Index: ps/trunk/binaries/data/config/default.cfg
===================================================================
--- ps/trunk/binaries/data/config/default.cfg (revision 16379)
+++ ps/trunk/binaries/data/config/default.cfg (revision 16380)
@@ -1,402 +1,405 @@
; Global Configuration Settings
;
; **************************************************************
; * DO NOT EDIT THIS FILE if you want personal customisations: *
; * create a text file called "local.cfg" instead, and copy *
; * the lines from this file that you want to change. *
; * *
; * On Linux, create: *
; * $XDG_CONFIG_HOME/0ad/config/local.cfg *
; * (Note: $XDG_CONFIG_HOME defaults to ~/.config) *
; * *
; * On OS X, create: *
; * ~/Library/Application\ Support/0ad/config/local.cfg *
; * *
; * On Windows, create: *
; * %appdata%\0ad\config\local.cfg *
; * *
; **************************************************************
; Enable/disable windowed mode by default. (Use Alt+Enter to toggle in the game.)
windowed = false
; Show detailed tooltips (Unit stats)
showdetailedtooltips = false
; Enable/disable the splashscreen
splashscreendisable = false
; Splashscreen version (date of last modification). By default, 0 to force splashscreen to appear at first launch.
splashscreenversion = 0
; Pause the game on window focus loss (Only applicable to single player mode)
pauseonfocusloss = true
; Persist settings after leaving the game setup screen
persistmatchsettings = true
; Default player name to use in multiplayer
; playername = "anonymous"
; Default server name or IP to use in multiplayer
multiplayerserver = "127.0.0.1"
; Force a particular resolution. (If these are 0, the default is
; to keep the current desktop resolution in fullscreen mode or to
; use 1024x768 in windowed mode.)
xres = 0
yres = 0
; Force a non-standard bit depth (if 0 then use the current desktop bit depth)
bpp = 0
; Preferred display (for multidisplay setups, only works with SDL 2.0)
display = 0
+; Emulate right-click with Ctrl+Click on Mac mice
+macmouse = false
+
; System settings:
; if false, actors won't be rendered but anything entity will be.
renderactors = true
waterugly=false; Force usage of the fixed pipeline water. This is faster, but really, really ugly.
waterfancyeffects = false
waterrealdepth = true
waterrefraction = true
waterreflection = true
shadowsonwater = false
shadows = true
shadowpcf = true
vsync = false
particles = true
silhouettes = true
showsky = false
nos3tc = false
noautomipmap = true
novbo = false
noframebufferobject = false
; Disable hardware cursors
nohwcursor = false
; Linux only: Set the driconf force_s3tc_enable option at startup,
; for compressed texture support
force_s3tc_enable = true
; Specify the render path. This can be one of:
; default Automatically select one of the below, depending on system capabilities
; fixed Only use OpenGL fixed function pipeline
; shader Use vertex/fragment shaders for transform and lighting where possible
; Using 'fixed' instead of 'default' may work around some graphics-related problems,
; but will reduce performance and features when a modern graphics card is available.
renderpath = default
;;;;; EXPERIMENTAL ;;;;;
; Prefer GLSL shaders over ARB shaders (not recommended). REQUIRES gentangents=true.
preferglsl = false
; Generate tangents for normal and parallax mapping. REQUIRES preferglsl=true.
gentangents = false
; Experimental probably-non-working GPU skinning support; requires preferglsl; use at own risk
gpuskinning = false
; Use smooth LOS interpolation
smoothlos = false
; Use screen-space postprocessing filters (HDR, bloom, DOF, etc). Incompatible with fixed renderpath.
postproc = false
; Quality level of shader effects (set to 10 to display effects)
materialmgr.quality = 0.0
; Maximum distance to display parallax effect. Set to 0 to disable parallax.
materialmgr.PARALLAX_DIST.max = 150
; Maximum distance to display high quality parallax effect.
materialmgr.PARALLAX_HQ_DIST.max = 75
; Maximum distance to display very high quality parallax effect. Set to 30 to enable.
materialmgr.PARALLAX_VHQ_DIST.max = 0
;;;;;;;;;;;;;;;;;;;;;;;;
; Replace alpha-blending with alpha-testing, for performance experiments
forcealphatest = false
; Colour of the sky (in "r g b" format)
skycolor = "0 0 0"
[hotkey]
; Each one of the specified keys will trigger the action on the left
; for multiple-key combinations, separate keys with '+'.
; See keys.txt for the list of key names.
; > SYSTEM SETTINGS
exit = "Alt+F4", "Ctrl+Break", "Super+Q" ; Exit to desktop
leave = Escape ; End current game or Exit
confirm = Return ; Confirm the current command.
pause = Pause ; Pause/unpause game
screenshot = F2 ; Take PNG screenshot
bigscreenshot = "Shift+F2" ; Take large BMP screenshot
togglefullscreen = "Alt+Return" ; Toggle fullscreen/windowed mode
screenshot.watermark = "Alt+K" ; Toggle product/company watermark for official screenshots
wireframe = "Alt+W" ; Toggle wireframe mode
silhouettes = "Alt+S" ; Toggle unit silhouettes
showsky = "Alt+Z" ; Toggle sky
; > CLIPBOARD CONTROLS
copy = "Ctrl+C" ; Copy to clipboard
paste = "Ctrl+V" ; Paste from clipboard
cut = "Ctrl+X" ; Cut selected text and copy to the clipboard
; > CONSOLE SETTINGS
console.toggle = BackQuote, F9 ; Open/close console
; > OVERLAY KEYS
fps.toggle = "Alt+F" ; Toggle frame counter
realtime.toggle = "Alt+T" ; Toggle current display of computer time
session.devcommands.toggle = "Alt+D" ; Toggle developer commands panel
session.gui.toggle = "Alt+G" ; Toggle visibility of session GUI
menu.toggle = "F10" ; Toggle in-game menu
timeelapsedcounter.toggle = "F12" ; Toggle time elapsed counter
session.showstatusbars = Tab ; Toggle display of status bars
session.highlightguarding = PgDn ; Toggle highlight of guarding units
session.highlightguarded = PgUp ; Toggle highlight of guarded units
; > HOTKEYS ONLY
chat = Return ; Toggle chat window
teamchat = "T" ; Toggle chat window in team chat mode
; > QUICKSAVE
quicksave = "Shift+F5"
quickload = "Shift+F8"
[hotkey.camera]
reset = "R" ; Reset camera rotation to default.
