2012-05-30 07:17:40 -05:00
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#ifdef USE_SDL
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2012-01-08 11:39:03 -06:00
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2012-07-06 10:53:59 -05:00
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#include <map>
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2018-04-30 13:13:24 -05:00
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#include "common/String.h"
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2016-07-17 22:37:24 -05:00
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#include <ctime>
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2017-11-15 19:07:00 -06:00
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#include <climits>
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2012-07-29 11:14:14 -05:00
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#ifdef WIN
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2013-06-22 08:36:10 -05:00
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#define _WIN32_WINNT 0x0501 //Necessary for some macros and functions, tells windows.h to include functions only available in Windows XP or later
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2012-08-08 11:42:04 -05:00
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#include <direct.h>
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2012-01-29 11:54:53 -06:00
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#endif
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2016-10-13 21:32:52 -05:00
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#include "SDLCompat.h"
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2017-02-20 18:15:41 -06:00
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#ifdef X86_SSE
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2017-02-19 18:29:41 -06:00
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#include <xmmintrin.h>
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2017-02-20 18:15:41 -06:00
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#endif
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#ifdef X86_SSE3
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2017-02-19 18:29:41 -06:00
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#include <pmmintrin.h>
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2017-02-20 18:15:41 -06:00
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#endif
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2012-01-14 12:51:24 -06:00
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#include <iostream>
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2012-01-08 11:39:03 -06:00
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#include "Config.h"
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2012-07-06 10:06:26 -05:00
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#include "graphics/Graphics.h"
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2012-07-29 10:55:26 -05:00
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#if defined(LIN)
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2012-01-29 11:54:53 -06:00
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#include "icon.h"
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#endif
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2013-05-19 01:02:42 -05:00
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#include <signal.h>
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2016-01-25 23:24:14 -06:00
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#include <stdexcept>
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2012-01-08 11:39:03 -06:00
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2012-08-08 11:42:04 -05:00
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#ifndef WIN
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#include <unistd.h>
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#endif
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#include "Format.h"
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2012-08-12 16:32:57 -05:00
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2012-08-13 09:43:57 -05:00
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#include "client/GameSave.h"
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2012-08-17 10:08:03 -05:00
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#include "client/SaveFile.h"
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2012-06-21 19:04:55 -05:00
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#include "simulation/SaveRenderer.h"
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#include "client/Client.h"
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2012-07-06 10:53:59 -05:00
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#include "Misc.h"
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2012-01-08 11:39:03 -06:00
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2013-03-22 09:14:17 -05:00
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#include "gui/game/GameController.h"
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#include "gui/game/GameView.h"
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2012-01-17 14:46:06 -06:00
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2018-04-29 10:49:40 -05:00
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#include "gui/font/FontEditor.h"
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2013-03-22 09:14:17 -05:00
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#include "gui/dialogues/ErrorMessage.h"
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2016-01-31 21:30:39 -06:00
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#include "gui/dialogues/ConfirmPrompt.h"
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2013-03-22 09:14:17 -05:00
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#include "gui/interface/Keys.h"
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#include "gui/Style.h"
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2012-01-29 08:44:36 -06:00
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2012-01-19 07:44:59 -06:00
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#include "client/HTTP.h"
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2012-01-14 12:51:24 -06:00
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using namespace std;
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2016-10-14 08:30:29 -05:00
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#define INCLUDE_SYSWM
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#include "SDLCompat.h"
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2013-01-18 13:37:24 -06:00
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#if defined(USE_SDL) && defined(LIN) && defined(SDL_VIDEO_DRIVER_X11)
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SDL_SysWMinfo sdl_wminfo;
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2013-08-28 15:57:08 -05:00
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Atom XA_CLIPBOARD, XA_TARGETS, XA_UTF8_STRING;
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2013-01-18 13:37:24 -06:00
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#endif
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2012-09-05 11:31:49 -05:00
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int desktopWidth = 1280, desktopHeight = 1024;
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|
upgrade to SDL 2
Still currently in process, there are some issues:
Windows version doesn't work, mac version might not work, opengl might not work
Icon doesn't work (on Linux at least)
Lua will need some changes, there are some sdl 1.2 hacks in there
When entering fullscreen, the window loses focus
When holding down mouse out of bounds, mouse move events stop being sent
When letting go of mouse out of bounds, mouseup event doesn't take into account double scale mode
Clicking on startup without moving mouse will draw at 0,0 for a frame
Renderer probably won't compile because USE_SDL doesn't entirely work
... and maybe others
Some nice things were done though:
no more blit2, sdl can do the scaling itself
3d effect removed, no reason to support this joke any longer
No need to support copy/paste ourselves, sdl does it now
text handling done much better now, separate events for key presses and text input
when a new window is shown, all events ignored until next tick (ignore textinput event if window shown from key press event like console)
2018-04-15 17:53:02 -05:00
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SDL_Window * sdl_window;
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SDL_Renderer * sdl_renderer;
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SDL_Texture * sdl_texture;
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2012-08-08 08:35:27 -05:00
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int scale = 1;
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bool fullscreen = false;
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2012-05-30 06:32:58 -05:00
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2018-04-22 21:14:06 -05:00
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2018-04-30 13:13:24 -05:00
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void ClipboardPush(ByteString text)
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2013-01-18 13:37:24 -06:00
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{
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upgrade to SDL 2
Still currently in process, there are some issues:
Windows version doesn't work, mac version might not work, opengl might not work
Icon doesn't work (on Linux at least)
Lua will need some changes, there are some sdl 1.2 hacks in there
When entering fullscreen, the window loses focus
When holding down mouse out of bounds, mouse move events stop being sent
When letting go of mouse out of bounds, mouseup event doesn't take into account double scale mode
Clicking on startup without moving mouse will draw at 0,0 for a frame
Renderer probably won't compile because USE_SDL doesn't entirely work
... and maybe others
Some nice things were done though:
no more blit2, sdl can do the scaling itself
3d effect removed, no reason to support this joke any longer
No need to support copy/paste ourselves, sdl does it now
text handling done much better now, separate events for key presses and text input
when a new window is shown, all events ignored until next tick (ignore textinput event if window shown from key press event like console)
2018-04-15 17:53:02 -05:00
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SDL_SetClipboardText(text.c_str());
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2013-01-18 13:37:24 -06:00
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}
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2018-04-30 13:13:24 -05:00
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ByteString ClipboardPull()
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2013-01-18 13:37:24 -06:00
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{
|
upgrade to SDL 2
Still currently in process, there are some issues:
Windows version doesn't work, mac version might not work, opengl might not work
Icon doesn't work (on Linux at least)
Lua will need some changes, there are some sdl 1.2 hacks in there
When entering fullscreen, the window loses focus
When holding down mouse out of bounds, mouse move events stop being sent
When letting go of mouse out of bounds, mouseup event doesn't take into account double scale mode
Clicking on startup without moving mouse will draw at 0,0 for a frame
Renderer probably won't compile because USE_SDL doesn't entirely work
... and maybe others
Some nice things were done though:
no more blit2, sdl can do the scaling itself
3d effect removed, no reason to support this joke any longer
No need to support copy/paste ourselves, sdl does it now
text handling done much better now, separate events for key presses and text input
when a new window is shown, all events ignored until next tick (ignore textinput event if window shown from key press event like console)
2018-04-15 17:53:02 -05:00
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return ByteString(SDL_GetClipboardText());
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2013-01-18 13:37:24 -06:00
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}
