mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 05:13:58 -07:00
The new system allows to register all function objects as Input::Handler not only function pointers. To not get dangling references a handler is unsubscribed on it's destruction. The order in with the handlers are executed has to be specified by the slot-argument, instead of the reverse order of registration.
101 lines
2.9 KiB
C++
101 lines
2.9 KiB
C++
/* Copyright (C) 2026 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 "ps/Input.h"
|
|
|
|
#include <queue>
|
|
#include <vector>
|
|
|
|
class CmdLineArgs;
|
|
class Paths;
|
|
class ScriptContext;
|
|
class ScriptInterface;
|
|
|
|
/**
|
|
* 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,
|
|
|
|
// 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
|
|
};
|
|
|
|
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);
|
|
|
|
void InitVfs(const CmdLineArgs& args);
|
|
|
|
/**
|
|
* Returns true if successful, false if Init is aborted early (for instance if
|
|
* mods changed, or if we are using -dumpSchema).
|
|
* `ShutdownConfigAndSubsequent` has to be called later.
|
|
*/
|
|
extern bool Init(const CmdLineArgs& args, int flags);
|
|
|
|
using InputHandlers = std::queue<Input::Handler<InReaction(&)(const SDL_Event&)>>;
|
|
[[nodiscard]] std::unique_ptr<InputHandlers> MakeInputHandlers();
|
|
|
|
/**
|
|
* `ShutdownNetworkAndUI` has to be called later.
|
|
*/
|
|
[[nodiscard]] std::unique_ptr<InputHandlers> InitGraphics(const CmdLineArgs& args, int flags,
|
|
const std::vector<CStr>& installedMods, ScriptContext& scriptContext,
|
|
ScriptInterface& scriptInterface);
|
|
|
|
/**
|
|
* `ShutdownNetworkAndUI` has to be called later.
|
|
*/
|
|
extern bool InitNonVisual(const CmdLineArgs& args);
|
|
|
|
/**
|
|
* Has to be called before `ShutdownConfigAndSubsequent`.
|
|
*/
|
|
void ShutdownNetworkAndUI();
|
|
void ShutdownConfigAndSubsequent();
|
|
|
|
extern void CancelLoad(const CStrW& message);
|
|
|
|
extern bool InDevelopmentCopy();
|
|
|
|
#endif // INCLUDED_GAMESETUP
|