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Caches the loaded mod versions, so that GetEngineInfo doesn't read the zip and json files everytime and returns about 1000 times faster. Adds two missing includes. The lobby froze multiple times every few seconds on updateGameList(). The gamesetup page was slowed down with every stanza sent and the load savegame selection page was slowed down per savegame selection, proportional to the number of installed zipped mods. Introduced by:d5807cd59fandeca956a513Differential Revision: https://code.wildfiregames.com/D1518 Reviewed By: wraitii Comments By: Imarok (in D1512, P121), leper (in the lobby) This was SVN commit r21823.
101 lines
3.1 KiB
C++
101 lines
3.1 KiB
C++
/* Copyright (C) 2018 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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#ifndef INCLUDED_GAMESETUP
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#define INCLUDED_GAMESETUP
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//
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// GUI integration
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//
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// display progress / description in loading screen
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extern void GUI_DisplayLoadProgress(int percent, const wchar_t* pending_task);
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extern void Render();
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/**
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* initialize global modules that are be needed before Init.
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* must be called from the very beginning of main.
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**/
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extern void EarlyInit();
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enum InitFlags
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{
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// avoid setting a video mode / initializing OpenGL; assume that has
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// already been done and everything is ready for rendering.
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// needed by map editor because it creates its own window.
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INIT_HAVE_VMODE = 1,
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// skip initializing the in-game GUI.
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// needed by map editor because it uses its own GUI.
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INIT_NO_GUI = 2,
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// avoid setting display_error app hook
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// needed by map editor because it has its own wx error display
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INIT_HAVE_DISPLAY_ERROR = 4,
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// initialize the mod folders from command line parameters
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INIT_MODS = 8,
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// mount the public mod
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// needed by the map editor as "mod" does not provide everything it needs
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INIT_MODS_PUBLIC = 16
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};
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enum ShutdownFlags
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{
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// start shutdown from config down
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// needed for loading mods as specified in the config
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// without having to go through a full init-shutdown cycle
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SHUTDOWN_FROM_CONFIG = 1
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};
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/**
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* enable/disable rendering of the GUI (intended mainly for screenshots)
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*/
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extern void RenderGui(bool RenderingState);
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extern void RenderLogger(bool RenderingState);
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/**
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* enable/disable rendering of the cursor - this does not hide cursor, but reverts to OS style
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*/
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extern void RenderCursor(bool RenderingState);
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class CmdLineArgs;
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class Paths;
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extern const std::vector<CStr>& GetMods(const CmdLineArgs& args, int flags);
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/**
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* Mounts all files of the given mods in the global VFS.
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* Make sure to call CacheEnabledModVersions after every call to this.
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*/
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extern void MountMods(const Paths& paths, const std::vector<CStr>& mods);
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/**
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* Returns true if successful, false if mods changed and restart_engine was called.
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* In the latter case the caller should call Shutdown() with SHUTDOWN_FROM_CONFIG.
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*/
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extern bool Init(const CmdLineArgs& args, int flags);
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extern void InitGraphics(const CmdLineArgs& args, int flags,
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const std::vector<CStr>& installedMods = std::vector<CStr>());
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extern void InitNonVisual(const CmdLineArgs& args);
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extern void Shutdown(int flags);
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extern void CancelLoad(const CStrW& message);
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extern bool InDevelopmentCopy();
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#endif // INCLUDED_GAMESETUP
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