0ad/source/ps/GameSetup/GameSetup.h
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

89 lines
2.7 KiB
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/* Copyright (C) 2023 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;
/**
* 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,
// 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
};
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);
/**
* Returns true if successful, false if Init is aborted early (for instance if
* mods changed, or if we are using -dumpSchema).
* If false is returned, the caller should call Shutdown() with SHUTDOWN_FROM_CONFIG.
*/
extern bool Init(const CmdLineArgs& args, int flags);
extern void InitInput();
extern void InitGraphics(const CmdLineArgs& args, int flags, const std::vector<CStr>& installedMods = std::vector<CStr>());
extern bool InitNonVisual(const CmdLineArgs& args);
extern void Shutdown(int flags);
extern void CancelLoad(const CStrW& message);
extern bool InDevelopmentCopy();
#endif // INCLUDED_GAMESETUP