Files
0ad/source/ps/GameSetup/GameSetup.h
T
vyordan ec8b420abc Move Script* classes to Script namespace
- Rename ScriptEngine, ScriptContext, ScriptInterface, ScriptRequest to
  Script::Engine, Script::Context, Script::Interface, Script::Request
- Remove 'Script' prefix from filenames:
  ScriptContext.* → Context.*
  ScriptInterface.* → Interface.*
  ScriptRequest.* → Request.*
  ScriptEngine.* → Engine.*
  ScriptConversions.* → Conversions.*
  ScriptExceptions.* → Exceptions.*
  ScriptForward.* → ForwardDeclarations.*
  ScriptStats.* → Stats.*
- Update all includes, forward declarations, and friend classes
- Use namespace Script { ... } in .cpp definitions to avoid repetitive
  Script:: prefix (keeping global callbacks outside)
- Rename internal implementation structs:
  ScriptInterface_impl → Interface_impl
  ScriptFunction → Function
- Update copyright year to 2026 in all touched files
- Suppress pre-existing cppcheck warnings (uninitvar, nullPointer, unknown
  macro) by adding them to suppressions-list.txt (these are not caused
  by this refactor)

Fixes #7516
2026-06-20 17:43:00 +02:00

102 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;
namespace Script { class Context; }
namespace Script { class Interface; }
/**
* 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<Input::Reaction(&)(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, Script::Context& scriptContext,
Script::Interface& 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