/* Copyright (C) 2014 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 .
*/
#ifndef INCLUDED_GAMESETUP
#define INCLUDED_GAMESETUP
//
// GUI integration
//
// display progress / description in loading screen
extern void GUI_DisplayLoadProgress(int percent, const wchar_t* pending_task);
extern void Render();
/**
* initialize global modules that are be needed before Init.
* must be called from the very beginning of main.
**/
extern void EarlyInit();
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
};
/**
* enable/disable rendering of the GUI (intended mainly for screenshots)
*/
extern void RenderGui(bool RenderingState);
extern void RenderLogger(bool RenderingState);
/**
* enable/disable rendering of the cursor - this does not hide cursor, but reverts to OS style
*/
extern void RenderCursor(bool RenderingState);
class CmdLineArgs;
class Paths;
extern std::vector& GetMods(const CmdLineArgs& args, int flags);
extern void MountMods(const Paths& paths, const std::vector& mods);
/**
* 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.
*/
extern bool Init(const CmdLineArgs& args, int flags);
extern void InitGraphics(const CmdLineArgs& args, int flags);
extern void Shutdown(int flags);
extern void CancelLoad(const CStrW& message);
extern bool InDevelopmentCopy();
#endif // INCLUDED_GAMESETUP