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2018-04-22 21:14:06 -05:00
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int GetModifiers()
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{
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return SDL_GetModState();
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}
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void LoadWindowPosition()
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{
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int savedWindowX = Client::Ref().GetPrefInteger("WindowX", INT_MAX);
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int savedWindowY = Client::Ref().GetPrefInteger("WindowY", INT_MAX);
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SDL_SetWindowPosition(sdl_window, savedWindowX, savedWindowY);
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}
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void SaveWindowPosition()
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{
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int x, y;
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SDL_GetWindowPosition(sdl_window, &x, &y);
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int borderTop, borderLeft;
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SDL_GetWindowBordersSize(sdl_window, &borderTop, &borderLeft, nullptr, nullptr);
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Client::Ref().SetPref("WindowX", x - borderLeft);
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Client::Ref().SetPref("WindowY", y - borderTop);
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}
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void CalculateMousePosition(int *x, int *y)
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{
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int globalMx, globalMy;
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SDL_GetGlobalMouseState(&globalMx, &globalMy);
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int windowX, windowY;
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SDL_GetWindowPosition(sdl_window, &windowX, &windowY);
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if (x)
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*x = (globalMx - windowX) / scale;
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if (y)
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*y = (globalMy - windowY) / scale;
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}
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2012-06-23 08:59:07 -05:00
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#ifdef OGLI
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2012-05-30 06:32:58 -05:00
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void blit()
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{
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SDL_GL_SwapBuffers();
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}
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#else
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void blit(pixel * vid)
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{
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upgrade to SDL 2
Still currently in process, there are some issues:
Windows version doesn't work, mac version might not work, opengl might not work
Icon doesn't work (on Linux at least)
Lua will need some changes, there are some sdl 1.2 hacks in there
When entering fullscreen, the window loses focus
When holding down mouse out of bounds, mouse move events stop being sent
When letting go of mouse out of bounds, mouseup event doesn't take into account double scale mode
Clicking on startup without moving mouse will draw at 0,0 for a frame
Renderer probably won't compile because USE_SDL doesn't entirely work
... and maybe others
Some nice things were done though:
no more blit2, sdl can do the scaling itself
3d effect removed, no reason to support this joke any longer
No need to support copy/paste ourselves, sdl does it now
text handling done much better now, separate events for key presses and text input
when a new window is shown, all events ignored until next tick (ignore textinput event if window shown from key press event like console)
2018-04-15 17:53:02 -05:00
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SDL_UpdateTexture(sdl_texture, NULL, vid, WINDOWW * sizeof (Uint32));
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2018-04-22 21:14:06 -05:00
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// need to clear the renderer if there are black edges (fullscreen, or resizable window)
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if (fullscreen)
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SDL_RenderClear(sdl_renderer);
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upgrade to SDL 2
Still currently in process, there are some issues:
Windows version doesn't work, mac version might not work, opengl might not work
Icon doesn't work (on Linux at least)
Lua will need some changes, there are some sdl 1.2 hacks in there
When entering fullscreen, the window loses focus
When holding down mouse out of bounds, mouse move events stop being sent
When letting go of mouse out of bounds, mouseup event doesn't take into account double scale mode
Clicking on startup without moving mouse will draw at 0,0 for a frame
Renderer probably won't compile because USE_SDL doesn't entirely work
... and maybe others
Some nice things were done though:
no more blit2, sdl can do the scaling itself
3d effect removed, no reason to support this joke any longer
No need to support copy/paste ourselves, sdl does it now
text handling done much better now, separate events for key presses and text input
when a new window is shown, all events ignored until next tick (ignore textinput event if window shown from key press event like console)
2018-04-15 17:53:02 -05:00
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SDL_RenderCopy(sdl_renderer, sdl_texture, NULL, NULL);
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SDL_RenderPresent(sdl_renderer);
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2012-05-30 06:32:58 -05:00
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}
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2012-05-30 07:17:40 -05:00
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#endif
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2012-05-30 06:32:58 -05:00
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2012-08-08 08:35:27 -05:00
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int SDLOpen()
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2012-01-08 11:39:03 -06:00
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{
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2012-07-29 11:14:14 -05:00
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#if defined(WIN) && defined(WINCONSOLE)
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2012-01-14 12:51:24 -06:00
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FILE * console = fopen("CON", "w" );
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#endif
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2012-01-08 11:39:03 -06:00
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if (SDL_Init(SDL_INIT_VIDEO)<0)
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{
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fprintf(stderr, "Initializing SDL: %s\n", SDL_GetError());
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2012-08-08 08:35:27 -05:00
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return 1;
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2012-01-08 11:39:03 -06:00
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}
|
upgrade to SDL 2
Still currently in process, there are some issues:
Windows version doesn't work, mac version might not work, opengl might not work
Icon doesn't work (on Linux at least)
Lua will need some changes, there are some sdl 1.2 hacks in there
When entering fullscreen, the window loses focus
When holding down mouse out of bounds, mouse move events stop being sent
When letting go of mouse out of bounds, mouseup event doesn't take into account double scale mode
Clicking on startup without moving mouse will draw at 0,0 for a frame
Renderer probably won't compile because USE_SDL doesn't entirely work
... and maybe others
Some nice things were done though:
no more blit2, sdl can do the scaling itself
3d effect removed, no reason to support this joke any longer
No need to support copy/paste ourselves, sdl does it now
text handling done much better now, separate events for key presses and text input
when a new window is shown, all events ignored until next tick (ignore textinput event if window shown from key press event like console)
2018-04-15 17:53:02 -05:00
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SDL_DisplayMode SDLDisplayMode;
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SDL_GetCurrentDisplayMode(0, &SDLDisplayMode);
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desktopWidth = SDLDisplayMode.w;
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desktopHeight = SDLDisplayMode.h;
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2012-07-29 11:14:14 -05:00
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#if defined(WIN) && defined(WINCONSOLE)
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2012-01-14 12:51:24 -06:00
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//On Windows, SDL redirects stdout to stdout.txt, which can be annoying when debugging, here we redirect back to the console
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if (console)
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{
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freopen("CON", "w", stdout);
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2012-02-05 10:37:36 -06:00
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freopen("CON", "w", stderr);
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//fclose(console);
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2012-01-14 12:51:24 -06:00
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}
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#endif
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2012-07-29 11:14:14 -05:00
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#ifdef WIN
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2012-01-29 11:54:53 -06:00
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SDL_SysWMinfo SysInfo;
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SDL_VERSION(&SysInfo.version);
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if(SDL_GetWMInfo(&SysInfo) <= 0) {
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Fix some problems noted in http://www.viva64.com/en/b/0298/
I've left some of the less important items, like SearchView.cpp "'then' statement is equivalent to the 'else' statement", and RequestBroker::Request::~Request, because I don't feel like spending a few days entirely rewriting those files at the moment (which is what I'd end up doing if I started fixing minor problems and refactoring...)
GameSave::readOPS - not changed. At some point we may have to move to a larger type for element IDs (probably two or four bytes), but PT_NUM isn't likely to be raised to the maximum value of that type immediately, so this check will be needed then. There should be an elements[partsData[i]].Enabled check in there too, but it might be a bit difficult - I'm not sure how to access a Simulation object from GameSave::readOPS...
Notes on changes:
Graphics::textsize, Element_FRZW::Element_FRZW - typos
Button::Draw - the extra case was originally used to invert the icon (draw it in black instead of in white) when the button was clicked. However, the icon colour is now automatically set depending on the background colour. (Note similar conditions "if(Enabled) { if(isButtonDown || (isTogglable && toggle)) " near the start of the function - same logic but in a different place, setting icon colour indirectly).
Simulation::transform_save - unused redundant function, everything uses GameSave::Transform which does much the same thing.
PreviewView::NotifySaveChanged - should be height==YRES/2, it's checking whether the preview image is the correct size, and resizing it if it isn't.
Element_FWRK::update - no idea why that line was there, even though it was my commit that originally added it...
