Pyrogenesis
trunk
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#include "precompiled.h"
#include "lib/app_hooks.h"
#include "lib/config2.h"
#include "lib/input.h"
#include "lib/ogl.h"
#include "lib/timer.h"
#include "lib/external_libraries/libsdl.h"
#include "lib/file/common/file_stats.h"
#include "lib/res/h_mgr.h"
#include "lib/res/graphics/cursor.h"
#include "lib/sysdep/cursor.h"
#include "lib/sysdep/cpu.h"
#include "lib/sysdep/gfx.h"
#include "lib/sysdep/os_cpu.h"
#include "lib/tex/tex.h"
#include "graphics/CinemaManager.h"
#include "graphics/FontMetrics.h"
#include "graphics/GameView.h"
#include "graphics/LightEnv.h"
#include "graphics/MapReader.h"
#include "graphics/MaterialManager.h"
#include "graphics/TerrainTextureManager.h"
#include "gui/GUI.h"
#include "gui/GUIManager.h"
#include "gui/scripting/ScriptFunctions.h"
#include "i18n/L10n.h"
#include "maths/MathUtil.h"
#include "network/NetServer.h"
#include "network/NetClient.h"
#include "network/NetMessage.h"
#include "network/NetMessages.h"
#include "ps/CConsole.h"
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "ps/Filesystem.h"
#include "ps/Game.h"
#include "ps/GameSetup/Atlas.h"
#include "ps/GameSetup/GameSetup.h"
#include "ps/GameSetup/Paths.h"
#include "ps/GameSetup/Config.h"
#include "ps/GameSetup/CmdLineArgs.h"
#include "ps/GameSetup/HWDetect.h"
#include "ps/Globals.h"
#include "ps/Hotkey.h"
#include "ps/Joystick.h"
#include "ps/Loader.h"
#include "ps/Mod.h"
#include "ps/Profile.h"
#include "ps/ProfileViewer.h"
#include "ps/Profiler2.h"
#include "ps/Pyrogenesis.h"
#include "ps/scripting/JSInterface_Console.h"
#include "ps/TouchInput.h"
#include "ps/UserReport.h"
#include "ps/Util.h"
#include "ps/VideoMode.h"
#include "ps/VisualReplay.h"
#include "ps/World.h"
#include "renderer/Renderer.h"
#include "renderer/VertexBufferManager.h"
#include "renderer/ModelRenderer.h"
#include "scriptinterface/ScriptInterface.h"
#include "scriptinterface/ScriptStats.h"
#include "simulation2/Simulation2.h"
#include "lobby/IXmppClient.h"
#include "soundmanager/scripting/JSInterface_Sound.h"
#include "soundmanager/ISoundManager.h"
#include "tools/atlas/GameInterface/GameLoop.h"
#include "tools/atlas/GameInterface/View.h"
#include <X11/Xlib.h>
#include <iostream>
#include <boost/algorithm/string/classification.hpp>
#include <boost/algorithm/string/split.hpp>
Macros | |
#define | MUST_INIT_X11 1 |
Functions | |
void | restart_engine () |
ERROR_GROUP (System) | |
ERROR_TYPE (System, SDLInitFailed) | |
ERROR_TYPE (System, VmodeFailed) | |
ERROR_TYPE (System, RequiredExtensionsMissing) | |
static void | SetTextureQuality (int quality) |
void | GUI_DisplayLoadProgress (int percent, const wchar_t *pending_task) |
void | Render () |
static size_t | OperatingSystemFootprint () |
static size_t | ChooseCacheSize () |
ErrorReactionInternal | psDisplayError (const wchar_t *text, size_t flags) |
std::vector< CStr > & | GetMods (const CmdLineArgs &args, int flags) |
void | MountMods (const Paths &paths, const std::vector< CStr > &mods) |
static void | InitVfs (const CmdLineArgs &args, int flags) |
static void | InitPs (bool setup_gui, const CStrW &gui_page, ScriptInterface *srcScriptInterface, JS::HandleValue initData) |
static void | InitInput () |
static void | ShutdownPs () |
static void | InitRenderer () |
static void | InitSDL () |
static void | ShutdownSDL () |
void | EndGame () |
void | Shutdown (int flags) |
static void | FixLocales () |
void | EarlyInit () |
initialize global modules that are be needed before Init. More... | |
bool | Autostart (const CmdLineArgs &args) |
bool | AutostartVisualReplay (const std::string &replayFile) |
Returns true if the user has intended to start a visual replay from command line. More... | |