follow = "F" ; Follow the first unit in the selection
zoom.in = Plus, Equals, NumPlus ; Zoom camera in (continuous control)
zoom.out = Minus, NumMinus ; Zoom camera out (continuous control)
zoom.wheel.in = WheelUp ; Zoom camera in (stepped control)
zoom.wheel.out = WheelDown ; Zoom camera out (stepped control)
rotate.up = "Ctrl+UpArrow", "Ctrl+W" ; Rotate camera to look upwards
rotate.down = "Ctrl+DownArrow", "Ctrl+S" ; Rotate camera to look downwards
rotate.cw = "Ctrl+LeftArrow", "Ctrl+A", Q ; Rotate camera clockwise around terrain
rotate.ccw = "Ctrl+RightArrow", "Ctrl+D", E ; Rotate camera anticlockwise around terrain
rotate.wheel.cw = "Shift+WheelUp", MouseX1 ; Rotate camera clockwise around terrain (stepped control)
rotate.wheel.ccw = "Shift+WheelDown", MouseX2 ; Rotate camera anticlockwise around terrain (stepped control)
pan = MouseMiddle ; Enable scrolling by moving mouse
left = A, LeftArrow ; Scroll or rotate left
right = D, RightArrow ; Scroll or rotate right
up = W, UpArrow ; Scroll or rotate up/forwards
down = S, DownArrow ; Scroll or rotate down/backwards
scroll.speed.increase = "Ctrl+Shift+S" ; Increase scroll speed
scroll.speed.decrease = "Ctrl+Alt+S" ; Decrease scroll speed
rotate.speed.increase = "Ctrl+Shift+R" ; Increase rotation speed
rotate.speed.decrease = "Ctrl+Alt+R" ; Decrease rotation speed
zoom.speed.increase = "Ctrl+Shift+Z" ; Increase zoom speed
zoom.speed.decrease = "Ctrl+Alt+Z" ; Decrease zoom speed
[hotkey.camera.jump]
1 = F5 ; Jump to position N
2 = F6
3 = F7
4 = F8
;5 =
;6 =
;7 =
;8 =
;9 =
;10 =
[hotkey.camera.jump.set]
1 = "Ctrl+F5" ; Set jump position N
2 = "Ctrl+F6"
3 = "Ctrl+F7"
4 = "Ctrl+F8"
;5 =
;6 =
;7 =
;8 =
;9 =
;10 =
[hotkey.profile]
toggle = "F11" ; Enable/disable real-time profiler
save = "Shift+F11" ; Save current profiler data to logs/profile.txt
[hotkey.profile2]
toggle = "Ctrl+F11" ; Enable/disable HTTP/GPU modes for new profiler
[hotkey.selection]
add = Shift ; Add units to selection
milonly = Alt ; Add only military units to selection
idleonly = "I" ; Select only idle units
remove = Ctrl ; Remove units from selection
cancel = Esc ; Un-select all units and cancel building placement
idleworker = Period ; Select next idle worker
idlewarrior = ForwardSlash ; Select next idle warrior
offscreen = Alt ; Include offscreen units in selection
[hotkey.selection.group.add]
0 = "Shift+0"
1 = "Shift+1"
2 = "Shift+2"
3 = "Shift+3"
4 = "Shift+4"
5 = "Shift+5"
6 = "Shift+6"
7 = "Shift+7"
8 = "Shift+8"
9 = "Shift+9"
[hotkey.selection.group.save]
0 = "Ctrl+0"
1 = "Ctrl+1"
2 = "Ctrl+2"
3 = "Ctrl+3"
4 = "Ctrl+4"
5 = "Ctrl+5"
6 = "Ctrl+6"
7 = "Ctrl+7"
8 = "Ctrl+8"
9 = "Ctrl+9"
[hotkey.selection.group.select]
0 = 0
1 = 1
2 = 2
3 = 3
4 = 4
5 = 5
6 = 6
7 = 7
8 = 8
9 = 9
[hotkey.session]
kill = Delete ; Destroy selected units
stop = "H" ; Stop the current action
attack = "Ctrl+Alt" ; Modifier to force attack instead of another action
attackmove = Ctrl ; Modifier to attackmove when clicking on a point
attackmoveUnit = "Ctrl+Q" ; Modifier to attackmove targeting only units when clicking on a point (should contain the attackmove keys)
garrison = Ctrl ; Modifier to garrison when clicking on building
autorallypoint = Ctrl ; Modifier to set the rally point on the building itself
guard = "G" ; Modifier to escort/guard when clicking on unit/building
queue = Shift ; Modifier to queue unit orders instead of replacing
batchtrain = Shift ; Modifier to train units in batches
massbarter = Shift ; Modifier to barter bunch of resources
masstribute = Shift ; Modifier to tribute bunch of resources
fulltradeswap = Shift ; Modifier to put the desired trade resource to 100%
unloadtype = Shift ; Modifier to unload all units of type
deselectgroup = Ctrl ; Modifier to deselect units when clicking group icon, instead of selecting
rotate.cw = RightBracket ; Rotate building placement preview clockwise
rotate.ccw = LeftBracket ; Rotate building placement preview anticlockwise
[hotkey.session.savedgames]
delete = Delete ; Delete the selected saved game asking confirmation
noConfirmation = Shift ; Do not ask confirmation when deleting a game
[hotkey.session.queueunit] ; > UNIT TRAINING
1 = "Z" ; add first unit type to queue
2 = "X" ; add second unit type to queue
3 = "C" ; add third unit type to queue
4 = "V" ; add fourth unit type to queue
5 = "B" ; add fivth unit type to queue
6 = "N" ; add sixth unit type to queue
7 = "M" ; add seventh unit type to queue
8 = Comma ; add eighth unit type to queue
[hotkey.session.timewarp]
fastforward = Space ; If timewarp mode enabled, speed up the game
rewind = Backspace ; If timewarp mode enabled, go back to earlier point in the game
[hotkey.text] ; > GUI TEXTBOX HOTKEYS
delete.left = "Ctrl+Backspace" ; Delete word to the left of cursor
delete.right = "Ctrl+Del" ; Delete word to the right of cursor
move.left = "Ctrl+LeftArrow" ; Move cursor to start of word to the left of cursor
move.right = "Ctrl+RightArrow" ; Move cursor to start of word to the right of cursor
[gui]
cursorblinkrate = 0.5 ; Cursor blink rate in seconds (0.0 to disable blinking)
scale = 1.0 ; GUI scaling factor, for improved compatibility with 4K displays
[gui.session]
attacknotificationmessage = true ; Show attack notification messages
camerajump.threshold = 40 ; How close do we have to be to the actual location in order to jump back to the previous one?
timeelapsedcounter = false ; Show the game duration in the top right corner
[gui.session.minimap]
blinkduration = 1.7 ; The blink duration while pinging
pingduration = 50.0 ; The duration for which an entity will be pinged after an attack notification
[joystick] ; EXPERIMENTAL: joystick/gamepad settings
enable = false
deadzone = 8192
[joystick.camera]
pan.x = 0
pan.y = 1
rotate.x = 3
rotate.y = 2
zoom.in = 5
zoom.out = 4
[jsdebugger]
; The Debugger is currently broken and can't be enabled until the SpiderMonkey upgrade is done and the debugger is updated for the new API.
enable = false ; Enable Javascript debugging.
[lobby]
chattimestamp = false ; Show time chat message was posted
history = 0 ; Number of past messages to display on join
room = "arena18" ; Default MUC room to join
server = "lobby.wildfiregames.com" ; Address of lobby server
xpartamupp = "wfgbot18" ; Name of the server-side xmpp client that manage games
[mod]
enabledmods = "mod public"
[overlay]
fps = "false" ; Show frames per second in top right corner
realtime = "false" ; Show current system time in top right corner
[profiler2]
autoenable = false ; Enable HTTP server output at startup (default off for security/performance)
script.enable = false ; Enable Javascript profiling. Needs to be set before startup and can't be changed later. (default off for performance)
gpu.arb.enable = true ; Allow GL_ARB_timer_query timing mode when available
gpu.ext.enable = true ; Allow GL_EXT_timer_query timing mode when available
gpu.intel.enable = true ; Allow GL_INTEL_performance_queries timing mode when available
[sound]
mastergain = 0.9
musicgain = 0.2
ambientgain = 0.6
actiongain = 0.7
uigain = 0.7
[tinygettext]
debug = false ; Print error messages each time a translation for an English string is not found.
[userreport] ; Opt-in online user reporting system
url = "http://feedback.wildfiregames.com/report/upload/v1/"
[view] ; Camera control settings
scroll.speed = 120.0
scroll.speed.modifier = 1.05 ; Multiplier for changing scroll speed
rotate.x.speed = 1.2
rotate.x.min = 28.0
rotate.x.max = 60.0
rotate.x.default = 35.0
rotate.y.speed = 2.0
rotate.y.speed.wheel = 0.45
rotate.y.default = 0.0
rotate.speed.modifier = 1.05 ; Multiplier for changing rotation speed
drag.speed = 0.5
zoom.speed = 256.0
zoom.speed.wheel = 32.0
zoom.min = 50.0
zoom.max = 200.0
zoom.default = 120.0
zoom.speed.modifier = 1.05 ; Multiplier for changing zoom speed
pos.smoothness = 0.1
zoom.smoothness = 0.4
rotate.x.smoothness = 0.5
rotate.y.smoothness = 0.3
near = 2.0 ; Near plane distance
far = 4096.0 ; Far plane distance
fov = 45.0 ; Field of view (degrees), lower is narrow, higher is wide
height.smoothness = 0.5
height.min = 16
Index: ps/trunk/source/ps/GameSetup/GameSetup.cpp
===================================================================
--- ps/trunk/source/ps/GameSetup/GameSetup.cpp (revision 16379)
+++ ps/trunk/source/ps/GameSetup/GameSetup.cpp (revision 16380)
@@ -1,1496 +1,1504 @@
-/* Copyright (C) 2014 Wildfire Games.