2014-12-25 09:55:14 -06:00
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printf("%s : %p\n", SDL_GetError(), SysInfo.window);
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2012-01-29 11:54:53 -06:00
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exit(-1);
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}
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HWND WindowHandle = SysInfo.window;
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2013-04-22 12:04:43 -05:00
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// Use GetModuleHandle to get the Exe HMODULE/HINSTANCE
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HMODULE hModExe = GetModuleHandle(NULL);
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HICON hIconSmall = (HICON)LoadImage(hModExe, MAKEINTRESOURCE(101), IMAGE_ICON, 16, 16, LR_SHARED);
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HICON hIconBig = (HICON)LoadImage(hModExe, MAKEINTRESOURCE(101), IMAGE_ICON, 32, 32, LR_SHARED);
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2012-01-29 11:54:53 -06:00
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SendMessage(WindowHandle, WM_SETICON, ICON_SMALL, (LPARAM)hIconSmall);
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SendMessage(WindowHandle, WM_SETICON, ICON_BIG, (LPARAM)hIconBig);
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#endif
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2018-04-22 21:14:06 -05:00
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sdl_window = SDL_CreateWindow("The Powder Toy", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, WINDOWW * scale, WINDOWH * scale,
|
2018-04-23 20:26:57 -05:00
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fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
|
2018-04-22 21:14:06 -05:00
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sdl_renderer = SDL_CreateRenderer(sdl_window, -1, 0);
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SDL_RenderSetLogicalSize(sdl_renderer, WINDOWW, WINDOWH);
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//Uncomment this to force fullscreen to an integer resolution
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//SDL_RenderSetIntegerScale(sdl_renderer, SDL_TRUE);
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sdl_texture = SDL_CreateTexture(sdl_renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, WINDOWW, WINDOWH);
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if (fullscreen)
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SDL_RaiseWindow(sdl_window);
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//Uncomment this to enable resizing
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2018-04-23 20:26:57 -05:00
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//SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear");
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//SDL_SetWindowResizable(sdl_window, SDL_TRUE);
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2018-04-22 21:14:06 -05:00
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#ifdef LIN
|
2018-05-05 20:49:07 -05:00
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SDL_Surface *icon = SDL_CreateRGBSurfaceFrom((void*)app_icon, 48, 48, 32, 192, 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000);
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2018-04-22 21:14:06 -05:00
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SDL_SetWindowIcon(sdl_window, icon);
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SDL_FreeSurface(icon);
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#endif
|
2012-01-08 11:39:03 -06:00
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atexit(SDL_Quit);
|
2012-04-22 11:13:43 -05:00
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|
2012-08-08 08:35:27 -05:00
|
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|
return 0;
|
|
|
|
}
|
2012-04-22 11:13:43 -05:00
|
|
|
|
upgrade to SDL 2
Still currently in process, there are some issues:
Windows version doesn't work, mac version might not work, opengl might not work
Icon doesn't work (on Linux at least)
Lua will need some changes, there are some sdl 1.2 hacks in there
When entering fullscreen, the window loses focus
When holding down mouse out of bounds, mouse move events stop being sent
When letting go of mouse out of bounds, mouseup event doesn't take into account double scale mode
Clicking on startup without moving mouse will draw at 0,0 for a frame
Renderer probably won't compile because USE_SDL doesn't entirely work
... and maybe others
Some nice things were done though:
no more blit2, sdl can do the scaling itself
3d effect removed, no reason to support this joke any longer
No need to support copy/paste ourselves, sdl does it now
text handling done much better now, separate events for key presses and text input
when a new window is shown, all events ignored until next tick (ignore textinput event if window shown from key press event like console)
2018-04-15 17:53:02 -05:00
|
|
|
void SDLSetScreen(int newScale, bool newFullscreen)
|
2012-08-08 08:35:27 -05:00
|
|
|
{
|
|
|
|
scale = newScale;
|
|
|
|
fullscreen = newFullscreen;
|
2018-04-22 21:14:06 -05:00
|
|
|
SDL_SetWindowSize(sdl_window, WINDOWW * newScale, WINDOWH * newScale);
|
|
|
|
SDL_SetWindowFullscreen(sdl_window, newFullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
|
2018-04-22 19:09:44 -05:00
|
|
|
if (newFullscreen)
|
|
|
|
SDL_RaiseWindow(sdl_window);
|
2016-04-01 23:10:15 -05:00
|
|
|
}
|
|
|
|
|
2016-07-23 18:15:07 -05:00
|
|
|
unsigned int GetTicks()
|
|
|
|
{
|
|
|
|
return SDL_GetTicks();
|
|
|
|
}
|
|
|
|
|
2018-04-30 13:13:24 -05:00
|
|
|
std::map<ByteString, ByteString> readArguments(int argc, char * argv[])
|
2012-07-06 10:53:59 -05:00
|
|
|
{
|
2018-04-30 13:13:24 -05:00
|
|
|
std::map<ByteString, ByteString> arguments;
|
2012-07-06 10:53:59 -05:00
|
|
|
|
2012-11-16 17:20:48 -06:00
|
|
|
//Defaults
|
2012-07-06 10:53:59 -05:00
|
|
|
arguments["scale"] = "";
|
|
|
|
arguments["proxy"] = "";
|
2012-11-16 17:20:48 -06:00
|
|
|
arguments["nohud"] = "false"; //the nohud, sound, and scripts commands currently do nothing.
|
2012-07-06 10:53:59 -05:00
|
|
|
arguments["sound"] = "false";
|
|
|
|
arguments["kiosk"] = "false";
|
|
|
|
arguments["scripts"] = "false";
|
|
|
|
arguments["open"] = "";
|
|
|
|
arguments["ddir"] = "";
|
|
|
|
arguments["ptsave"] = "";
|
|
|
|
|
|
|
|
for (int i=1; i<argc; i++)
|
|
|
|
{
|
|
|
|
if (!strncmp(argv[i], "scale:", 6) && argv[i]+6)
|
|
|
|
{
|
2018-04-30 13:13:24 -05:00
|
|
|
arguments["scale"] = argv[i]+6;
|
2012-07-06 10:53:59 -05:00
|
|
|
}
|
2012-08-08 12:34:37 -05:00
|
|
|
else if (!strncmp(argv[i], "proxy:", 6))
|
2012-07-06 10:53:59 -05:00
|
|
|
{
|
2012-08-08 12:34:37 -05:00
|
|
|
if(argv[i]+6)
|
2018-04-30 13:13:24 -05:00
|
|
|
arguments["proxy"] = argv[i]+6;
|
2012-08-08 12:34:37 -05:00
|
|
|
else
|
|
|
|
arguments["proxy"] = "false";
|
2012-07-06 10:53:59 -05:00
|
|
|
}
|
|
|
|
else if (!strncmp(argv[i], "nohud", 5))
|
|
|
|
{
|
|
|
|
arguments["nohud"] = "true";
|
|
|
|
}
|
|
|
|
else if (!strncmp(argv[i], "kiosk", 5))
|
|
|
|
{
|
|
|
|
arguments["kiosk"] = "true";
|
|
|
|
}
|
|
|
|
else if (!strncmp(argv[i], "sound", 5))
|
|
|
|
{
|
|
|
|
arguments["sound"] = "true";
|
|
|
|
}
|
|
|
|
else if (!strncmp(argv[i], "scripts", 8))
|
|
|
|
{
|
|
|
|
arguments["scripts"] = "true";
|
|
|
|
}
|
|
|
|
else if (!strncmp(argv[i], "open", 5) && i+1<argc)
|
|
|
|
{
|
2018-04-30 13:13:24 -05:00
|
|
|
arguments["open"] = argv[i+1];
|
2012-07-06 10:53:59 -05:00
|
|
|
i++;
|
|
|
|
}
|
|
|
|
else if (!strncmp(argv[i], "ddir", 5) && i+1<argc)
|
|
|
|
{
|
2018-04-30 13:13:24 -05:00
|
|
|
arguments["ddir"] = argv[i+1];
|
2012-07-06 10:53:59 -05:00
|
|
|
i++;
|
|
|
|
}
|
|
|
|
else if (!strncmp(argv[i], "ptsave", 7) && i+1<argc)
|
|
|
|
{
|
2018-04-30 13:13:24 -05:00
|
|
|
arguments["ptsave"] = argv[i+1];
|
2012-07-06 10:53:59 -05:00
|
|
|
i++;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return arguments;
|
|
|
|
}
|
|
|
|
|
2012-08-18 16:08:20 -05:00
|
|
|
int elapsedTime = 0, currentTime = 0, lastTime = 0, currentFrame = 0;
|
|
|
|
unsigned int lastTick = 0;
|
upgrade to SDL 2
Still currently in process, there are some issues:
Windows version doesn't work, mac version might not work, opengl might not work
Icon doesn't work (on Linux at least)
Lua will need some changes, there are some sdl 1.2 hacks in there
When entering fullscreen, the window loses focus
When holding down mouse out of bounds, mouse move events stop being sent
When letting go of mouse out of bounds, mouseup event doesn't take into account double scale mode
Clicking on startup without moving mouse will draw at 0,0 for a frame
Renderer probably won't compile because USE_SDL doesn't entirely work
... and maybe others
Some nice things were done though:
no more blit2, sdl can do the scaling itself
3d effect removed, no reason to support this joke any longer
No need to support copy/paste ourselves, sdl does it now
text handling done much better now, separate events for key presses and text input
when a new window is shown, all events ignored until next tick (ignore textinput event if window shown from key press event like console)
2018-04-15 17:53:02 -05:00
|
|
|
float fps = 0, delta = 1.0f;
|
2012-08-18 16:08:20 -05:00
|
|
|
ui::Engine * engine = NULL;
|
2016-01-31 21:30:39 -06:00
|
|
|
