diff --git a/src/game/g_main.pas b/src/game/g_main.pas
index 57f12e98a45349501ccb52fd666817503eae7731..0269a4c9315d2d700320061cd60f4b02774c4354 100644 (file)
--- a/src/game/g_main.pas
+++ b/src/game/g_main.pas
-(* Copyright (C) DooM 2D:Forever Developers
+(* Copyright (C) Doom 2D: Forever Developers
*
* This program 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 3 of the License, or
- * (at your option) any later version.
+ * the Free Software Foundation, version 3 of the License ONLY.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
MapsDir: string;
ModelsDir: string;
GameWAD: string;
-
+ LogFileName: string;
implementation
uses
- SDL2, GL, GLExt, wadreader, e_log, g_window,
+{$INCLUDE ../nogl/noGLuses.inc}
+{$IFDEF ENABLE_HOLMES}
+ g_holmes, sdlcarcass, fui_ctls, fui_wadread, fui_style, fui_gfx_gl,
+{$ENDIF}
+ wadreader, e_log, g_window,
e_graphics, e_input, g_game, g_console, g_gui,
- e_sound, g_options, g_sound, g_player,
+ e_sound, g_options, g_sound, g_player, g_basic,
g_weapons, SysUtils, g_triggers, MAPDEF, g_map,
- g_menu, g_language, g_net,
- utils, conbuf, envvars;
+ g_menu, g_language, g_net, g_touch, g_system, g_res_downloader,
+ utils, conbuf, envvars,
+ xparser;
var
charbuff: packed array [0..15] of AnsiChar;
procedure Main();
-var
- sdlflags: LongWord;
+{$IFDEF ENABLE_HOLMES}
+ var flexloaded: Boolean;
+{$ENDIF}
begin
e_InitWritelnDriver();
ModelsDir := DataDir + 'models/';
GameWAD := DataDir + 'Game.wad';
- e_InitLog(GameDir + '/' + LOG_FILENAME, TWriteMode.WM_NEWFILE);
+ e_InitLog(GameDir + '/' + LogFileName, TWriteMode.WM_NEWFILE);
- e_WriteLog('Read config file', TMsgType.Notify);
- g_Options_Read(GameDir + '/' + CONFIG_FILENAME);
+ e_WriteLog(
+ 'Doom 2D: Forever version ' + GAME_VERSION +
+ ' proto ' + IntToStr(NET_PROTOCOL_VER),
+ TMsgType.Notify
+ );
+ e_WriteLog(
+ 'Build date: ' + GAME_BUILDDATE + ' ' + GAME_BUILDTIME,
+ TMsgType.Notify
+ );
{$IFDEF HEADLESS}
conbufDumpToStdOut := true;
{$ENDIF}
e_WriteToStdOut := False; //{$IFDEF HEADLESS}True;{$ELSE}False;{$ENDIF}
- //GetSystemDefaultLCID()
+ e_InitInput;
+
+ sys_Init;
+ g_Options_Read(GameDir + '/' + CONFIG_FILENAME);
+ if sys_SetDisplayMode(gScreenWidth, gScreenHeight, gBPP, gFullScreen) = False then
+ raise Exception.Create('Failed to set videomode on startup.');
- //e_WriteLog('Read language file', MSG_NOTIFY);
- //g_Language_Load(DataDir + gLanguage + '.txt');
+ g_Console_SysInit;
e_WriteLog(gLanguage, TMsgType.Notify);
g_Language_Set(gLanguage);
-{$IFDEF HEADLESS}
- {$IFDEF USE_SDLMIXER}
- sdlflags := SDL_INIT_TIMER or SDL_INIT_AUDIO or $00004000;
- // HACK: shit this into env and hope for the best
- SetEnvVar('SDL_AUDIODRIVER', 'dummy');
- {$ELSE}
- sdlflags := SDL_INIT_TIMER or $00004000;
- {$ENDIF}
-{$ELSE}
- {$IFDEF USE_SDLMIXER}
- sdlflags := SDL_INIT_EVERYTHING;
- {$ELSE}
- sdlflags := SDL_INIT_JOYSTICK or SDL_INIT_TIMER or SDL_INIT_VIDEO;
- {$ENDIF}
-{$ENDIF}
- if SDL_Init(sdlflags) < 0 then
- raise Exception.Create('SDL: Init failed: ' + SDL_GetError());
+{$IF not DEFINED(HEADLESS) and DEFINED(ENABLE_HOLMES)}
+ flexloaded := true;
+ if not fuiAddWad('flexui.wad') then
+ begin
+ if not fuiAddWad('./data/flexui.wad') then fuiAddWad('./flexui.wad');
+ end;
+ try
+ fuiGfxLoadFont('win8', 'flexui/fonts/win8.fuifont');
+ fuiGfxLoadFont('win14', 'flexui/fonts/win14.fuifont');
