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source/ps/Game.cpp
Show All 35 Lines | |||||
#include "ps/LoaderThunks.h" | #include "ps/LoaderThunks.h" | ||||
#include "ps/Profile.h" | #include "ps/Profile.h" | ||||
#include "ps/Replay.h" | #include "ps/Replay.h" | ||||
#include "ps/Shapes.h" | #include "ps/Shapes.h" | ||||
#include "ps/World.h" | #include "ps/World.h" | ||||
#include "ps/GameSetup/GameSetup.h" | #include "ps/GameSetup/GameSetup.h" | ||||
#include "renderer/Renderer.h" | #include "renderer/Renderer.h" | ||||
#include "renderer/TimeManager.h" | #include "renderer/TimeManager.h" | ||||
#include "renderer/WaterManager.h" | |||||
#include "scriptinterface/ScriptInterface.h" | #include "scriptinterface/ScriptInterface.h" | ||||
#include "simulation2/Simulation2.h" | #include "simulation2/Simulation2.h" | ||||
#include "simulation2/components/ICmpPlayer.h" | #include "simulation2/components/ICmpPlayer.h" | ||||
#include "simulation2/components/ICmpPlayerManager.h" | #include "simulation2/components/ICmpPlayerManager.h" | ||||
#include "simulation2/system/ReplayTurnManager.h" | #include "simulation2/system/ReplayTurnManager.h" | ||||
#include "soundmanager/ISoundManager.h" | #include "soundmanager/ISoundManager.h" | ||||
#include "tools/atlas/GameInterface/GameLoop.h" | #include "tools/atlas/GameInterface/GameLoop.h" | ||||
▲ Show 20 Lines • Show All 196 Lines • ▼ Show 20 Lines | void CGame::RegisterInit(const JS::HandleValue attribs, const std::string& savedState) | ||||
{ | { | ||||
std::wstring mapFile; | std::wstring mapFile; | ||||
JS::RootedValue settings(rq.cx); | JS::RootedValue settings(rq.cx); | ||||
scriptInterface.GetProperty(attribs, "map", mapFile); | scriptInterface.GetProperty(attribs, "map", mapFile); | ||||
scriptInterface.GetProperty(attribs, "settings", &settings); | scriptInterface.GetProperty(attribs, "settings", &settings); | ||||
m_World->RegisterInit(mapFile, *scriptInterface.GetContext(), settings, m_PlayerID); | m_World->RegisterInit(mapFile, *scriptInterface.GetContext(), settings, m_PlayerID); | ||||
} | } | ||||
if (m_GameView) | |||||
RegMemFun(g_Renderer.GetSingletonPtr()->GetWaterManager(), &WaterManager::LoadWaterTextures, L"LoadWaterTextures", 80); | |||||
if (m_IsSavedGame) | if (m_IsSavedGame) | ||||
RegMemFun(this, &CGame::LoadInitialState, L"Loading game", 1000); | RegMemFun(this, &CGame::LoadInitialState, L"Loading game", 1000); | ||||
if (m_IsVisualReplay) | if (m_IsVisualReplay) | ||||
RegMemFun(this, &CGame::LoadVisualReplayData, L"Loading visual replay data", 1000); | RegMemFun(this, &CGame::LoadVisualReplayData, L"Loading visual replay data", 1000); | ||||
LDR_EndRegistering(); | LDR_EndRegistering(); | ||||
▲ Show 20 Lines • Show All 203 Lines • Show Last 20 Lines |
Wildfire Games · Phabricator