mirror of
https://gitea.wildfiregames.com/0ad/0ad.git
synced 2026-06-20 23:44:08 +00:00
ec8b420abc
- 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
102 lines
2.9 KiB
C++
102 lines
2.9 KiB
C++
/* Copyright (C) 2026 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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#include "ps/CStr.h"
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#include "ps/Input.h"
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#include <queue>
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#include <vector>
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class CmdLineArgs;
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class Paths;
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namespace Script { class Context; }
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namespace Script { class Interface; }
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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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extern void EndGame();
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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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// initialize the mod folders from command line parameters
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INIT_MODS = 8,
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// mount the public mod
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// needed by the map editor as "mod" does not provide everything it needs
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INIT_MODS_PUBLIC = 16
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};
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extern const std::vector<CStr>& GetMods(const CmdLineArgs& args, int flags);
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/**
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* Mounts all files of the given mods in the global VFS.
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* Make sure to call CacheEnabledModVersions after every call to this.
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*/
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extern void MountMods(const Paths& paths, const std::vector<CStr>& mods);
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void InitVfs(const CmdLineArgs& args);
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/**
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* Returns true if successful, false if Init is aborted early (for instance if
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* mods changed, or if we are using -dumpSchema).
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* `ShutdownConfigAndSubsequent` has to be called later.
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*/
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extern bool Init(const CmdLineArgs& args, int flags);
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using InputHandlers = std::queue<Input::Handler<Input::Reaction(&)(const SDL_Event&)>>;
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[[nodiscard]] std::unique_ptr<InputHandlers> MakeInputHandlers();
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/**
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* `ShutdownNetworkAndUI` has to be called later.
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*/
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[[nodiscard]] std::unique_ptr<InputHandlers> InitGraphics(const CmdLineArgs& args, int flags,
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const std::vector<CStr>& installedMods, Script::Context& scriptContext,
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Script::Interface& scriptInterface);
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/**
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* `ShutdownNetworkAndUI` has to be called later.
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*/
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extern bool InitNonVisual(const CmdLineArgs& args);
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/**
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* Has to be called before `ShutdownConfigAndSubsequent`.
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*/
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void ShutdownNetworkAndUI();
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void ShutdownConfigAndSubsequent();
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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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