+/* Copyright (C) 2015 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see .
*/
#include "precompiled.h"
#include "lib/app_hooks.h"
#include "lib/config2.h"
#include "lib/input.h"
#include "lib/ogl.h"
#include "lib/timer.h"
#include "lib/external_libraries/libsdl.h"
#include "lib/file/common/file_stats.h"
#include "lib/res/h_mgr.h"
#include "lib/res/graphics/cursor.h"
#include "lib/sysdep/cursor.h"
#include "lib/sysdep/cpu.h"
#include "lib/sysdep/gfx.h"
#include "lib/sysdep/os_cpu.h"
#include "lib/tex/tex.h"
#if OS_WIN
#include "lib/sysdep/os/win/wversion.h"
#endif
#include "graphics/CinemaTrack.h"
#include "graphics/FontMetrics.h"
#include "graphics/GameView.h"
#include "graphics/LightEnv.h"
#include "graphics/MapReader.h"
#include "graphics/MaterialManager.h"
#include "graphics/TerrainTextureManager.h"
#include "gui/GUI.h"
#include "gui/GUIManager.h"
#include "gui/scripting/ScriptFunctions.h"
#include "i18n/L10n.h"
#include "maths/MathUtil.h"
#include "network/NetServer.h"
#include "network/NetClient.h"
#include "ps/CConsole.h"
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "ps/Filesystem.h"
#include "ps/Game.h"
#include "ps/GameSetup/Atlas.h"
#include "ps/GameSetup/GameSetup.h"
#include "ps/GameSetup/Paths.h"
#include "ps/GameSetup/Config.h"
#include "ps/GameSetup/CmdLineArgs.h"
#include "ps/GameSetup/HWDetect.h"
#include "ps/Globals.h"
#include "ps/Hotkey.h"
#include "ps/Joystick.h"
#include "ps/Loader.h"
#include "ps/Mod.h"
#include "ps/Overlay.h"
#include "ps/Profile.h"
#include "ps/ProfileViewer.h"
#include "ps/Profiler2.h"
#include "ps/Pyrogenesis.h" // psSetLogDir
#include "ps/scripting/JSInterface_Console.h"
#include "ps/TouchInput.h"
#include "ps/UserReport.h"
#include "ps/Util.h"
#include "ps/VideoMode.h"
#include "ps/World.h"
#include "renderer/Renderer.h"
#include "renderer/VertexBufferManager.h"
#include "renderer/ModelRenderer.h"
#include "scriptinterface/DebuggingServer.h"
#include "scriptinterface/ScriptInterface.h"
#include "scriptinterface/ScriptStats.h"
#include "simulation2/Simulation2.h"
#include "lobby/IXmppClient.h"
#include "soundmanager/scripting/JSInterface_Sound.h"
#include "soundmanager/ISoundManager.h"
#include "tools/atlas/GameInterface/GameLoop.h"
#include "tools/atlas/GameInterface/View.h"
#if !(OS_WIN || OS_MACOSX || OS_ANDROID) // assume all other platforms use X11 for wxWidgets
#define MUST_INIT_X11 1
#include
#else
#define MUST_INIT_X11 0
#endif
#if OS_WIN
extern void wmi_Shutdown();
#endif
extern void restart_engine();
#include
#include
#include
ERROR_GROUP(System);
ERROR_TYPE(System, SDLInitFailed);
ERROR_TYPE(System, VmodeFailed);
ERROR_TYPE(System, RequiredExtensionsMissing);
bool g_DoRenderGui = true;
bool g_DoRenderLogger = true;
bool g_DoRenderCursor = true;
shared_ptr g_ScriptRuntime;
static const int SANE_TEX_QUALITY_DEFAULT = 5; // keep in sync with code
bool g_InDevelopmentCopy;
bool g_CheckedIfInDevelopmentCopy = false;
static void SetTextureQuality(int quality)
{
int q_flags;
GLint filter;
retry:
// keep this in sync with SANE_TEX_QUALITY_DEFAULT
switch(quality)
{
// worst quality
case 0:
q_flags = OGL_TEX_HALF_RES|OGL_TEX_HALF_BPP;
filter = GL_NEAREST;
break;
// [perf] add bilinear filtering
case 1:
q_flags = OGL_TEX_HALF_RES|OGL_TEX_HALF_BPP;
filter = GL_LINEAR;
break;
// [vmem] no longer reduce resolution
case 2:
q_flags = OGL_TEX_HALF_BPP;
filter = GL_LINEAR;
break;
// [vmem] add mipmaps
case 3:
q_flags = OGL_TEX_HALF_BPP;
filter = GL_NEAREST_MIPMAP_LINEAR;
break;
// [perf] better filtering
case 4:
q_flags = OGL_TEX_HALF_BPP;
filter = GL_LINEAR_MIPMAP_LINEAR;
break;
// [vmem] no longer reduce bpp
case SANE_TEX_QUALITY_DEFAULT:
q_flags = OGL_TEX_FULL_QUALITY;
filter = GL_LINEAR_MIPMAP_LINEAR;
break;
// [perf] add anisotropy
case 6:
// TODO: add anisotropic filtering
q_flags = OGL_TEX_FULL_QUALITY;
filter = GL_LINEAR_MIPMAP_LINEAR;
break;
// invalid
default:
debug_warn(L"SetTextureQuality: invalid quality");
quality = SANE_TEX_QUALITY_DEFAULT;
// careful: recursion doesn't work and we don't want to duplicate
// the "sane" default values.
goto retry;
}
ogl_tex_set_defaults(q_flags, filter);
}
//----------------------------------------------------------------------------
// GUI integration
//----------------------------------------------------------------------------
// display progress / description in loading screen
void GUI_DisplayLoadProgress(int percent, const wchar_t* pending_task)
{
g_GUI->GetActiveGUI()->GetScriptInterface()->SetGlobal("g_Progress", percent, true);
g_GUI->GetActiveGUI()->GetScriptInterface()->SetGlobal("g_LoadDescription", pending_task, true);
g_GUI->GetActiveGUI()->SendEventToAll("progress");
}
void Render()
{
PROFILE3("render");
if (g_SoundManager)
g_SoundManager->IdleTask();
ogl_WarnIfError();
g_Profiler2.RecordGPUFrameStart();
ogl_WarnIfError();
// prepare before starting the renderer frame
if (g_Game && g_Game->IsGameStarted())
g_Game->GetView()->BeginFrame();
if (g_Game)
g_Renderer.SetSimulation(g_Game->GetSimulation2());
// start new frame
g_Renderer.BeginFrame();
ogl_WarnIfError();
if (g_Game && g_Game->IsGameStarted())
g_Game->GetView()->Render();
ogl_WarnIfError();
g_Renderer.RenderTextOverlays();
if (g_DoRenderGui)
g_GUI->Draw();
ogl_WarnIfError();
// If we're in Atlas game view, render special overlays (e.g. editor bandbox)
if (g_AtlasGameLoop && g_AtlasGameLoop->view)
{
g_AtlasGameLoop->view->DrawOverlays();
ogl_WarnIfError();
}
// Text:
glDisable(GL_DEPTH_TEST);
g_Console->Render();
ogl_WarnIfError();
if (g_DoRenderLogger)
g_Logger->Render();
ogl_WarnIfError();
// Profile information
g_ProfileViewer.RenderProfile();
ogl_WarnIfError();
// Draw the cursor (or set the Windows cursor, on Windows)
if (g_DoRenderCursor)
{
PROFILE3_GPU("cursor");
CStrW cursorName = g_CursorName;
if (cursorName.empty())
{
cursor_draw(g_VFS, NULL, g_mouse_x, g_yres-g_mouse_y, false);
}
else
{
bool forceGL = false;
CFG_GET_VAL("nohwcursor", forceGL);
#if CONFIG2_GLES
#warning TODO: implement cursors for GLES
#else
// set up transform for GL cursor
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
CMatrix3D transform;
transform.SetOrtho(0.f, (float)g_xres, 0.f, (float)g_yres, -1.f, 1000.f);
glLoadMatrixf(&transform._11);
#endif
#if OS_ANDROID
#warning TODO: cursors for Android
#else
if (cursor_draw(g_VFS, cursorName.c_str(), g_mouse_x, g_yres-g_mouse_y, forceGL) < 0)
LOGWARNING("Failed to draw cursor '%s'", utf8_from_wstring(cursorName));
#endif
#if CONFIG2_GLES
#warning TODO: implement cursors for GLES
#else
// restore transform
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
#endif
}
}
glEnable(GL_DEPTH_TEST);
g_Renderer.EndFrame();
PROFILE2_ATTR("draw calls: %d", (int)g_Renderer.GetStats().m_DrawCalls);
PROFILE2_ATTR("terrain tris: %d", (int)g_Renderer.GetStats().m_TerrainTris);
PROFILE2_ATTR("water tris: %d", (int)g_Renderer.GetStats().m_WaterTris);
PROFILE2_ATTR("model tris: %d", (int)g_Renderer.GetStats().m_ModelTris);
PROFILE2_ATTR("overlay tris: %d", (int)g_Renderer.GetStats().m_OverlayTris);
PROFILE2_ATTR("blend splats: %d", (int)g_Renderer.GetStats().m_BlendSplats);
PROFILE2_ATTR("particles: %d", (int)g_Renderer.GetStats().m_Particles);
ogl_WarnIfError();
g_Profiler2.RecordGPUFrameEnd();
ogl_WarnIfError();
}
static size_t OperatingSystemFootprint()
{
#if OS_WIN
switch(wversion_Number())
{
case WVERSION_2K:
case WVERSION_XP:
return 150;
case WVERSION_XP64:
return 200;
default: // newer Windows version: assume the worst, and don't warn
case WVERSION_VISTA:
return 300;
case WVERSION_7:
return 250;
}
#else
return 200;
#endif
}
static size_t ChooseCacheSize()
{
// (all sizes in MiB and signed to allow temporarily negative computations)
const ssize_t total = (ssize_t)os_cpu_MemorySize();
// (NB: os_cpu_MemoryAvailable is useless on Linux because free memory
// is marked as "in use" by OS caches.)
