mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 05:13:58 -07:00
Make include-what-you-use happy with some files in source/tools/atlas and fix what needs to be fixed. Add "source" to include path for AtlasUI target to allow for absolute includes. In the future all but one should be removed. Drop check for at least boost 1.40. Ref: #8086 Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
139 lines
3.9 KiB
C++
139 lines
3.9 KiB
C++
/* Copyright (C) 2025 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/>.
|
|
*/
|
|
|
|
#include "precompiled.h"
|
|
|
|
#include "GameLoop.h"
|
|
|
|
#include "graphics/TextureManager.h"
|
|
#include "lib/debug.h"
|
|
#include "lib/timer.h"
|
|
#include "ps/DllLoader.h"
|
|
#include "ps/GameSetup/Paths.h"
|
|
#include "ps/ThreadUtil.h"
|
|
#include "renderer/Renderer.h"
|
|
#include "tools/atlas/GameInterface/MessagePasser.h"
|
|
#include "tools/atlas/GameInterface/MessagePasserImpl.h"
|
|
#include "tools/atlas/GameInterface/SharedMemory.h"
|
|
#include "tools/atlas/GameInterface/View.h"
|
|
|
|
#include <cstddef>
|
|
#include <string>
|
|
|
|
using namespace AtlasMessage;
|
|
|
|
namespace AtlasMessage
|
|
{
|
|
extern void RegisterHandlers();
|
|
}
|
|
|
|
// Loaded from DLL:
|
|
void (*Atlas_StartWindow)(const wchar_t* type);
|
|
void (*Atlas_SetDataDirectory)(const wchar_t* path);
|
|
void (*Atlas_SetConfigDirectory)(const wchar_t* path);
|
|
void (*Atlas_SetMessagePasser)(MessagePasser*);
|
|
void (*Atlas_GLSetCurrent)(void* cavas);
|
|
void (*Atlas_GLSwapBuffers)(void* canvas);
|
|
void (*Atlas_DisplayError)(const wchar_t* text, size_t flags);
|
|
namespace AtlasMessage
|
|
{
|
|
void* (*ShareableMallocFptr)(size_t);
|
|
void (*ShareableFreeFptr)(void*);
|
|
}
|
|
|
|
|
|
MessagePasser* AtlasMessage::g_MessagePasser = NULL;
|
|
|
|
|
|
static GameLoopState state;
|
|
GameLoopState* g_AtlasGameLoop = &state;
|
|
|
|
void RendererIncrementalLoad()
|
|
{
|
|
// TODO: shouldn't duplicate this code from main.cpp
|
|
|
|
if (!CRenderer::IsInitialised())
|
|
return;
|
|
|
|
const double maxTime = 0.1f;
|
|
|
|
double startTime = timer_Time();
|
|
bool more;
|
|
do {
|
|
more = g_Renderer.GetTextureManager().MakeProgress();
|
|
}
|
|
while (more && timer_Time() - startTime < maxTime);
|
|
}
|
|
|
|
bool BeginAtlas(const CmdLineArgs& args, const DllLoader& dll)
|
|
{
|
|
// Load required symbols from the DLL
|
|
try
|
|
{
|
|
dll.LoadSymbol("Atlas_StartWindow", Atlas_StartWindow);
|
|
dll.LoadSymbol("Atlas_SetMessagePasser", Atlas_SetMessagePasser);
|
|
dll.LoadSymbol("Atlas_SetDataDirectory", Atlas_SetDataDirectory);
|
|
dll.LoadSymbol("Atlas_SetConfigDirectory", Atlas_SetConfigDirectory);
|
|
dll.LoadSymbol("Atlas_GLSetCurrent", Atlas_GLSetCurrent);
|
|
dll.LoadSymbol("Atlas_GLSwapBuffers", Atlas_GLSwapBuffers);
|
|
dll.LoadSymbol("Atlas_DisplayError", Atlas_DisplayError);
|
|
dll.LoadSymbol("ShareableMalloc", ShareableMallocFptr);
|
|
dll.LoadSymbol("ShareableFree", ShareableFreeFptr);
|
|
}
|
|
catch (PSERROR_DllLoader&)
|
|
{
|
|
debug_warn(L"Failed to initialize DLL");
|
|
return false;
|
|
}
|
|
|
|
// Construct a message passer for communicating with Atlas
|
|
// (here so that its scope lasts beyond the game thread)
|
|
MessagePasserImpl msgPasser;
|
|
AtlasMessage::g_MessagePasser = &msgPasser;
|
|
|
|
// Pass our message handler to Atlas
|
|
Atlas_SetMessagePasser(&msgPasser);
|
|
|
|
// Tell Atlas the location of the data directory
|
|
const Paths paths(args);
|
|
Atlas_SetDataDirectory(paths.RData().string().c_str());
|
|
|
|
// Tell Atlas the location of the user config directory
|
|
Atlas_SetConfigDirectory(paths.Config().string().c_str());
|
|
|
|
RegisterHandlers();
|
|
|
|
state.args = args;
|
|
state.running = true;
|
|
state.view = AtlasView::GetView_None();
|
|
state.glCanvas = NULL;
|
|
|
|
// Start Atlas UI on main thread
|
|
// (required for wxOSX/Cocoa compatibility - see https://gitea.wildfiregames.com/0ad/0ad/issues/500)
|
|
Atlas_StartWindow(L"ScenarioEditor");
|
|
|
|
// TODO: delete all remaining messages, to avoid memory leak warnings
|
|
|
|
// Restore main thread
|
|
Threading::SetMainThread();
|
|
|
|
// Clean up
|
|
AtlasView::DestroyViews();
|
|
AtlasMessage::g_MessagePasser = NULL;
|
|
|
|
return true;
|
|
}
|