bool showDoubleScreenDialog = false;
|
2012-11-16 15:50:02 -06:00
|
|
|
float currentWidth, currentHeight;
|
2013-10-24 15:46:41 -05:00
|
|
|
|
2018-04-22 19:09:44 -05:00
|
|
|
int mousex = 0, mousey = 0;
|
|
|
|
int mouseButton = 0;
|
|
|
|
bool mouseDown = false;
|
|
|
|
|
2018-04-22 21:14:06 -05:00
|
|
|
bool calculatedInitialMouse = false, delay = false;
|
|
|
|
bool hasMouseMoved = false;
|
|
|
|
|
2013-10-24 15:46:41 -05:00
|
|
|
void EventProcess(SDL_Event event)
|
|
|
|
{
|
|
|
|
switch (event.type)
|
|
|
|
{
|
|
|
|
case SDL_QUIT:
|
|
|
|
if (engine->GetFastQuit() || engine->CloseWindow())
|
|
|
|
engine->Exit();
|
|
|
|
break;
|
|
|
|
case SDL_KEYDOWN:
|
upgrade to SDL 2
Still currently in process, there are some issues:
Windows version doesn't work, mac version might not work, opengl might not work
Icon doesn't work (on Linux at least)
Lua will need some changes, there are some sdl 1.2 hacks in there
When entering fullscreen, the window loses focus
When holding down mouse out of bounds, mouse move events stop being sent
When letting go of mouse out of bounds, mouseup event doesn't take into account double scale mode
Clicking on startup without moving mouse will draw at 0,0 for a frame
Renderer probably won't compile because USE_SDL doesn't entirely work
... and maybe others
Some nice things were done though:
no more blit2, sdl can do the scaling itself
3d effect removed, no reason to support this joke any longer
No need to support copy/paste ourselves, sdl does it now
text handling done much better now, separate events for key presses and text input
when a new window is shown, all events ignored until next tick (ignore textinput event if window shown from key press event like console)
2018-04-15 17:53:02 -05:00
|
|
|
if (!event.key.repeat && event.key.keysym.sym == 'q' && (event.key.keysym.mod&KMOD_CTRL))
|
2018-03-10 15:01:14 -06:00
|
|
|
engine->ConfirmExit();
|
|
|
|
else
|
upgrade to SDL 2
Still currently in process, there are some issues:
Windows version doesn't work, mac version might not work, opengl might not work
Icon doesn't work (on Linux at least)
Lua will need some changes, there are some sdl 1.2 hacks in there
When entering fullscreen, the window loses focus
When holding down mouse out of bounds, mouse move events stop being sent
When letting go of mouse out of bounds, mouseup event doesn't take into account double scale mode
Clicking on startup without moving mouse will draw at 0,0 for a frame
Renderer probably won't compile because USE_SDL doesn't entirely work
... and maybe others
Some nice things were done though:
no more blit2, sdl can do the scaling itself
3d effect removed, no reason to support this joke any longer
No need to support copy/paste ourselves, sdl does it now
text handling done much better now, separate events for key presses and text input
when a new window is shown, all events ignored until next tick (ignore textinput event if window shown from key press event like console)
2018-04-15 17:53:02 -05:00
|
|
|
engine->onKeyPress(event.key.keysym.sym, event.key.keysym.scancode, event.key.repeat, event.key.keysym.mod&KMOD_SHIFT, event.key.keysym.mod&KMOD_CTRL, event.key.keysym.mod&KMOD_ALT);
|
2013-10-24 15:46:41 -05:00
|
|
|
break;
|
|
|
|
case SDL_KEYUP:
|
upgrade to SDL 2
Still currently in process, there are some issues:
Windows version doesn't work, mac version might not work, opengl might not work
Icon doesn't work (on Linux at least)
Lua will need some changes, there are some sdl 1.2 hacks in there
When entering fullscreen, the window loses focus
When holding down mouse out of bounds, mouse move events stop being sent
When letting go of mouse out of bounds, mouseup event doesn't take into account double scale mode
Clicking on startup without moving mouse will draw at 0,0 for a frame
Renderer probably won't compile because USE_SDL doesn't entirely work
... and maybe others
Some nice things were done though:
no more blit2, sdl can do the scaling itself
3d effect removed, no reason to support this joke any longer
No need to support copy/paste ourselves, sdl does it now
text handling done much better now, separate events for key presses and text input
when a new window is shown, all events ignored until next tick (ignore textinput event if window shown from key press event like console)
2018-04-15 17:53:02 -05:00
|
|
|
engine->onKeyRelease(event.key.keysym.sym, event.key.keysym.scancode, event.key.repeat, event.key.keysym.mod&KMOD_SHIFT, event.key.keysym.mod&KMOD_CTRL, event.key.keysym.mod&KMOD_ALT);
|
2013-10-24 15:46:41 -05:00
|
|
|
break;
|
upgrade to SDL 2
Still currently in process, there are some issues:
Windows version doesn't work, mac version might not work, opengl might not work
Icon doesn't work (on Linux at least)
Lua will need some changes, there are some sdl 1.2 hacks in there
When entering fullscreen, the window loses focus
When holding down mouse out of bounds, mouse move events stop being sent
When letting go of mouse out of bounds, mouseup event doesn't take into account double scale mode
Clicking on startup without moving mouse will draw at 0,0 for a frame
Renderer probably won't compile because USE_SDL doesn't entirely work
... and maybe others
Some nice things were done though:
no more blit2, sdl can do the scaling itself
3d effect removed, no reason to support this joke any longer
No need to support copy/paste ourselves, sdl does it now
text handling done much better now, separate events for key presses and text input
when a new window is shown, all events ignored until next tick (ignore textinput event if window shown from key press event like console)
2018-04-15 17:53:02 -05:00
|
|
|
case SDL_TEXTINPUT:
|
|
|
|
engine->onTextInput(ByteString(event.text.text).FromUtf8());
|
2013-10-24 15:46:41 -05:00
|
|
|
break;
|
upgrade to SDL 2
Still currently in process, there are some issues:
Windows version doesn't work, mac version might not work, opengl might not work
Icon doesn't work (on Linux at least)
Lua will need some changes, there are some sdl 1.2 hacks in there
When entering fullscreen, the window loses focus
When holding down mouse out of bounds, mouse move events stop being sent
When letting go of mouse out of bounds, mouseup event doesn't take into account double scale mode
Clicking on startup without moving mouse will draw at 0,0 for a frame
Renderer probably won't compile because USE_SDL doesn't entirely work
... and maybe others
Some nice things were done though:
no more blit2, sdl can do the scaling itself
3d effect removed, no reason to support this joke any longer
No need to support copy/paste ourselves, sdl does it now
text handling done much better now, separate events for key presses and text input
when a new window is shown, all events ignored until next tick (ignore textinput event if window shown from key press event like console)
2018-04-15 17:53:02 -05:00
|
|
|
case SDL_MOUSEWHEEL:
|
|
|
|
{
|
|
|
|
int x = event.wheel.x;
|
|
|
|
int y = event.wheel.y;
|
|
|
|
if (event.wheel.direction == SDL_MOUSEWHEEL_FLIPPED)
|
2013-10-24 15:46:41 -05:00
|
|
|
{
|
upgrade to SDL 2
Still currently in process, there are some issues:
Windows version doesn't work, mac version might not work, opengl might not work
Icon doesn't work (on Linux at least)
Lua will need some changes, there are some sdl 1.2 hacks in there
When entering fullscreen, the window loses focus
When holding down mouse out of bounds, mouse move events stop being sent
When letting go of mouse out of bounds, mouseup event doesn't take into account double scale mode
Clicking on startup without moving mouse will draw at 0,0 for a frame
Renderer probably won't compile because USE_SDL doesn't entirely work
... and maybe others
Some nice things were done though:
no more blit2, sdl can do the scaling itself
3d effect removed, no reason to support this joke any longer
No need to support copy/paste ourselves, sdl does it now
text handling done much better now, separate events for key presses and text input
when a new window is shown, all events ignored until next tick (ignore textinput event if window shown from key press event like console)
2018-04-15 17:53:02 -05:00
|
|
|
x *= -1;
|
|
|
|
y *= -1;
|
2013-10-24 15:46:41 -05:00
|
|
|
}
|
upgrade to SDL 2
Still currently in process, there are some issues:
Windows version doesn't work, mac version might not work, opengl might not work
Icon doesn't work (on Linux at least)
Lua will need some changes, there are some sdl 1.2 hacks in there
When entering fullscreen, the window loses focus
When holding down mouse out of bounds, mouse move events stop being sent
When letting go of mouse out of bounds, mouseup event doesn't take into account double scale mode
Clicking on startup without moving mouse will draw at 0,0 for a frame
Renderer probably won't compile because USE_SDL doesn't entirely work
... and maybe others
Some nice things were done though:
no more blit2, sdl can do the scaling itself
3d effect removed, no reason to support this joke any longer
No need to support copy/paste ourselves, sdl does it now
text handling done much better now, separate events for key presses and text input
when a new window is shown, all events ignored until next tick (ignore textinput event if window shown from key press event like console)
2018-04-15 17:53:02 -05:00
|
|
|
bool positiveDir = y == 0 ? x > 0 : y > 0;
|
2018-04-22 21:14:06 -05:00
|
|
|
