0ad/source/tools/atlas/GameInterface/GameLoop.cpp
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

148 lines
4 KiB
C++
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/* Copyright (C) 2021 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 "MessagePasserImpl.h"
#include "Messages.h"
#include "SharedMemory.h"
#include "Handlers/MessageHandler.h"
#include "ActorViewer.h"
#include "View.h"
#include "InputProcessor.h"
#include "graphics/TextureManager.h"
#include "lib/app_hooks.h"
#include "lib/external_libraries/libsdl.h"
#include "lib/timer.h"
#include "ps/CLogger.h"
#include "ps/DllLoader.h"
#include "ps/Filesystem.h"
#include "ps/Profile.h"
#include "ps/ThreadUtil.h"
#include "ps/GameSetup/Paths.h"
#include "renderer/Renderer.h"
using namespace AtlasMessage;
#include <thread>
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 initialise 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 http://trac.wildfiregames.com/ticket/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;
}