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It removes the software implementation intentionally. Because it duplicates SDL functionality. But it might be added in future on demand. Tested By: bb, Langbart Differential Revision: https://code.wildfiregames.com/D4278 This was SVN commit r25936.
148 lines
4 KiB
C++
148 lines
4 KiB
C++
/* Copyright (C) 2021 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "GameLoop.h"
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#include "MessagePasserImpl.h"
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#include "Messages.h"
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#include "SharedMemory.h"
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#include "Handlers/MessageHandler.h"
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#include "ActorViewer.h"
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#include "View.h"
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#include "InputProcessor.h"
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#include "graphics/TextureManager.h"
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#include "lib/app_hooks.h"
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#include "lib/external_libraries/libsdl.h"
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#include "lib/timer.h"
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#include "ps/CLogger.h"
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#include "ps/DllLoader.h"
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#include "ps/Filesystem.h"
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#include "ps/Profile.h"
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#include "ps/ThreadUtil.h"
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#include "ps/GameSetup/Paths.h"
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#include "renderer/Renderer.h"
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using namespace AtlasMessage;
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#include <thread>
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namespace AtlasMessage
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{
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extern void RegisterHandlers();
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}
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// Loaded from DLL:
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void (*Atlas_StartWindow)(const wchar_t* type);
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void (*Atlas_SetDataDirectory)(const wchar_t* path);
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void (*Atlas_SetConfigDirectory)(const wchar_t* path);
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void (*Atlas_SetMessagePasser)(MessagePasser*);
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void (*Atlas_GLSetCurrent)(void* cavas);
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void (*Atlas_GLSwapBuffers)(void* canvas);
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void (*Atlas_DisplayError)(const wchar_t* text, size_t flags);
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namespace AtlasMessage
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{
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void* (*ShareableMallocFptr)(size_t);
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void (*ShareableFreeFptr)(void*);
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}
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MessagePasser* AtlasMessage::g_MessagePasser = NULL;
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static GameLoopState state;
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GameLoopState* g_AtlasGameLoop = &state;
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void RendererIncrementalLoad()
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{
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// TODO: shouldn't duplicate this code from main.cpp
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if (!CRenderer::IsInitialised())
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return;
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const double maxTime = 0.1f;
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double startTime = timer_Time();
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bool more;
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do {
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more = g_Renderer.GetTextureManager().MakeProgress();
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}
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while (more && timer_Time() - startTime < maxTime);
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}
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bool BeginAtlas(const CmdLineArgs& args, const DllLoader& dll)
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{
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// Load required symbols from the DLL
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try
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{
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dll.LoadSymbol("Atlas_StartWindow", Atlas_StartWindow);
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dll.LoadSymbol("Atlas_SetMessagePasser", Atlas_SetMessagePasser);
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dll.LoadSymbol("Atlas_SetDataDirectory", Atlas_SetDataDirectory);
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dll.LoadSymbol("Atlas_SetConfigDirectory", Atlas_SetConfigDirectory);
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dll.LoadSymbol("Atlas_GLSetCurrent", Atlas_GLSetCurrent);
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dll.LoadSymbol("Atlas_GLSwapBuffers", Atlas_GLSwapBuffers);
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dll.LoadSymbol("Atlas_DisplayError", Atlas_DisplayError);
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dll.LoadSymbol("ShareableMalloc", ShareableMallocFptr);
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dll.LoadSymbol("ShareableFree", ShareableFreeFptr);
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}
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catch (PSERROR_DllLoader&)
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{
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debug_warn(L"Failed to initialise DLL");
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return false;
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}
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// Construct a message passer for communicating with Atlas
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// (here so that its scope lasts beyond the game thread)
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MessagePasserImpl msgPasser;
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AtlasMessage::g_MessagePasser = &msgPasser;
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// Pass our message handler to Atlas
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Atlas_SetMessagePasser(&msgPasser);
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// Tell Atlas the location of the data directory
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const Paths paths(args);
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Atlas_SetDataDirectory(paths.RData().string().c_str());
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// Tell Atlas the location of the user config directory
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Atlas_SetConfigDirectory(paths.Config().string().c_str());
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RegisterHandlers();
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state.args = args;
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state.running = true;
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state.view = AtlasView::GetView_None();
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state.glCanvas = NULL;
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// Start Atlas UI on main thread
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// (required for wxOSX/Cocoa compatibility - see http://trac.wildfiregames.com/ticket/500)
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Atlas_StartWindow(L"ScenarioEditor");
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// TODO: delete all remaining messages, to avoid memory leak warnings
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// Restore main thread
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Threading::SetMainThread();
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// Clean up
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AtlasView::DestroyViews();
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AtlasMessage::g_MessagePasser = NULL;
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return true;
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}
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