const ssize_t os = (ssize_t)OperatingSystemFootprint();
const ssize_t game = 300; // estimated working set
ssize_t cache = 400; // upper bound: total size of our data
// the cache reserves contiguous address space, which is a precious
// resource on 32-bit systems, so don't use too much:
if(ARCH_IA32 || sizeof(void*) == 4)
cache = std::min(cache, (ssize_t)200);
// try to leave over enough memory for the OS and game
cache = std::min(cache, total-os-game);
// always provide at least this much to ensure correct operation
cache = std::max(cache, (ssize_t)64);
debug_printf("Cache: %d (total: %d) MiB\n", (int)cache, (int)total);
return size_t(cache)*MiB;
}
ErrorReactionInternal psDisplayError(const wchar_t* UNUSED(text), size_t UNUSED(flags))
{
// If we're fullscreen, then sometimes (at least on some particular drivers on Linux)
// displaying the error dialog hangs the desktop since the dialog box is behind the
// fullscreen window. So we just force the game to windowed mode before displaying the dialog.
// (But only if we're in the main thread, and not if we're being reentrant.)
if (ThreadUtil::IsMainThread())
{
static bool reentering = false;
if (!reentering)
{
reentering = true;
g_VideoMode.SetFullscreen(false);
reentering = false;
}
}
// We don't actually implement the error display here, so return appropriately
return ERI_NOT_IMPLEMENTED;
}
std::vector& GetMods(const CmdLineArgs& args, int flags)
{
const bool init_mods = (flags & INIT_MODS) == INIT_MODS;
const bool add_user = !InDevelopmentCopy() && !args.Has("noUserMod");
const bool add_public = (flags & INIT_MODS_PUBLIC) == INIT_MODS_PUBLIC;
if (!init_mods)
{
// Add the user mod if it should be present
if (add_user && (g_modsLoaded.empty() || g_modsLoaded.back() != "user"))
g_modsLoaded.push_back("user");
return g_modsLoaded;
}
g_modsLoaded = args.GetMultiple("mod");
if (add_public)
g_modsLoaded.insert(g_modsLoaded.begin(), "public");
g_modsLoaded.insert(g_modsLoaded.begin(), "mod");
// Add the user mod if not explicitly disabled or we have a dev copy so
// that saved files end up in version control and not in the user mod.
if (add_user)
g_modsLoaded.push_back("user");
return g_modsLoaded;
}
void MountMods(const Paths& paths, const std::vector& mods)
{
OsPath modPath = paths.RData()/"mods";
OsPath modUserPath = paths.UserData()/"mods";
for (size_t i = 0; i < mods.size(); ++i)
{
size_t priority = (i+1)*2; // mods are higher priority than regular mountings, which default to priority 0
size_t userFlags = VFS_MOUNT_WATCH|VFS_MOUNT_ARCHIVABLE|VFS_MOUNT_REPLACEABLE;
size_t baseFlags = userFlags|VFS_MOUNT_MUST_EXIST;
OsPath modName(mods[i]);
if (InDevelopmentCopy())
{
// We are running a dev copy, so only mount mods in the user mod path
// if the mod does not exist in the data path.
if (DirectoryExists(modPath / modName/""))
g_VFS->Mount(L"", modPath / modName/"", baseFlags, priority);
else
g_VFS->Mount(L"", modUserPath / modName/"", userFlags, priority);
}
else
{
g_VFS->Mount(L"", modPath / modName/"", baseFlags, priority);
// Ensure that user modified files are loaded, if they are present
g_VFS->Mount(L"", modUserPath / modName/"", userFlags, priority+1);
}
}
}
static void InitVfs(const CmdLineArgs& args, int flags)
{
TIMER(L"InitVfs");
const bool setup_error = (flags & INIT_HAVE_DISPLAY_ERROR) == 0;
const Paths paths(args);
OsPath logs(paths.Logs());
CreateDirectories(logs, 0700);
psSetLogDir(logs);
// desired location for crashlog is now known. update AppHooks ASAP
// (particularly before the following error-prone operations):
AppHooks hooks = {0};
hooks.bundle_logs = psBundleLogs;
hooks.get_log_dir = psLogDir;
if (setup_error)
hooks.display_error = psDisplayError;
app_hooks_update(&hooks);
const size_t cacheSize = ChooseCacheSize();
g_VFS = CreateVfs(cacheSize);
const OsPath readonlyConfig = paths.RData()/"config"/"";
g_VFS->Mount(L"config/", readonlyConfig);
// Engine localization files.
g_VFS->Mount(L"l10n/", paths.RData()/"l10n"/"");
MountMods(paths, GetMods(args, flags));
// We mount these dirs last as otherwise writing could result in files being placed in a mod's dir.
g_VFS->Mount(L"screenshots/", paths.UserData()/"screenshots"/"");
g_VFS->Mount(L"saves/", paths.UserData()/"saves"/"", VFS_MOUNT_WATCH);
// Mounting with highest priority, so that a mod supplied user.cfg is harmless
g_VFS->Mount(L"config/", readonlyConfig, 0, (size_t)-1);
if(readonlyConfig != paths.Config())
g_VFS->Mount(L"config/", paths.Config(), 0, (size_t)-1);
g_VFS->Mount(L"cache/", paths.Cache(), VFS_MOUNT_ARCHIVABLE); // (adding XMBs to archive speeds up subsequent reads)
// note: don't bother with g_VFS->TextRepresentation - directories
// haven't yet been populated and are empty.