engine->onMouseWheel(event.motion.x, event.motion.y, positiveDir ? 1 : -1);
|
upgrade to SDL 2
Still currently in process, there are some issues:
Windows version doesn't work, mac version might not work, opengl might not work
Icon doesn't work (on Linux at least)
Lua will need some changes, there are some sdl 1.2 hacks in there
When entering fullscreen, the window loses focus
When holding down mouse out of bounds, mouse move events stop being sent
When letting go of mouse out of bounds, mouseup event doesn't take into account double scale mode
Clicking on startup without moving mouse will draw at 0,0 for a frame
Renderer probably won't compile because USE_SDL doesn't entirely work
... and maybe others
Some nice things were done though:
no more blit2, sdl can do the scaling itself
3d effect removed, no reason to support this joke any longer
No need to support copy/paste ourselves, sdl does it now
text handling done much better now, separate events for key presses and text input
when a new window is shown, all events ignored until next tick (ignore textinput event if window shown from key press event like console)
2018-04-15 17:53:02 -05:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
case SDL_MOUSEMOTION:
|
2018-04-22 21:14:06 -05:00
|
|
|
mousex = event.motion.x;
|
|
|
|
mousey = event.motion.y;
|
2018-04-22 19:09:44 -05:00
|
|
|
engine->onMouseMove(mousex, mousey);
|
2018-04-22 21:14:06 -05:00
|
|
|
|
|
|
|
hasMouseMoved = true;
|
upgrade to SDL 2
Still currently in process, there are some issues:
Windows version doesn't work, mac version might not work, opengl might not work
Icon doesn't work (on Linux at least)
Lua will need some changes, there are some sdl 1.2 hacks in there
When entering fullscreen, the window loses focus
When holding down mouse out of bounds, mouse move events stop being sent
When letting go of mouse out of bounds, mouseup event doesn't take into account double scale mode
Clicking on startup without moving mouse will draw at 0,0 for a frame
Renderer probably won't compile because USE_SDL doesn't entirely work
... and maybe others
Some nice things were done though:
no more blit2, sdl can do the scaling itself
3d effect removed, no reason to support this joke any longer
No need to support copy/paste ourselves, sdl does it now
text handling done much better now, separate events for key presses and text input
when a new window is shown, all events ignored until next tick (ignore textinput event if window shown from key press event like console)
2018-04-15 17:53:02 -05:00
|
|
|
break;
|
|
|
|
case SDL_MOUSEBUTTONDOWN:
|
2018-04-22 21:14:06 -05:00
|
|
|
// if mouse hasn't moved yet, sdl will send 0,0. We don't want that
|
|
|
|
if (hasMouseMoved)
|
|
|
|
{
|
|
|
|
mousex = event.motion.x;
|
|
|
|
mousey = event.motion.y;
|
|
|
|
}
|
2018-04-22 19:09:44 -05:00
|
|
|
mouseButton = event.button.button;
|
2018-04-22 21:14:06 -05:00
|
|
|
engine->onMouseClick(event.motion.x, event.motion.y, mouseButton);
|
2018-04-22 19:09:44 -05:00
|
|
|
|
|
|
|
mouseDown = true;
|
|
|
|
SDL_CaptureMouse(SDL_TRUE);
|
2013-10-24 15:46:41 -05:00
|
|
|
break;
|
|
|
|
case SDL_MOUSEBUTTONUP:
|
2018-04-22 21:14:06 -05:00
|
|
|
// if mouse hasn't moved yet, sdl will send 0,0. We don't want that
|
|
|
|
if (hasMouseMoved)
|
|
|
|
{
|
|
|
|
mousex = event.motion.x;
|
|
|
|
mousey = event.motion.y;
|
|
|
|
}
|
2018-04-22 19:09:44 -05:00
|
|
|
mouseButton = event.button.button;
|
|
|
|
engine->onMouseUnclick(mousex, mousey, mouseButton);
|
|
|
|
|
|
|
|
mouseDown = false;
|
|
|
|
SDL_CaptureMouse(SDL_FALSE);
|
2013-10-24 15:46:41 -05:00
|
|
|
break;
|
upgrade to SDL 2
Still currently in process, there are some issues:
Windows version doesn't work, mac version might not work, opengl might not work
Icon doesn't work (on Linux at least)
Lua will need some changes, there are some sdl 1.2 hacks in there
When entering fullscreen, the window loses focus
When holding down mouse out of bounds, mouse move events stop being sent
When letting go of mouse out of bounds, mouseup event doesn't take into account double scale mode
Clicking on startup without moving mouse will draw at 0,0 for a frame
Renderer probably won't compile because USE_SDL doesn't entirely work
... and maybe others
Some nice things were done though:
no more blit2, sdl can do the scaling itself
3d effect removed, no reason to support this joke any longer
No need to support copy/paste ourselves, sdl does it now
text handling done much better now, separate events for key presses and text input
when a new window is shown, all events ignored until next tick (ignore textinput event if window shown from key press event like console)
2018-04-15 17:53:02 -05:00
|
|
|
case SDL_WINDOWEVENT:
|
2013-10-24 15:46:41 -05:00
|
|
|
{
|
2018-04-22 19:09:44 -05:00
|
|
|
switch (event.window.event)
|
|
|
|
{
|
2018-04-22 21:14:06 -05:00
|
|
|
case SDL_WINDOWEVENT_SHOWN:
|
|
|
|
if (!calculatedInitialMouse)
|
|
|
|
{
|
|
|
|
//initial mouse coords, sdl won't tell us this if mouse hasn't moved
|
|
|
|
CalculateMousePosition(&mousex, &mousey);
|
|
|
|
engine->onMouseMove(mousex, mousey);
|
|
|
|
calculatedInitialMouse = true;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
// This event would be needed in certain glitchy cases of window resizing
|
|
|
|
// But for all currently tested cases, it isn't needed
|
|
|
|
/*case SDL_WINDOWEVENT_RESIZED:
|
2018-04-22 19:09:44 -05:00
|
|
|
{
|
|
|
|
float width = event.window.data1;
|
|
|
|
float height = event.window.data2;
|
|
|
|
|
|
|
|
currentWidth = width;
|
|
|
|
currentHeight = height;
|
|
|
|
// this "* scale" thing doesn't really work properly
|
|
|
|
// currently there is a bug where input doesn't scale properly after resizing, only when double scale mode is active
|
|
|
|
inputScaleH = (float)WINDOWW * scale / currentWidth;
|
|
|
|
inputScaleV = (float)WINDOWH * scale / currentHeight;
|
|
|
|
std::cout << "Changing input scale to " << inputScaleH << "x" << inputScaleV << std::endl;
|
upgrade to SDL 2
Still currently in process, there are some issues:
Windows version doesn't work, mac version might not work, opengl might not work
Icon doesn't work (on Linux at least)
Lua will need some changes, there are some sdl 1.2 hacks in there
When entering fullscreen, the window loses focus
When holding down mouse out of bounds, mouse move events stop being sent
When letting go of mouse out of bounds, mouseup event doesn't take into account double scale mode
Clicking on startup without moving mouse will draw at 0,0 for a frame
Renderer probably won't compile because USE_SDL doesn't entirely work
... and maybe others
Some nice things were done though:
no more blit2, sdl can do the scaling itself
3d effect removed, no reason to support this joke any longer
No need to support copy/paste ourselves, sdl does it now
text handling done much better now, separate events for key presses and text input
when a new window is shown, all events ignored until next tick (ignore textinput event if window shown from key press event like console)
2018-04-15 17:53:02 -05:00
|
|
|
break;
|
2018-04-22 21:14:06 -05:00
|
|
|
}*/
|
2018-04-22 19:09:44 -05:00
|
|
|
// This would send a mouse up event when focus is lost
|
|
|
|
// Not even sdl itself will know when the mouse was released if it happens in another window
|
|
|
|
// So it will ignore the next mouse down (after tpt is re-focused) and not send any events at all
|
|
|
|
// This is more unintuitive than pretending the mouse is still down when it's not, so this code is commented out
|
|
|
|
/*case SDL_WINDOWEVENT_FOCUS_LOST:
|
|
|
|
if (mouseDown)
|
|
|
|
{
|
|
|
|
mouseDown = false;
|
|
|
|
engine->onMouseUnclick(mousex, mousey, mouseButton);
|
|
|
|
}
|
|
|
|
break;*/
|
|
|
|
}
|
2013-10-24 15:46:41 -05:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-01-31 21:30:39 -06:00
|
|
|
void DoubleScreenDialog()
|
|
|
|
{
|
2018-05-02 14:08:52 -05:00
|
|
|
StringBuilder message;
|
2016-01-31 21:30:39 -06:00
|
|
|
message << "Switching to double size mode since your screen was determined to be large enough: ";
|
|
|
|
message << desktopWidth << "x" << desktopHeight << " detected, " << WINDOWW*2 << "x" << WINDOWH*2 << " required";
|
|
|
|
message << "\nTo undo this, hit Cancel. You can toggle double size mode in settings at any time.";
|
2018-05-02 14:08:52 -05:00
|
|
|
if (!ConfirmPrompt::Blocking("Large screen detected", message.Build()))
|
2016-01-31 21:30:39 -06:00
|
|
|
{
|
|
|
|
Client::Ref().SetPref("Scale", 1);
|
|
|
|
engine->SetScale(1);
|
2016-01-31 21:59:29 -06:00
|
|
|
#ifdef WIN
|
2016-01-31 21:30:39 -06:00
|
|
|
LoadWindowPosition(1);
|
2016-01-31 21:59:29 -06:00
|
|
|
#endif
|
2016-01-31 21:30:39 -06:00
|
|
|
}
|
|
|
|
}
|
2016-03-31 21:08:04 -05:00
|
|
|
|
2012-08-18 16:08:20 -05:00
|
|
|
void EngineProcess()
|
|
|
|
{
|
2015-02-03 19:13:51 -06:00
|
|
|
double frameTimeAvg = 0.0f, correctedFrameTimeAvg = 0.0f;
|
2012-08-18 16:08:20 -05:00
|
|
|
SDL_Event event;
|
|
|
|
while(engine->Running())
|
|
|
|
{
|
2015-02-03 19:13:51 -06:00
|
|
|
int frameStart = SDL_GetTicks();
|
2012-08-19 06:16:51 -05:00
|
|
|
if(engine->Broken()) { engine->UnBreak(); break; }
|
2012-08-18 16:08:20 -05:00
|
|
|
event.type = 0;
|
|
|
|
while (SDL_PollEvent(&event))
|
|
|
|
{
|
2013-10-24 15:46:41 -05:00
|
|
|
EventProcess(event);
|
2012-08-18 16:08:20 -05:00
|
|
|
event.type = 0; //Clear last event
|
|
|
|
}
|
2012-08-19 06:16:51 -05:00
|
|
|
