0ad/source/ps/GameSetup/GameSetup.h
leper be2f0e69fc Make the modmod standalone.
Mount public in case we are starting Atlas and no mods are specified in
the config.
If users remove all mods and save this to the config and try to start
Atlas it will
crash, as it cannot find some needed files.

This was SVN commit r15678.
2014-08-25 16:38:54 +00:00

94 lines
2.8 KiB
C++

/* Copyright (C) 2014 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
//
// GUI integration
//
// display progress / description in loading screen
extern void GUI_DisplayLoadProgress(int percent, const wchar_t* pending_task);
extern void Render();
/**
* initialize global modules that are be needed before Init.
* must be called from the very beginning of main.
**/
extern void EarlyInit();
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,
// avoid setting display_error app hook
// needed by map editor because it has its own wx error display
INIT_HAVE_DISPLAY_ERROR = 4,
// 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
};
enum ShutdownFlags
{
// start shutdown from config down
// needed for loading mods as specified in the config
// without having to go through a full init-shutdown cycle
SHUTDOWN_FROM_CONFIG = 1
};
/**
* enable/disable rendering of the GUI (intended mainly for screenshots)
*/
extern void RenderGui(bool RenderingState);
extern void RenderLogger(bool RenderingState);
/**
* enable/disable rendering of the cursor - this does not hide cursor, but reverts to OS style
*/
extern void RenderCursor(bool RenderingState);
class CmdLineArgs;
class Paths;
extern std::vector<CStr>& GetMods(const CmdLineArgs& args, int flags);
extern void MountMods(const Paths& paths, const std::vector<CStr>& mods);
/**
* Returns true if successful, false if mods changed and restart_engine was called.
* In the latter case the caller should call Shutdown() with SHUTDOWN_FROM_CONFIG.
*/
extern bool Init(const CmdLineArgs& args, int flags);
extern void InitGraphics(const CmdLineArgs& args, int flags);
extern void Shutdown(int flags);
extern void CancelLoad(const CStrW& message);
extern bool InDevelopmentCopy();
#endif // INCLUDED_GAMESETUP