+ fuiGfxLoadFont('win16', 'flexui/fonts/win16.fuifont');
+ fuiGfxLoadFont('dos8', 'flexui/fonts/dos8.fuifont');
+ fuiGfxLoadFont('msx6', 'flexui/fonts/msx6.fuifont');
+ except on e: Exception do
+ begin
+ writeln('ERROR loading FlexUI fonts');
+ flexloaded := false;
+ //raise;
+ end;
+ else
+ begin
+ flexloaded := false;
+ //raise;
+ end;
+ end;
+ if (flexloaded) then
+ begin
+ try
+ e_LogWriteln('FlexUI: loading stylesheet...');
+ uiLoadStyles('flexui/widgets.wgs');
+ except on e: TParserException do
+ begin
+ writeln('ERROR at (', e.tokLine, ',', e.tokCol, '): ', e.message);
+ //raise;
+ flexloaded := false;
+ end;
+ else
+ begin
+ //raise;
+ flexloaded := false;
+ end;
+ end;
+ end;
+ g_holmes_imfunctional := not flexloaded;
-{$IFNDEF HEADLESS}
- SDL_StartTextInput();
+ if (not g_holmes_imfunctional) then
+ begin
+ uiInitialize();
+ uiContext.font := 'win14';
+ end;
+
+ if assigned(oglInitCB) then oglInitCB;
{$ENDIF}
+ //g_Res_CreateDatabases(); // it will be done before connecting to the server for the first time
+
e_WriteLog('Entering SDLMain', TMsgType.Notify);
-{$WARNINGS OFF}
- SDLMain();
-{$WARNINGS ON}
+ {$WARNINGS OFF}
+ SDLMain();
+ {$WARNINGS ON}
-{$IFDEF HEADLESS}
- SDL_StopTextInput();
-{$ENDIF}
+ {$IFDEF ENABLE_HOLMES}
+ if assigned(oglDeinitCB) then oglDeinitCB;
+ {$ENDIF}
- e_WriteLog('Releasing SDL', TMsgType.Notify);
- SDL_Quit();
+ sys_Final;
end;
procedure Init();
NoSound := False;
{$ENDIF}
- e_WriteLog('Init Input', TMsgType.Notify);
- e_InitInput();
+ g_Touch_Init;
+(*
if (e_JoysticksAvailable > 0) then
e_WriteLog('Input: Joysticks available.', TMsgType.Notify)
else
e_WriteLog('Input: No Joysticks.', TMsgType.Notify);
+*)
if (not gNoSound) then
begin
begin
if g_Map_Exist(MapsDir+gGameSettings.WAD+':\MAP'+s2) then
begin
- c := 'MAP00';
- c[3] := s2[1];
- c[4] := s2[2];
+ c := 'MAP'+s2;
g_Game_ExitLevel(c);
end;
goto Cheated;
procedure KeyPress (K: Word);
+{$IFNDEF HEADLESS}
var
Msg: g_gui.TMessage;
+{$ENDIF}
begin
+{$IFNDEF HEADLESS}
case K of
- IK_PAUSE: // <Pause/Break>:
+ VK_ESCAPE: // <Esc>:
begin
- if (g_ActiveWindow = nil) then g_Game_Pause(not gPause);
- end;
-
- IK_BACKQUOTE: // <`/~/¨/¸>:
- begin
- g_Console_Switch();
- end;
-
- IK_ESCAPE: // <Esc>:
- begin
- if gChatShow then
- begin
- g_Console_Chat_Switch();
- Exit;
- end;
-
- if gConsoleShow then
- begin
- g_Console_Switch();
- end
- else if (g_ActiveWindow <> nil) then
+ if (g_ActiveWindow <> nil) then
begin
Msg.Msg := WM_KEYDOWN;
- Msg.WParam := IK_ESCAPE;
+ Msg.WParam := VK_ESCAPE;
g_ActiveWindow.OnMessage(Msg);
+ if (not g_Game_IsNet) and (g_ActiveWindow = nil) then g_Game_Pause(false); //Fn loves to do this
end
else if (gState <> STATE_FOLD) then
begin
begin // <F2> .. <F6> � <F12>
if gGameOn and (not gConsoleShow) and (not gChatShow) then
begin
- while g_ActiveWindow <> nil do g_GUI_HideWindow(False);
+ while (g_ActiveWindow <> nil) do g_GUI_HideWindow(False);
if (not g_Game_IsNet) then g_Game_Pause(True);
case K of
IK_F2: g_Menu_Show_SaveMenu();
end;
end;
end;
+{$ENDIF}
end;
Msg: g_gui.TMessage;
a: Integer;
begin
- if (not gChatShow) and ((C = '`') or (C = '~') or (C = '¸') or (C = '¨')) then Exit;
-
if gConsoleShow or gChatShow then
begin
- g_Console_Char(C);
+ g_Console_Char(C)
end
else if (g_ActiveWindow <> nil) then
begin