if(engine->Broken()) { engine->UnBreak(); break; }
|
2012-08-18 16:08:20 -05:00
|
|
|
|
|
|
|
engine->Tick();
|
|
|
|
engine->Draw();
|
2017-11-15 19:07:00 -06:00
|
|
|
|
2013-05-21 22:05:27 -05:00
|
|
|
if(scale != engine->Scale || fullscreen != engine->Fullscreen)
|
|
|
|
{
|
upgrade to SDL 2
Still currently in process, there are some issues:
Windows version doesn't work, mac version might not work, opengl might not work
Icon doesn't work (on Linux at least)
Lua will need some changes, there are some sdl 1.2 hacks in there
When entering fullscreen, the window loses focus
When holding down mouse out of bounds, mouse move events stop being sent
When letting go of mouse out of bounds, mouseup event doesn't take into account double scale mode
Clicking on startup without moving mouse will draw at 0,0 for a frame
Renderer probably won't compile because USE_SDL doesn't entirely work
... and maybe others
Some nice things were done though:
no more blit2, sdl can do the scaling itself
3d effect removed, no reason to support this joke any longer
No need to support copy/paste ourselves, sdl does it now
text handling done much better now, separate events for key presses and text input
when a new window is shown, all events ignored until next tick (ignore textinput event if window shown from key press event like console)
2018-04-15 17:53:02 -05:00
|
|
|
SDLSetScreen(engine->Scale, engine->Fullscreen);
|
2013-05-21 22:05:27 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef OGLI
|
2018-04-23 20:26:57 -05:00
|
|
|
blit();
|
2013-05-21 22:05:27 -05:00
|
|
|
#else
|
2018-04-23 20:26:57 -05:00
|
|
|
blit(engine->g->vid);
|
2013-05-21 22:05:27 -05:00
|
|
|
#endif
|
|
|
|
|
2015-02-03 19:13:51 -06:00
|
|
|
int frameTime = SDL_GetTicks() - frameStart;
|
|
|
|
frameTimeAvg = frameTimeAvg * 0.8 + frameTime * 0.2;
|
|
|
|
int fpsLimit = ui::Engine::Ref().FpsLimit;
|
|
|
|
if(fpsLimit > 2)
|
2012-10-05 08:21:38 -05:00
|
|
|
{
|
2015-02-03 19:13:51 -06:00
|
|
|
double offset = 1000.0 / fpsLimit - frameTimeAvg;
|
|
|
|
if(offset > 0)
|
|
|
|
SDL_Delay(offset + 0.5);
|
2012-10-05 08:21:38 -05:00
|
|
|
}
|
2015-02-03 19:13:51 -06:00
|
|
|
int correctedFrameTime = SDL_GetTicks() - frameStart;
|
|
|
|
correctedFrameTimeAvg = correctedFrameTimeAvg * 0.95 + correctedFrameTime * 0.05;
|
|
|
|
engine->SetFps(1000.0 / correctedFrameTimeAvg);
|
|
|
|
if(frameStart - lastTick > 1000)
|
2012-08-18 16:08:20 -05:00
|
|
|
{
|
|
|
|
//Run client tick every second
|
2012-10-05 08:21:38 -05:00
|
|
|
lastTick = frameStart;
|
2012-08-18 16:08:20 -05:00
|
|
|
Client::Ref().Tick();
|
|
|
|
}
|
2016-01-31 21:30:39 -06:00
|
|
|
if (showDoubleScreenDialog)
|
|
|
|
{
|
|
|
|
showDoubleScreenDialog = false;
|
|
|
|
DoubleScreenDialog();
|
|
|
|
}
|
2012-08-18 16:08:20 -05:00
|
|
|
}
|
2012-08-18 18:40:20 -05:00
|
|
|
#ifdef DEBUG
|
|
|
|
std::cout << "Breaking out of EngineProcess" << std::endl;
|
|
|
|
#endif
|
2012-08-18 16:08:20 -05:00
|
|
|
}
|
|
|
|
|
upgrade to SDL 2
Still currently in process, there are some issues:
Windows version doesn't work, mac version might not work, opengl might not work
Icon doesn't work (on Linux at least)
Lua will need some changes, there are some sdl 1.2 hacks in there
When entering fullscreen, the window loses focus
When holding down mouse out of bounds, mouse move events stop being sent
When letting go of mouse out of bounds, mouseup event doesn't take into account double scale mode
Clicking on startup without moving mouse will draw at 0,0 for a frame
Renderer probably won't compile because USE_SDL doesn't entirely work
... and maybe others
Some nice things were done though:
no more blit2, sdl can do the scaling itself
3d effect removed, no reason to support this joke any longer
No need to support copy/paste ourselves, sdl does it now
text handling done much better now, separate events for key presses and text input
when a new window is shown, all events ignored until next tick (ignore textinput event if window shown from key press event like console)
2018-04-15 17:53:02 -05:00
|
|
|
void BlueScreen(String detailMessage)
|
|
|
|
{
|
2013-05-04 15:39:43 -05:00
|
|
|
ui::Engine * engine = &ui::Engine::Ref();
|
|
|
|
engine->g->fillrect(0, 0, engine->GetWidth(), engine->GetHeight(), 17, 114, 169, 210);
|
|
|
|
|
2018-04-30 13:13:24 -05:00
|
|
|
String errorTitle = "ERROR";
|
|
|
|
String errorDetails = "Details: " + detailMessage;
|
|
|
|
String errorHelp = "An unrecoverable fault has occurred, please report the error by visiting the website below\n"
|
2013-05-04 15:39:43 -05:00
|
|
|
"http://" SERVER;
|
|
|
|
int currentY = 0, width, height;
|
|
|
|
int errorWidth = 0;
|
2018-04-30 13:13:24 -05:00
|
|
|
Graphics::textsize(errorHelp, errorWidth, height);
|
2017-11-15 19:07:00 -06:00
|
|
|
|
2013-05-04 15:39:43 -05:00
|
|
|
engine->g->drawtext((engine->GetWidth()/2)-(errorWidth/2), ((engine->GetHeight()/2)-100) + currentY, errorTitle.c_str(), 255, 255, 255, 255);
|
2018-04-30 13:13:24 -05:00
|
|
|
Graphics::textsize(errorTitle, width, height);
|
2013-05-04 15:39:43 -05:00
|
|
|
currentY += height + 4;
|
|
|
|
|
|
|
|
engine->g->drawtext((engine->GetWidth()/2)-(errorWidth/2), ((engine->GetHeight()/2)-100) + currentY, errorDetails.c_str(), 255, 255, 255, 255);
|
2018-04-30 13:13:24 -05:00
|
|
|
Graphics::textsize(errorTitle, width, height);
|
2013-05-04 15:39:43 -05:00
|
|
|
currentY += height + 4;
|
|
|
|
|
|
|
|
engine->g->drawtext((engine->GetWidth()/2)-(errorWidth/2), ((engine->GetHeight()/2)-100) + currentY, errorHelp.c_str(), 255, 255, 255, 255);
|
2018-04-30 13:13:24 -05:00
|
|
|
Graphics::textsize(errorTitle, width, height);
|
2013-05-04 15:39:43 -05:00
|
|
|
currentY += height + 4;
|
2017-11-15 19:07:00 -06:00
|
|
|
|
2013-05-04 15:39:43 -05:00
|
|
|
//Death loop
|
2017-11-15 19:07:00 -06:00
|
|
|
SDL_Event event;
|
2013-05-04 15:39:43 -05:00
|
|
|
while(true)
|
|
|
|
{
|
|
|
|
while (SDL_PollEvent(&event))
|
|
|
|
if(event.type == SDL_QUIT)
|
|
|
|
exit(-1);
|
|
|
|
#ifdef OGLI
|
|
|
|
blit();
|
|
|
|
#else
|
upgrade to SDL 2
Still currently in process, there are some issues:
Windows version doesn't work, mac version might not work, opengl might not work
Icon doesn't work (on Linux at least)
Lua will need some changes, there are some sdl 1.2 hacks in there
When entering fullscreen, the window loses focus
When holding down mouse out of bounds, mouse move events stop being sent
When letting go of mouse out of bounds, mouseup event doesn't take into account double scale mode
Clicking on startup without moving mouse will draw at 0,0 for a frame
Renderer probably won't compile because USE_SDL doesn't entirely work
... and maybe others
Some nice things were done though:
no more blit2, sdl can do the scaling itself
3d effect removed, no reason to support this joke any longer
No need to support copy/paste ourselves, sdl does it now
text handling done much better now, separate events for key presses and text input
when a new window is shown, all events ignored until next tick (ignore textinput event if window shown from key press event like console)
2018-04-15 17:53:02 -05:00
|
|
|
blit(engine->g->vid);
|
2013-05-04 15:39:43 -05:00
|
|
|
#endif
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void SigHandler(int signal)
|
|
|
|
{
|
|
|
|
switch(signal){
|
|
|
|
case SIGSEGV:
|
|
|
|
BlueScreen("Memory read/write error");
|
|
|
|
break;
|
|
|
|
case SIGFPE:
|
|
|
|
BlueScreen("Floating point exception");
|
|
|
|
break;
|
|
|
|
case SIGILL:
|
|
|
|
BlueScreen("Program execution exception");
|
|
|
|
break;
|
|
|
|
case SIGABRT:
|
|
|
|
BlueScreen("Unexpected program abort");
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2012-01-08 11:39:03 -06:00
|
|
|
int main(int argc, char * argv[])
|
|
|
|
{
|
2016-04-23 10:38:58 -05:00
|
|
|
#if defined(_DEBUG) && defined(_MSC_VER)
|
|
|
|
_CrtSetReportMode(_CRT_ASSERT, _CRTDBG_MODE_DEBUG);
|
|
|
|
#endif
|
2017-11-15 19:07:00 -06:00
|
|
|
currentWidth = WINDOWW;
|
2013-11-10 03:02:55 -06:00
|
|
|
currentHeight = WINDOWH;
|
2012-11-16 15:50:02 -06:00
|
|
|
|
2012-01-08 11:39:03 -06:00
|
|
|
|
2018-04-30 13:13:24 -05:00
|
|
|
std::map<ByteString, ByteString> arguments = readArguments(argc, argv);
|
2012-07-06 10:53:59 -05:00
|
|
|
|
2012-08-08 11:42:04 -05:00
|
|
|
if(arguments["ddir"].length())
|
|
|
|
#ifdef WIN
|
|
|
|
_chdir(arguments["ddir"].c_str());
|
|
|
|
#else
|
|
|
|
chdir(arguments["ddir"].c_str());
|
|
|
|
#endif
|
|
|
|
|
2018-04-22 21:14:06 -05:00
|
|
|
scale = Client::Ref().GetPrefInteger("Scale", 1);
|
|
|
|
fullscreen = Client::Ref().GetPrefBool("Fullscreen", false);
|
2012-08-08 11:42:04 -05:00
|
|
|
|
|
|
|
|
|
|
|
if(arguments["kiosk"] == "true")
|
|
|
|
{
|
2018-04-22 21:14:06 -05:00
|
|
|
fullscreen = true;
|
|
|
|
Client::Ref().SetPref("Fullscreen", fullscreen);
|
2012-08-08 11:42:04 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
if(arguments["scale"].length())
|
|
|
|
{
|
2018-04-22 21:14:06 -05:00
|
|
|
scale = arguments["scale"].ToNumber<int>();
|
|
|
|
Client::Ref().SetPref("Scale", scale);
|
2012-08-08 11:42:04 -05:00
|
|
|
}
|
|
|
|
|
2018-04-30 13:13:24 -05:00
|
|
|
ByteString proxyString = "";
|
2012-08-08 12:34:37 -05:00
|
|
|
if(arguments["proxy"].length())
|
|
|
|
{
|
|
|
|
if(arguments["proxy"] == "false")
|
|
|
|
{
|
|
|
|
proxyString = "";
|
2017-11-15 19:07:00 -06:00
|
|
|
Client::Ref().SetPref("Proxy", "");
|
2012-08-08 12:34:37 -05:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