}
static void InitPs(bool setup_gui, const CStrW& gui_page, ScriptInterface* srcScriptInterface, JS::HandleValue initData)
{
{
// console
TIMER(L"ps_console");
g_Console->UpdateScreenSize(g_xres, g_yres);
// Calculate and store the line spacing
CFontMetrics font(CStrIntern(CONSOLE_FONT));
g_Console->m_iFontHeight = font.GetLineSpacing();
g_Console->m_iFontWidth = font.GetCharacterWidth(L'C');
g_Console->m_charsPerPage = (size_t)(g_xres / g_Console->m_iFontWidth);
// Offset by an arbitrary amount, to make it fit more nicely
g_Console->m_iFontOffset = 7;
double blinkRate = 0.5;
CFG_GET_VAL("gui.cursorblinkrate", blinkRate);
g_Console->SetCursorBlinkRate(blinkRate);
}
// hotkeys
{
TIMER(L"ps_lang_hotkeys");
LoadHotkeys();
}
if (!setup_gui)
{
// We do actually need *some* kind of GUI loaded, so use the
// (currently empty) Atlas one
g_GUI->SwitchPage(L"page_atlas.xml", srcScriptInterface, initData);
return;
}
// GUI uses VFS, so this must come after VFS init.
g_GUI->SwitchPage(gui_page, srcScriptInterface, initData);
}
static void InitInput()
{
#if !SDL_VERSION_ATLEAST(2, 0, 0)
SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
#endif
g_Joystick.Initialise();
// register input handlers
// This stack is constructed so the first added, will be the last
// one called. This is important, because each of the handlers
// has the potential to block events to go further down
// in the chain. I.e. the last one in the list added, is the
// only handler that can block all messages before they are
// processed.
in_add_handler(game_view_handler);
in_add_handler(CProfileViewer::InputThunk);
in_add_handler(conInputHandler);
in_add_handler(HotkeyInputHandler);
// gui_handler needs to be registered after (i.e. called before!) the
// hotkey handler so that input boxes can be typed in without
// setting off hotkeys.
in_add_handler(gui_handler);
in_add_handler(touch_input_handler);
// must be registered after (called before) the GUI which relies on these globals
in_add_handler(GlobalsInputHandler);
}
static void ShutdownPs()
{
SAFE_DELETE(g_GUI);
UnloadHotkeys();
// disable the special Windows cursor, or free textures for OGL cursors
cursor_draw(g_VFS, 0, g_mouse_x, g_yres-g_mouse_y, false);
}
static void InitRenderer()
{
TIMER(L"InitRenderer");
if(g_NoGLS3TC)
ogl_tex_override(OGL_TEX_S3TC, OGL_TEX_DISABLE);
if(g_NoGLAutoMipmap)
ogl_tex_override(OGL_TEX_AUTO_MIPMAP_GEN, OGL_TEX_DISABLE);
// create renderer
new CRenderer;
// set renderer options from command line options - NOVBO must be set before opening the renderer
g_Renderer.SetOptionBool(CRenderer::OPT_NOVBO, g_NoGLVBO);
g_Renderer.SetOptionBool(CRenderer::OPT_SHADOWS, g_Shadows);
g_Renderer.SetOptionBool(CRenderer::OPT_WATERUGLY, g_WaterUgly);
g_Renderer.SetOptionBool(CRenderer::OPT_WATERFANCYEFFECTS, g_WaterFancyEffects);
g_Renderer.SetOptionBool(CRenderer::OPT_WATERREALDEPTH, g_WaterRealDepth);
g_Renderer.SetOptionBool(CRenderer::OPT_WATERREFLECTION, g_WaterReflection);
g_Renderer.SetOptionBool(CRenderer::OPT_WATERREFRACTION, g_WaterRefraction);
g_Renderer.SetOptionBool(CRenderer::OPT_SHADOWSONWATER, g_WaterShadows);
g_Renderer.SetRenderPath(CRenderer::GetRenderPathByName(g_RenderPath));
g_Renderer.SetOptionBool(CRenderer::OPT_SHADOWPCF, g_ShadowPCF);
g_Renderer.SetOptionBool(CRenderer::OPT_PARTICLES, g_Particles);
g_Renderer.SetOptionBool(CRenderer::OPT_SILHOUETTES, g_Silhouettes);
g_Renderer.SetOptionBool(CRenderer::OPT_SHOWSKY, g_ShowSky);
// create terrain related stuff
new CTerrainTextureManager;
g_Renderer.Open(g_xres, g_yres);
// Setup lighting environment. Since the Renderer accesses the
// lighting environment through a pointer, this has to be done before
// the first Frame.
g_Renderer.SetLightEnv(&g_LightEnv);
// I haven't seen the camera affecting GUI rendering and such, but the
// viewport has to be updated according to the video mode
SViewPort vp;
vp.m_X = 0;
vp.m_Y = 0;
vp.m_Width = g_xres;
vp.m_Height = g_yres;
g_Renderer.SetViewport(vp);
ColorActivateFastImpl();
ModelRenderer::Init();
}
static void InitSDL()
{
#if OS_LINUX
// In fullscreen mode when SDL is compiled with DGA support, the mouse
// sensitivity often appears to be unusably wrong (typically too low).
// (This seems to be reported almost exclusively on Ubuntu, but can be
// reproduced on Gentoo after explicitly enabling DGA.)
// Disabling the DGA mouse appears to fix that problem, and doesn't
// have any obvious negative effects.
setenv("SDL_VIDEO_X11_DGAMOUSE", "0", 0);
#endif
if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_NOPARACHUTE) < 0)
{
LOGERROR("SDL library initialization failed: %s", SDL_GetError());
throw PSERROR_System_SDLInitFailed();
}
atexit(SDL_Quit);
#if !SDL_VERSION_ATLEAST(2, 0, 0)
SDL_EnableUNICODE(1);
#endif
+
+#if OS_MACOSX && SDL_VERSION_ATLEAST(2, 0, 0)
+ // Some Mac mice only have one button, so they can't right-click
+ // but SDL2 can emulate that with Ctrl+Click
+ bool macMouse = false;
+ CFG_GET_VAL("macmouse", macMouse);
+ SDL_SetHint(SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK, macMouse ? "1" : "0");
+#endif
}
static void ShutdownSDL()
{
SDL_Quit();
sys_cursor_reset();
}
void EndGame()
{
SAFE_DELETE(g_NetClient);
SAFE_DELETE(g_NetServer);
SAFE_DELETE(g_Game);
ISoundManager::CloseGame();
}
void Shutdown(int flags)
{
if ((flags & SHUTDOWN_FROM_CONFIG))
goto from_config;
EndGame();
SAFE_DELETE(g_XmppClient);
ShutdownPs();
TIMER_BEGIN(L"shutdown TexMan");
delete &g_TexMan;
TIMER_END(L"shutdown TexMan");
// destroy renderer
TIMER_BEGIN(L"shutdown Renderer");
delete &g_Renderer;
g_VBMan.Shutdown();
TIMER_END(L"shutdown Renderer");
g_Profiler2.ShutdownGPU();
#if OS_WIN
TIMER_BEGIN(L"shutdown wmi");
wmi_Shutdown();
TIMER_END(L"shutdown wmi");
#endif
// Free cursors before shutting down SDL, as they may depend on SDL.
cursor_shutdown();
TIMER_BEGIN(L"shutdown SDL");
ShutdownSDL();
TIMER_END(L"shutdown SDL");
g_VideoMode.Shutdown();
TIMER_BEGIN(L"shutdown UserReporter");
g_UserReporter.Deinitialize();
TIMER_END(L"shutdown UserReporter");
// JS debugger temporarily disabled during the SpiderMonkey upgrade (check trac ticket #2348 for details)
//TIMER_BEGIN(L"shutdown DebuggingServer (if active)");
//delete g_DebuggingServer;
//TIMER_END(L"shutdown DebuggingServer (if active)");
delete &g_L10n;
from_config:
TIMER_BEGIN(L"shutdown ConfigDB");
delete &g_ConfigDB;
TIMER_END(L"shutdown ConfigDB");
SAFE_DELETE(g_Console);
// This is needed to ensure that no callbacks from the JSAPI try to use
// the profiler when it's already destructed
g_ScriptRuntime.reset();
// resource
// first shut down all resource owners, and then the handle manager.
