DEADSOFTWARE

render: use only r_render to access render
[d2df-sdl.git] / src / game / g_window.pas
1 (* Copyright (C) Doom 2D: Forever Developers
2 *
3 * This program is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, version 3 of the License ONLY.
6 *
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
11 *
12 * You should have received a copy of the GNU General Public License
13 * along with this program. If not, see <http://www.gnu.org/licenses/>.
14 *)
15 {$INCLUDE ../shared/a_modes.inc}
16 unit g_window;
18 interface
20 procedure ProcessLoading (forceUpdate: Boolean=false);
22 implementation
24 uses
25 {$IFNDEF HEADLESS}
26 r_render,
27 {$ENDIF}
28 e_sound, g_system, g_net
29 ;
31 procedure ProcessLoading (forceUpdate: Boolean = False);
32 begin
33 if sys_HandleInput() = False then
34 begin
35 {$IFNDEF HEADLESS}
36 r_Render_DrawLoading(forceUpdate);
37 {$ENDIF}
38 e_SoundUpdate();
39 // TODO: At the moment, I left here only host network processing, because the client code must
40 // handle network events on its own. Otherwise separate network cases that use different calls to
41 // enet_host_service() WILL lose their packets (for example, resource downloading). So they have
42 // to handle everything by themselves. But in general, this MUST be removed completely, since
43 // updating the window should never affect the network. Use single enet_host_service(), period.
44 if NetMode = NET_SERVER then g_Net_Host_Update();
45 end
46 end;
48 end.