bool | Init (const CmdLineArgs &args, int flags) |
Returns true if successful, false if mods changed and restart_engine was called. More... | |
void | InitGraphics (const CmdLineArgs &args, int flags) |
void | RenderGui (bool RenderingState) |
enable/disable rendering of the GUI (intended mainly for screenshots) More... | |
void | RenderLogger (bool RenderingState) |
void | RenderCursor (bool RenderingState) |
enable/disable rendering of the cursor - this does not hide cursor, but reverts to OS style More... | |
CStr8 | LoadSettingsOfScenarioMap (const VfsPath &mapPath) |
Temporarily loads a scenario map and retrieves the "ScriptSettings" JSON data from it. More... | |
void | CancelLoad (const CStrW &message) |
bool | InDevelopmentCopy () |
Variables | |
bool | g_DoRenderGui = true |
bool | g_DoRenderLogger = true |
bool | g_DoRenderCursor = true |
shared_ptr< ScriptRuntime > | g_ScriptRuntime |
static const int | SANE_TEX_QUALITY_DEFAULT = 5 |
bool | g_InDevelopmentCopy |
bool | g_CheckedIfInDevelopmentCopy = false |
#define MUST_INIT_X11 1 |
bool Autostart | ( | const CmdLineArgs & | args | ) |
bool AutostartVisualReplay | ( | const std::string & | replayFile | ) |
Returns true if the user has intended to start a visual replay from command line.
void CancelLoad | ( | const CStrW & | message | ) |
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void EarlyInit | ( | ) |
initialize global modules that are be needed before Init.
must be called from the very beginning of main.
void EndGame | ( | ) |
ERROR_GROUP | ( | System | ) |
ERROR_TYPE | ( | System | , |
SDLInitFailed | |||
) |
ERROR_TYPE | ( | System | , |
VmodeFailed | |||
) |
ERROR_TYPE | ( | System | , |
RequiredExtensionsMissing | |||
) |
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std::vector<CStr>& GetMods | ( | const CmdLineArgs & | args, |
int | flags | ||
) |
void GUI_DisplayLoadProgress | ( | int | percent, |
const wchar_t * | pending_task | ||
) |
bool InDevelopmentCopy | ( | ) |
bool Init | ( | const CmdLineArgs & | args, |
int | flags | ||
) |
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.
void InitGraphics | ( | const CmdLineArgs & | args, |
int | flags | ||
) |
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CStr8 LoadSettingsOfScenarioMap | ( | const VfsPath & | mapPath | ) |
Temporarily loads a scenario map and retrieves the "ScriptSettings" JSON data from it.
The scenario map format is used for scenario and skirmish map types (random games do not use a "map" (format) but a small JavaScript program which creates a map on the fly). It contains a section to initialize the game setup screen.
mapPath | Absolute path (from VFS root) to the map file to peek in. |
void MountMods | ( | const Paths & | paths, |
const std::vector< CStr > & | mods | ||
) |
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static |
ErrorReactionInternal psDisplayError | ( | const wchar_t * | text, |
size_t | flags | ||
) |
void Render | ( | ) |
void RenderCursor | ( | bool | RenderingState | ) |
enable/disable rendering of the cursor - this does not hide cursor, but reverts to OS style
void RenderGui | ( | bool | RenderingState | ) |
enable/disable rendering of the GUI (intended mainly for screenshots)
void RenderLogger | ( | bool | RenderingState | ) |
void restart_engine | ( | ) |
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void Shutdown | ( | int | flags | ) |
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bool g_CheckedIfInDevelopmentCopy = false |
bool g_DoRenderCursor = true |
bool g_DoRenderGui = true |
bool g_DoRenderLogger = true |
bool g_InDevelopmentCopy |
shared_ptr<ScriptRuntime> g_ScriptRuntime |
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