TIMER_BEGIN(L"resource modules");
ISoundManager::SetEnabled(false);
g_VFS.reset();
// this forcibly frees all open handles (thus preventing real leaks),
// and makes further access to h_mgr impossible.
h_mgr_shutdown();
file_stats_dump();
TIMER_END(L"resource modules");
TIMER_BEGIN(L"shutdown misc");
timer_DisplayClientTotals();
CNetHost::Deinitialize();
SAFE_DELETE(g_ScriptStatsTable);
// should be last, since the above use them
SAFE_DELETE(g_Logger);
delete &g_Profiler;
delete &g_ProfileViewer;
TIMER_END(L"shutdown misc");
}
#if OS_UNIX
static void FixLocales()
{
#if OS_MACOSX || OS_BSD
// OS X requires a UTF-8 locale in LC_CTYPE so that *wprintf can handle
// wide characters. Peculiarly the string "UTF-8" seems to be acceptable
// despite not being a real locale, and it's conveniently language-agnostic,
// so use that.
setlocale(LC_CTYPE, "UTF-8");
#endif
// On misconfigured systems with incorrect locale settings, we'll die
// with a C++ exception when some code (e.g. Boost) tries to use locales.
// To avoid death, we'll detect the problem here and warn the user and
// reset to the default C locale.
// For informing the user of the problem, use the list of env vars that
// glibc setlocale looks at. (LC_ALL is checked first, and LANG last.)
const char* const LocaleEnvVars[] = {
"LC_ALL",
"LC_COLLATE",
"LC_CTYPE",
"LC_MONETARY",
"LC_NUMERIC",
"LC_TIME",
"LC_MESSAGES",
"LANG"
};
try
{
// this constructor is similar to setlocale(LC_ALL, ""),
// but instead of returning NULL, it throws runtime_error
// when the first locale env variable found contains an invalid value
std::locale("");
}
catch (std::runtime_error&)
{
LOGWARNING("Invalid locale settings");
for (size_t i = 0; i < ARRAY_SIZE(LocaleEnvVars); i++)
{
if (char* envval = getenv(LocaleEnvVars[i]))
LOGWARNING(" %s=\"%s\"", LocaleEnvVars[i], envval);
else
LOGWARNING(" %s=\"(unset)\"", LocaleEnvVars[i]);
}
// We should set LC_ALL since it overrides LANG
if (setenv("LC_ALL", std::locale::classic().name().c_str(), 1))
debug_warn(L"Invalid locale settings, and unable to set LC_ALL env variable.");
else
LOGWARNING("Setting LC_ALL env variable to: %s", getenv("LC_ALL"));
}
}
#else
static void FixLocales()
{
// Do nothing on Windows
}
#endif
void EarlyInit()
{
// If you ever want to catch a particular allocation:
//_CrtSetBreakAlloc(232647);
ThreadUtil::SetMainThread();
debug_SetThreadName("main");
// add all debug_printf "tags" that we are interested in:
debug_filter_add("TIMER");
timer_LatchStartTime();
// initialise profiler early so it can profile startup,
// but only after LatchStartTime
g_Profiler2.Initialise();
FixLocales();
// Because we do GL calls from a secondary thread, Xlib needs to
// be told to support multiple threads safely.
// This is needed for Atlas, but we have to call it before any other
// Xlib functions (e.g. the ones used when drawing the main menu
// before launching Atlas)
#if MUST_INIT_X11
int status = XInitThreads();
if (status == 0)
debug_printf("Error enabling thread-safety via XInitThreads\n");
#endif
// Initialise the low-quality rand function
srand(time(NULL)); // NOTE: this rand should *not* be used for simulation!
}
bool Autostart(const CmdLineArgs& args);
bool Init(const CmdLineArgs& args, int flags)
{
h_mgr_init();
// Do this as soon as possible, because it chdirs
// and will mess up the error reporting if anything
// crashes before the working directory is set.
InitVfs(args, flags);
// This must come after VFS init, which sets the current directory
// (required for finding our output log files).
g_Logger = new CLogger;
new CProfileViewer;
new CProfileManager; // before any script code
g_ScriptStatsTable = new CScriptStatsTable;
g_ProfileViewer.AddRootTable(g_ScriptStatsTable);
// Set up the console early, so that debugging
// messages can be logged to it. (The console's size
// and fonts are set later in InitPs())
g_Console = new CConsole();
// g_ConfigDB, command line args, globals
CONFIG_Init(args);
// Using a global object for the runtime is a workaround until Simulation and AI use
// their own threads and also their own runtimes.
const int runtimeSize = 384 * 1024 * 1024;
const int heapGrowthBytesGCTrigger = 20 * 1024 * 1024;
g_ScriptRuntime = ScriptInterface::CreateRuntime(shared_ptr(), runtimeSize, heapGrowthBytesGCTrigger);
// Special command-line mode to dump the entity schemas instead of running the game.
// (This must be done after loading VFS etc, but should be done before wasting time
// on anything else.)
if (args.Has("dumpSchema"))
{
CSimulation2 sim(NULL, g_ScriptRuntime, NULL);
sim.LoadDefaultScripts();
std::ofstream f("entity.rng", std::ios_base::out | std::ios_base::trunc);
f << sim.GenerateSchema();
std::cout << "Generated entity.rng\n";
exit(0);
}
// override ah_translate with our i18n code.
AppHooks hooks = {0};
hooks.translate = psTranslate;
hooks.translate_free = psTranslateFree;
app_hooks_update(&hooks);
CNetHost::Initialize();
#if CONFIG2_AUDIO
ISoundManager::CreateSoundManager();
#endif
// Check if there are mods specified on the command line,
// or if we already set the mods (~INIT_MODS),
// else check if there are mods that should be loaded specified
// in the config and load those (by aborting init and restarting
// the engine).
if (!args.Has("mod") && (flags & INIT_MODS) == INIT_MODS)
{
CStr modstring;
CFG_GET_VAL("mod.enabledmods", modstring);
if (!modstring.empty())
{
std::vector mods;
boost::split(mods, modstring, boost::is_any_of(" "), boost::token_compress_on);
std::swap(g_modsLoaded, mods);
// Abort init and restart
restart_engine();
return false;
}
}
new L10n;
// before scripting
// JS debugger temporarily disabled during the SpiderMonkey upgrade (check trac ticket #2348 for details)
//if (g_JSDebuggerEnabled)
// g_DebuggingServer = new CDebuggingServer();
// Optionally start profiler HTTP output automatically
// (By default it's only enabled by a hotkey, for security/performance)
bool profilerHTTPEnable = false;
CFG_GET_VAL("profiler2.autoenable", profilerHTTPEnable);
if (profilerHTTPEnable)
g_Profiler2.EnableHTTP();
if (!g_Quickstart)
g_UserReporter.Initialize(); // after config
PROFILE2_EVENT("Init finished");
return true;
}
void InitGraphics(const CmdLineArgs& args, int flags)
{
const bool setup_vmode = (flags & INIT_HAVE_VMODE) == 0;
if(setup_vmode)
{
InitSDL();
if (!g_VideoMode.InitSDL())
throw PSERROR_System_VmodeFailed(); // abort startup
#if !SDL_VERSION_ATLEAST(2, 0, 0)
SDL_WM_SetCaption("0 A.D.", "0 A.D.");
#endif
}
RunHardwareDetection();
const int quality = SANE_TEX_QUALITY_DEFAULT; // TODO: set value from config file
SetTextureQuality(quality);
ogl_WarnIfError();
// Optionally start profiler GPU timings automatically
// (By default it's only enabled by a hotkey, for performance/compatibility)
bool profilerGPUEnable = false;
CFG_GET_VAL("profiler2.autoenable", profilerGPUEnable);
if (profilerGPUEnable)
g_Profiler2.EnableGPU();
if(!g_Quickstart)
{
WriteSystemInfo();
// note: no longer vfs_display here. it's dog-slow due to unbuffered
// file output and very rarely needed.
}
if(g_DisableAudio)
ISoundManager::SetEnabled(false);
g_GUI = new CGUIManager();
// (must come after SetVideoMode, since it calls ogl_Init)
if (ogl_HaveExtensions(0, "GL_ARB_vertex_program", "GL_ARB_fragment_program", NULL) != 0 // ARB
&& ogl_HaveExtensions(0, "GL_ARB_vertex_shader", "GL_ARB_fragment_shader", NULL) != 0) // GLSL
{
DEBUG_DISPLAY_ERROR(
L"Your graphics card doesn't appear to be fully compatible with OpenGL shaders."
L" In the future, the game will not support pre-shader graphics cards."
L" You are advised to try installing newer drivers and/or upgrade your graphics card."