proxyString = (arguments["proxy"]);
|
|
|
|
Client::Ref().SetPref("Proxy", arguments["proxy"]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(Client::Ref().GetPrefString("Proxy", "").length())
|
|
|
|
{
|
2018-04-30 13:13:24 -05:00
|
|
|
proxyString = (Client::Ref().GetPrefByteString("Proxy", ""));
|
2012-08-08 12:34:37 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
Client::Ref().Initialise(proxyString);
|
|
|
|
|
2017-11-23 07:22:40 -06:00
|
|
|
// TODO: maybe bind the maximum allowed scale to screen size somehow
|
2018-04-22 21:14:06 -05:00
|
|
|
if(scale < 1 || scale > 10)
|
|
|
|
scale = 1;
|
2012-08-08 11:42:04 -05:00
|
|
|
|
2015-01-10 21:43:33 -06:00
|
|
|
SDLOpen();
|
2017-11-23 07:22:40 -06:00
|
|
|
// TODO: mabe make a nice loop that automagically finds the optimal scale
|
2016-07-12 23:15:33 -05:00
|
|
|
if (Client::Ref().IsFirstRun() && desktopWidth > WINDOWW*2+50 && desktopHeight > WINDOWH*2+50)
|
2015-05-14 22:22:20 -05:00
|
|
|
{
|
2018-04-22 21:14:06 -05:00
|
|
|
scale = 2;
|
2015-05-14 22:22:20 -05:00
|
|
|
Client::Ref().SetPref("Scale", 2);
|
2016-01-31 21:30:39 -06:00
|
|
|
showDoubleScreenDialog = true;
|
2015-05-14 22:22:20 -05:00
|
|
|
}
|
2018-04-22 21:14:06 -05:00
|
|
|
LoadWindowPosition();
|
2013-04-22 12:04:43 -05:00
|
|
|
|
2012-06-23 08:59:07 -05:00
|
|
|
#ifdef OGLI
|
2012-05-30 06:32:58 -05:00
|
|
|
SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1);
|
2012-06-25 10:10:40 -05:00
|
|
|
//glScaled(2.0f, 2.0f, 1.0f);
|
2012-08-12 13:29:27 -05:00
|
|
|
#endif
|
2016-07-12 15:31:29 -05:00
|
|
|
#if defined(OGLI) && !defined(MACOSX)
|
2012-08-12 13:29:27 -05:00
|
|
|
int status = glewInit();
|
|
|
|
if(status != GLEW_OK)
|
|
|
|
{
|
|
|
|
fprintf(stderr, "Initializing Glew: %d\n", status);
|
|
|
|
exit(-1);
|
|
|
|
}
|
2013-01-19 10:46:21 -06:00
|
|
|
#endif
|
2012-01-17 14:46:06 -06:00
|
|
|
ui::Engine::Ref().g = new Graphics();
|
2012-08-08 11:42:04 -05:00
|
|
|
ui::Engine::Ref().Scale = scale;
|
|
|
|
ui::Engine::Ref().Fullscreen = fullscreen;
|
2012-01-15 13:35:40 -06:00
|
|
|
|
2012-08-18 16:08:20 -05:00
|
|
|
engine = &ui::Engine::Ref();
|
2012-09-05 11:31:49 -05:00
|
|
|
engine->SetMaxSize(desktopWidth, desktopHeight);
|
2013-11-10 03:02:55 -06:00
|
|
|
engine->Begin(WINDOWW, WINDOWH);
|
2012-10-03 17:55:19 -05:00
|
|
|
engine->SetFastQuit(Client::Ref().GetPrefBool("FastQuit", true));
|
2012-01-17 14:46:06 -06:00
|
|
|
|
2013-07-10 15:59:10 -05:00
|
|
|
#if !defined(DEBUG) && !defined(_DEBUG)
|
2013-05-04 15:39:43 -05:00
|
|
|
//Get ready to catch any dodgy errors
|
|
|
|
signal(SIGSEGV, SigHandler);
|
|
|
|
signal(SIGFPE, SigHandler);
|
|
|
|
signal(SIGILL, SigHandler);
|
|
|
|
signal(SIGABRT, SigHandler);
|
2012-08-08 15:32:10 -05:00
|
|
|
#endif
|
2013-05-04 15:39:43 -05:00
|
|
|
|
2017-02-20 18:15:41 -06:00
|
|
|
#ifdef X86_SSE
|
2017-02-19 18:29:41 -06:00
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_MM_SET_FLUSH_ZERO_MODE(_MM_FLUSH_ZERO_ON);
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2017-02-20 18:15:41 -06:00
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#endif
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#ifdef X86_SSE3
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2017-02-19 18:29:41 -06:00
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_MM_SET_DENORMALS_ZERO_MODE(_MM_DENORMALS_ZERO_ON);
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2017-02-20 18:15:41 -06:00
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#endif
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2017-02-19 18:29:41 -06:00
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2013-05-04 15:39:43 -05:00
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GameController * gameController = NULL;
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2013-12-03 21:05:20 -06:00
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#if !defined(DEBUG) && !defined(_DEBUG)
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2013-05-04 15:39:43 -05:00
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try {
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#endif
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2018-04-29 10:49:40 -05:00
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#ifndef FONTEDITOR
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2013-05-04 15:39:43 -05:00
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gameController = new GameController();
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engine->ShowWindow(gameController->GetView());
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if(arguments["open"].length())
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2012-08-08 14:24:23 -05:00
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{
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2013-12-03 21:05:20 -06:00
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#ifdef DEBUG
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2013-05-04 15:39:43 -05:00
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std::cout << "Loading " << arguments["open"] << std::endl;
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2013-12-03 21:05:20 -06:00
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#endif
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2013-05-04 15:39:43 -05:00
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if(Client::Ref().FileExists(arguments["open"]))
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2012-08-08 14:24:23 -05:00
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{
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2013-05-04 15:39:43 -05:00
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try
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2012-08-08 14:24:23 -05:00
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{
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2013-05-04 15:39:43 -05:00
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std::vector<unsigned char> gameSaveData = Client::Ref().ReadFile(arguments["open"]);
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if(!gameSaveData.size())
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{
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new ErrorMessage("Error", "Could not read file");
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}
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else
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{
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SaveFile * newFile = new SaveFile(arguments["open"]);
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GameSave * newSave = new GameSave(gameSaveData);
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newFile->SetGameSave(newSave);
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gameController->LoadSaveFile(newFile);
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delete newFile;
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}
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2012-08-08 14:24:23 -05:00
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}
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2013-05-04 15:39:43 -05:00
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catch(std::exception & e)
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2012-08-08 14:24:23 -05:00
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{
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2018-04-30 13:13:24 -05:00
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new ErrorMessage("Error", "Could not open save file:\n" + ByteString(e.what()).FromUtf8()) ;
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2012-08-08 14:24:23 -05:00
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}
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}
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2013-05-04 15:39:43 -05:00
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else
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2012-08-08 14:24:23 -05:00
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{
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2013-05-04 15:39:43 -05:00
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new ErrorMessage("Error", "Could not open file");
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2012-08-08 14:24:23 -05:00
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}
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}
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2013-05-04 15:39:43 -05:00
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if(arguments["ptsave"].length())
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2012-08-08 15:32:10 -05:00
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{
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2013-05-04 15:39:43 -05:00
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engine->g->fillrect((engine->GetWidth()/2)-101, (engine->GetHeight()/2)-26, 202, 52, 0, 0, 0, 210);
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engine->g->drawrect((engine->GetWidth()/2)-100, (engine->GetHeight()/2)-25, 200, 50, 255, 255, 255, 180);
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engine->g->drawtext((engine->GetWidth()/2)-(Graphics::textwidth("Loading save...")/2), (engine->GetHeight()/2)-5, "Loading save...", style::Colour::InformationTitle.Red, style::Colour::InformationTitle.Green, style::Colour::InformationTitle.Blue, 255);
