DEADSOFTWARE

render: move screenshorts into 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 {$INCLUDE ../shared/a_modes.inc}
16 unit g_window;
18 interface
20 procedure ProcessLoading (forceUpdate: Boolean=false);
22 implementation
24 uses e_sound, g_system, g_net, r_window;
26 procedure ProcessLoading (forceUpdate: Boolean = False);
27 begin
28 if sys_HandleInput() = False then
29 begin
30 {$IFNDEF HEADLESS}
31 r_Window_DrawLoading(forceUpdate);
32 {$ENDIF}
33 e_SoundUpdate();
34 // TODO: At the moment, I left here only host network processing, because the client code must
35 // handle network events on its own. Otherwise separate network cases that use different calls to
36 // enet_host_service() WILL lose their packets (for example, resource downloading). So they have
37 // to handle everything by themselves. But in general, this MUST be removed completely, since
38 // updating the window should never affect the network. Use single enet_host_service(), period.
39 if NetMode = NET_SERVER then g_Net_Host_Update();
40 end
41 end;
43 end.