L" For more information, please see http://www.wildfiregames.com/forum/index.php?showtopic=16734"
);
// TODO: actually quit once fixed function support is dropped
}
const char* missing = ogl_HaveExtensions(0,
"GL_ARB_multitexture",
"GL_EXT_draw_range_elements",
"GL_ARB_texture_env_combine",
"GL_ARB_texture_env_dot3",
NULL);
if(missing)
{
wchar_t buf[500];
swprintf_s(buf, ARRAY_SIZE(buf),
L"The %hs extension doesn't appear to be available on your computer."
L" The game may still work, though - you are welcome to try at your own risk."
L" If not or it doesn't look right, upgrade your graphics card.",
missing
);
DEBUG_DISPLAY_ERROR(buf);
// TODO: i18n
}
if (!ogl_HaveExtension("GL_ARB_texture_env_crossbar"))
{
DEBUG_DISPLAY_ERROR(
L"The GL_ARB_texture_env_crossbar extension doesn't appear to be available on your computer."
L" Shadows are not available and overall graphics quality might suffer."
L" You are advised to try installing newer drivers and/or upgrade your graphics card.");
g_Shadows = false;
}
ogl_WarnIfError();
InitRenderer();
InitInput();
ogl_WarnIfError();
try
{
if (!Autostart(args))
{
const bool setup_gui = ((flags & INIT_NO_GUI) == 0);
// We only want to display the splash screen at startup
shared_ptr scriptInterface = g_GUI->GetScriptInterface();
JSContext* cx = scriptInterface->GetContext();
JSAutoRequest rq(cx);
JS::RootedValue data(cx);
if (g_GUI)
{
scriptInterface->Eval("({})", &data);
scriptInterface->SetProperty(data, "isStartup", true);
}
InitPs(setup_gui, L"page_pregame.xml", g_GUI->GetScriptInterface().get(), data);
}
}
catch (PSERROR_Game_World_MapLoadFailed& e)
{
// Map Loading failed
// Start the engine so we have a GUI
InitPs(true, L"page_pregame.xml", NULL, JS::UndefinedHandleValue);
// Call script function to do the actual work
// (delete game data, switch GUI page, show error, etc.)
CancelLoad(CStr(e.what()).FromUTF8());
}
}
void RenderGui(bool RenderingState)
{
g_DoRenderGui = RenderingState;
}
void RenderLogger(bool RenderingState)
{
g_DoRenderLogger = RenderingState;
}
void RenderCursor(bool RenderingState)
{
g_DoRenderCursor = RenderingState;
}
/**
* Temporarily loads a scenario map and retrieves the "ScriptSettings" JSON
* data from it.
* The scenario map format is used for scenario and skirmish map types (random
* games do not use a "map" (format) but a small JavaScript program which
* creates a map on the fly). It contains a section to initialize the game
* setup screen.
* @param mapPath Absolute path (from VFS root) to the map file to peek in.
* @return ScriptSettings in JSON format extracted from the map.
*/
CStr8 LoadSettingsOfScenarioMap(const VfsPath &mapPath)
{
CXeromyces mapFile;
const char *pathToSettings[] =
{
"Scenario", "ScriptSettings", "" // Path to JSON data in map
};
Status loadResult = mapFile.Load(g_VFS, mapPath);
if (INFO::OK != loadResult)
{
LOGERROR("LoadSettingsOfScenarioMap: Unable to load map file '%s'", mapPath.string8());
throw PSERROR_Game_World_MapLoadFailed("Unable to load map file, check the path for typos.");
}
XMBElement mapElement = mapFile.GetRoot();
// Select the ScriptSettings node in the map file...
for (int i = 0; pathToSettings[i][0]; i++)
{
int childId = mapFile.GetElementID(pathToSettings[i]);
XMBElementList children = mapElement.GetChildNodes();
for (int childIndex = 0; childIndex < children.Count; childIndex++)
{
XMBElement child = children.Item(childIndex);
if (child.GetNodeName() == childId)
{
mapElement = child;
break;
}
}
}
// ... they contain a JSON document to initialize the game setup
// screen
return mapElement.GetText();
}
/*
* Command line options for autostart (keep synchronized with binaries/system/readme.txt):
*
* -autostart="TYPEDIR/MAPNAME" enables autostart and sets MAPNAME; TYPEDIR is skirmishes, scenarios, or random
* -autostart-ai=PLAYER:AI sets the AI for PLAYER (e.g. 2:petra)
* -autostart-aidiff=PLAYER:DIFF sets the DIFFiculty of PLAYER's AI (0: sandbox, 5: very hard)
* -autostart-civ=PLAYER:CIV sets PLAYER's civilisation to CIV (skirmish and random maps only)
* -autostart-aiseed=AISEED sets the seed used for the AI random generator (default 0, use -1 for random)
* Multiplayer:
* -autostart-playername=NAME sets local player NAME (default 'anonymous')
* -autostart-host sets multiplayer host mode
* -autostart-host-players=NUMBER sets NUMBER of human players for multiplayer game (default 2)
* -autostart-client=IP sets multiplayer client to join host at given IP address
* Random maps only:
* -autostart-seed=SEED sets random map SEED value (default 0, use -1 for random)
* -autostart-size=TILES sets random map size in TILES (default 192)
* -autostart-players=NUMBER sets NUMBER of players on random map (default 2)
*
* Examples:
* 1) "Bob" will host a 2 player game on the Arcadia map:
* -autostart="scenarios/Arcadia 02" -autostart-host -autostart-host-players=2 -autostart-playername="Bob"
* 2) Load Alpine Lakes random map with random seed, 2 players (Athens and Britons), and player 2 is PetraBot:
* -autostart="random/alpine_lakes" -autostart-seed=-1 -autostart-players=2 -autostart-civ=1:athen -autostart-civ=2:brit -autostart-ai=2:petra
*/
bool Autostart(const CmdLineArgs& args)
{
CStr autoStartName = args.Get("autostart");
if (autoStartName.empty())
return false;
g_Game = new CGame();
ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface();
JSContext* cx = scriptInterface.GetContext();
JSAutoRequest rq(cx);
JS::RootedValue attrs(cx);
scriptInterface.Eval("({})", &attrs);
JS::RootedValue settings(cx);
scriptInterface.Eval("({})", &settings);
JS::RootedValue playerData(cx);
scriptInterface.Eval("([])", &playerData);
// The directory in front of the actual map name indicates which type
// of map is being loaded. Drawback of this approach is the association
// of map types and folders is hard-coded, but benefits are:
// - No need to pass the map type via command line separately
// - Prevents mixing up of scenarios and skirmish maps to some degree
Path mapPath = Path(autoStartName);
std::wstring mapDirectory = mapPath.Parent().Filename().string();
std::string mapType;
if (mapDirectory == L"random")
{
// Default seed is 0
u32 seed = 0;
CStr seedArg = args.Get("autostart-seed");
if (!seedArg.empty())
{
// Random seed value
if (seedArg == "-1")
seed = rand();
else
seed = seedArg.ToULong();
}
// Random map definition will be loaded from JSON file, so we need to parse it
std::wstring scriptPath = L"maps/" + autoStartName.FromUTF8() + L".json";
JS::RootedValue scriptData(cx);
scriptInterface.ReadJSONFile(scriptPath, &scriptData);
if (!scriptData.isUndefined() && scriptInterface.GetProperty(scriptData, "settings", &settings))
{
// JSON loaded ok - copy script name over to game attributes
std::wstring scriptFile;
scriptInterface.GetProperty(settings, "Script", scriptFile);
scriptInterface.SetProperty(attrs, "script", scriptFile); // RMS filename
}
else
{
// Problem with JSON file
LOGERROR("Autostart: Error reading random map script '%s'", utf8_from_wstring(scriptPath));
throw PSERROR_Game_World_MapLoadFailed("Error reading random map script.\nCheck application log for details.");
}
// Get optional map size argument (default 192)
uint mapSize = 192;
if (args.Has("autostart-size"))
{
