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Provides the logic to detect the system language, load translations, and
use
loaded translations both in the C++ and the JavaScript side.
This patch includes code by Yves, sanderd17, leper, historic_bruno and
Gallaecio. It’s worth noting that Yves and historic_bruno were also the
main
contributors behind the changes in 1b3261b8f4 as well.
This was SVN commit r14953.
72 lines
2.1 KiB
C++
72 lines
2.1 KiB
C++
/* Copyright (C) 2013 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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};
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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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extern void Init(const CmdLineArgs& args, int flags);
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extern void InitGraphics(const CmdLineArgs& args, int flags);
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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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