& scriptInterface);
/**
* `ShutdownNetworkAndUI` has to be called later.
*/
Fix non-visual autostart, as well as client/host autostart. Follows 8eecc39e71. Piping the autostart through a GUI page is easy but requires using the GUI in non-visual mode, which is problematic since it's not initialized. The GUI is not needed, only its ability to load scripts, so this diff fixes the problem by adding an 'entrypoint' script in the new `autostart` folder that gets called with this unique ability, setting things up properly. The mod mod gets a placeholder. Other changes: - Fix some issues with networked autostart: - Players were not assigned slots. - The host didn't actually wait for other players. - Move gamesettings from `gui/gamesettings/` to `gamesettings/`. This moves attributes as well. - Move autostart files from `gui/autostart/` to ` autostart/`. Note that `gui/autostart/` still exists as it's used in the tutorial button from the main menu. - Rename the JSI_VFS functions to be explicitly about their function: the ability to write and the potential restricted folders. - Don't require `autostart` when using `--autostart-client` in non-visual mode. Starting the autostart client/host has poor UX in some situations, but improving that feature is beyond the scope of this diff. Suggestions for future work: - Some files in gui/common should probably be moved elsewhere - Template loading code is duplicated - The gamesetup code still needs work for proper UI/logic separation. Help & comments by: smiley Reported by: vladislav / Langbart Fixes #6513 Differential Revision: https://code.wildfiregames.com/D4628 This was SVN commit r26879.
2022-05-14 23:34:17 -07:00
extern bool InitNonVisual(const CmdLineArgs& args);
/**
* Has to be called before `ShutdownConfigAndSubsequent`.
*/
void ShutdownNetworkAndUI();
void ShutdownConfigAndSubsequent();
extern void CancelLoad(const CStrW& message);
extern bool InDevelopmentCopy();
#endif // INCLUDED_GAMESETUP