CStr size = args.Get("autostart-size");
mapSize = size.ToUInt();
}
scriptInterface.SetProperty(settings, "Seed", seed); // Random seed
scriptInterface.SetProperty(settings, "Size", mapSize); // Random map size (in patches)
// Get optional number of players (default 2)
size_t numPlayers = 2;
if (args.Has("autostart-players"))
{
CStr num = args.Get("autostart-players");
numPlayers = num.ToUInt();
}
// Set up player data
for (size_t i = 0; i < numPlayers; ++i)
{
JS::RootedValue player(cx);
scriptInterface.Eval("({})", &player);
// We could load player_defaults.json here, but that would complicate the logic
// even more and autostart is only intended for developers anyway
scriptInterface.SetProperty(player, "Civ", std::string("athen"));
scriptInterface.SetPropertyInt(playerData, i, player);
}
mapType = "random";
}
else if (mapDirectory == L"scenarios" || mapDirectory == L"skirmishes")
{
// Initialize general settings from the map data so some values
// (e.g. name of map) are always present, even when autostart is
// partially configured
CStr8 mapSettingsJSON = LoadSettingsOfScenarioMap("maps/" + autoStartName + ".xml");
scriptInterface.ParseJSON(mapSettingsJSON, &settings);
// Initialize the playerData array being modified by autostart
// with the real map data, so sensible values are present:
scriptInterface.GetProperty(settings, "PlayerData", &playerData);
if (mapDirectory == L"scenarios")
mapType = "scenario";
else
mapType = "skirmish";
}
else
{
LOGERROR("Autostart: Unrecognized map type '%s'", utf8_from_wstring(mapDirectory));
throw PSERROR_Game_World_MapLoadFailed("Unrecognized map type.\nConsult readme.txt for the currently supported types.");
}
scriptInterface.SetProperty(attrs, "mapType", mapType);
scriptInterface.SetProperty(attrs, "map", std::string("maps/" + autoStartName));
scriptInterface.SetProperty(settings, "mapType", mapType);
// Set seed for AIs
u32 aiseed = 0;
if (args.Has("autostart-aiseed"))
{
CStr seedArg = args.Get("autostart-aiseed");
if (seedArg == "-1")
aiseed = rand();
else
aiseed = seedArg.ToULong();
}
scriptInterface.SetProperty(settings, "AISeed", aiseed);
// Set player data for AIs
// attrs.settings = { PlayerData: [ { AI: ... }, ... ] }:
if (args.Has("autostart-ai"))
{
std::vector aiArgs = args.GetMultiple("autostart-ai");
for (size_t i = 0; i < aiArgs.size(); ++i)
{
int playerID = aiArgs[i].BeforeFirst(":").ToInt();
// Instead of overwriting existing player data, modify the array
JS::RootedValue player(cx);
if (!scriptInterface.GetPropertyInt(playerData, playerID-1, &player) || player.isUndefined())
{
if (mapDirectory == L"scenarios" || mapDirectory == L"skirmishes")
{
// playerID is certainly bigger than this map player number
LOGWARNING("Autostart: Invalid player %d in autostart-ai option", playerID);
continue;
}
scriptInterface.Eval("({})", &player);
}
CStr name = aiArgs[i].AfterFirst(":");
scriptInterface.SetProperty(player, "AI", std::string(name));
scriptInterface.SetProperty(player, "AIDiff", 3);
scriptInterface.SetPropertyInt(playerData, playerID-1, player);
}
}
// Set AI difficulty
if (args.Has("autostart-aidiff"))
{
std::vector civArgs = args.GetMultiple("autostart-aidiff");
for (size_t i = 0; i < civArgs.size(); ++i)
{
int playerID = civArgs[i].BeforeFirst(":").ToInt();
// Instead of overwriting existing player data, modify the array
JS::RootedValue player(cx);
if (!scriptInterface.GetPropertyInt(playerData, playerID-1, &player) || player.isUndefined())
{
if (mapDirectory == L"scenarios" || mapDirectory == L"skirmishes")
{
// playerID is certainly bigger than this map player number
LOGWARNING("Autostart: Invalid player %d in autostart-aidiff option", playerID);
continue;
}
scriptInterface.Eval("({})", &player);
}
int difficulty = civArgs[i].AfterFirst(":").ToInt();
scriptInterface.SetProperty(player, "AIDiff", difficulty);
scriptInterface.SetPropertyInt(playerData, playerID-1, player);
}
}
// Set player data for Civs
if (args.Has("autostart-civ"))
{
if (mapDirectory != L"scenarios")
{
std::vector civArgs = args.GetMultiple("autostart-civ");
for (size_t i = 0; i < civArgs.size(); ++i)
{
int playerID = civArgs[i].BeforeFirst(":").ToInt();
// Instead of overwriting existing player data, modify the array
JS::RootedValue player(cx);
if (!scriptInterface.GetPropertyInt(playerData, playerID-1, &player) || player.isUndefined())
{
if (mapDirectory == L"skirmishes")
{
// playerID is certainly bigger than this map player number
LOGWARNING("Autostart: Invalid player %d in autostart-civ option", playerID);
continue;
}
scriptInterface.Eval("({})", &player);
}
CStr name = civArgs[i].AfterFirst(":");
scriptInterface.SetProperty(player, "Civ", std::string(name));
scriptInterface.SetPropertyInt(playerData, playerID-1, player);
}
}
else
LOGWARNING("Autostart: Option 'autostart-civ' is invalid for scenarios");
}
// Add player data to map settings
scriptInterface.SetProperty(settings, "PlayerData", playerData);
// Add map settings to game attributes
scriptInterface.SetProperty(attrs, "settings", settings);
JS::RootedValue mpInitData(cx);
scriptInterface.Eval("({isNetworked:true, playerAssignments:{}})", &mpInitData);
scriptInterface.SetProperty(mpInitData, "attribs", attrs);
// Get optional playername
CStrW userName = L"anonymous";
if (args.Has("autostart-playername"))
{
userName = args.Get("autostart-playername").FromUTF8();
}
if (args.Has("autostart-host"))
{
InitPs(true, L"page_loading.xml", &scriptInterface, mpInitData);
size_t maxPlayers = 2;
if (args.Has("autostart-host-players"))
maxPlayers = args.Get("autostart-host-players").ToUInt();
g_NetServer = new CNetServer(maxPlayers);
g_NetServer->UpdateGameAttributes(&attrs, scriptInterface);
bool ok = g_NetServer->SetupConnection();
ENSURE(ok);
g_NetClient = new CNetClient(g_Game);
g_NetClient->SetUserName(userName);
g_NetClient->SetupConnection("127.0.0.1");
}
else if (args.Has("autostart-client"))
{
InitPs(true, L"page_loading.xml", &scriptInterface, mpInitData);
g_NetClient = new CNetClient(g_Game);
g_NetClient->SetUserName(userName);
CStr ip = args.Get("autostart-client");
if (ip.empty())
ip = "127.0.0.1";
bool ok = g_NetClient->SetupConnection(ip);
ENSURE(ok);
}
else
{
g_Game->SetPlayerID(1);
g_Game->StartGame(&attrs, "");
LDR_NonprogressiveLoad();
PSRETURN ret = g_Game->ReallyStartGame();
ENSURE(ret == PSRETURN_OK);
InitPs(true, L"page_session.xml", NULL, JS::UndefinedHandleValue);
}
return true;
}
void CancelLoad(const CStrW& message)
{
shared_ptr pScriptInterface = g_GUI->GetActiveGUI()->GetScriptInterface();
JSContext* cx = pScriptInterface->GetContext();
JSAutoRequest rq(cx);
JS::RootedValue global(cx, pScriptInterface->GetGlobalObject());
// Cancel loader
LDR_Cancel();
// Call the cancelOnError GUI function, defined in ..gui/common/functions_utility_error.js
// So all GUI pages that load games should include this script
if (g_GUI && g_GUI->HasPages())
{
if (pScriptInterface->HasProperty(global, "cancelOnError" ))
pScriptInterface->CallFunctionVoid(global, "cancelOnError", message);
}
}
bool InDevelopmentCopy()
{
if (!g_CheckedIfInDevelopmentCopy)
{
g_InDevelopmentCopy = (g_VFS->GetFileInfo(L"config/dev.cfg", NULL) == INFO::OK);
g_CheckedIfInDevelopmentCopy = true;
}
return g_InDevelopmentCopy;
}