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2013-12-03 21:05:20 -06:00
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#ifdef OGLI
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2013-05-04 15:39:43 -05:00
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blit();
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2013-12-03 21:05:20 -06:00
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#else
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upgrade to SDL 2
Still currently in process, there are some issues:
Windows version doesn't work, mac version might not work, opengl might not work
Icon doesn't work (on Linux at least)
Lua will need some changes, there are some sdl 1.2 hacks in there
When entering fullscreen, the window loses focus
When holding down mouse out of bounds, mouse move events stop being sent
When letting go of mouse out of bounds, mouseup event doesn't take into account double scale mode
Clicking on startup without moving mouse will draw at 0,0 for a frame
Renderer probably won't compile because USE_SDL doesn't entirely work
... and maybe others
Some nice things were done though:
no more blit2, sdl can do the scaling itself
3d effect removed, no reason to support this joke any longer
No need to support copy/paste ourselves, sdl does it now
text handling done much better now, separate events for key presses and text input
when a new window is shown, all events ignored until next tick (ignore textinput event if window shown from key press event like console)
2018-04-15 17:53:02 -05:00
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blit(engine->g->vid);
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2013-12-03 21:05:20 -06:00
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#endif
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2018-04-30 13:13:24 -05:00
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ByteString ptsaveArg = arguments["ptsave"];
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2013-05-04 15:39:43 -05:00
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try
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2012-08-08 15:32:10 -05:00
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{
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2018-05-01 17:32:04 -05:00
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ByteString saveIdPart;
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if (ByteString::Split split = arguments["ptsave"].SplitBy(':'))
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2013-05-04 15:39:43 -05:00
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{
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2018-05-01 17:32:04 -05:00
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if (split.Before() != "ptsave")
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throw std::runtime_error("Not a ptsave link");
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saveIdPart = split.After().SplitBy('#').Before();
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2013-05-04 15:39:43 -05:00
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}
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else
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2018-05-01 17:32:04 -05:00
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throw std::runtime_error("Invalid save link");
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if (!saveIdPart.size())
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2013-05-04 15:39:43 -05:00
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throw std::runtime_error("No Save ID");
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2015-08-29 12:14:17 -05:00
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#ifdef DEBUG
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2018-05-01 17:32:04 -05:00
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std::cout << "Got Ptsave: id: " << saveIdPart << std::endl;
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2015-08-29 12:14:17 -05:00
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#endif
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2018-05-04 15:10:39 -05:00
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int saveId = saveIdPart.ToNumber<int>();
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2015-08-29 12:14:17 -05:00
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SaveInfo * newSave = Client::Ref().GetSave(saveId, 0);
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if (!newSave)
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throw std::runtime_error("Could not load save info");
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std::vector<unsigned char> saveData = Client::Ref().GetSaveData(saveId, 0);
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if (!saveData.size())
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2018-04-30 13:13:24 -05:00
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throw std::runtime_error(("Could not load save\n" + Client::Ref().GetLastError()).ToUtf8());
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2015-08-29 12:14:17 -05:00
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GameSave * newGameSave = new GameSave(saveData);
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newSave->SetGameSave(newGameSave);
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gameController->LoadSave(newSave);
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delete newSave;
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2013-05-04 15:39:43 -05:00
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}
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catch (std::exception & e)
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2012-08-08 15:32:10 -05:00
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{
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2018-04-30 13:13:24 -05:00
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new ErrorMessage("Error", ByteString(e.what()).FromUtf8());
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2012-08-08 15:32:10 -05:00
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}
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}
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2018-04-29 10:49:40 -05:00
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#else // FONTEDITOR
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if(argc <= 1)
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throw std::runtime_error("Not enough arguments");
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engine->ShowWindow(new FontEditor(argv[1]));
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#endif
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2013-05-04 15:39:43 -05:00
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EngineProcess();
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2017-11-15 19:07:00 -06:00
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2013-05-04 15:39:43 -05:00
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SaveWindowPosition();
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2013-12-03 21:05:20 -06:00
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#if !defined(DEBUG) && !defined(_DEBUG)
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2013-05-04 15:39:43 -05:00
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}
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2013-12-03 21:05:20 -06:00
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catch(exception& e)
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2013-05-04 15:39:43 -05:00
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{
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2018-05-01 17:32:04 -05:00
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BlueScreen(ByteString(e.what()).FromUtf8());
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2013-05-04 15:39:43 -05:00
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}
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2013-04-22 12:04:43 -05:00
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#endif
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2017-11-15 19:07:00 -06:00
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2016-04-01 23:39:51 -05:00
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Client::Ref().SetPref("Scale", ui::Engine::Ref().GetScale());
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2012-01-21 07:19:10 -06:00
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ui::Engine::Ref().CloseWindow();
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delete gameController;
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delete ui::Engine::Ref().g;
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2012-06-21 19:04:55 -05:00
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Client::Ref().Shutdown();
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2012-05-30 07:17:40 -05:00
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return 0;
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2012-01-08 11:39:03 -06:00
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}
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2012-05-30 07:17:40 -05:00
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#endif
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