Serious-Engine/Sources/GameGUIMP/GameGUI.cpp

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2016-03-12 01:20:51 +01:00
/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program 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 this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
2016-03-11 14:57:17 +01:00
// GameGUI.cpp : Defines the entry point for the DLL application.
//
#include "stdafx.h"
#ifdef _DEBUG
#define GAMEGUI_DLL_NAME "GameGUIMPD.dll"
#else
#define GAMEGUI_DLL_NAME "GameGUIMP.dll"
#endif
extern CGame *_pGame = NULL;
// global game object
CGameGUI _GameGUI;
static struct GameGUI_interface _Interface;
// initialize game and load settings
void Initialize(const CTFileName &fnGameSettings)
{
try {
#ifndef NDEBUG
#define GAMEDLL "Bin\\Debug\\GameMPD.dll"
#else
#define GAMEDLL "Bin\\GameMP.dll"
#endif
CTFileName fnmExpanded;
ExpandFilePath(EFP_READ, CTString(GAMEDLL), fnmExpanded);
HMODULE hGame = LoadLibraryA(fnmExpanded);
if (hGame==NULL) {
ThrowF_t("%s", GetWindowsError(GetLastError()));
}
CGame* (*GAME_Create)(void) = (CGame* (*)(void))GetProcAddress(hGame, "GAME_Create");
if (GAME_Create==NULL) {
ThrowF_t("%s", GetWindowsError(GetLastError()));
}
_pGame = GAME_Create();
} catch (char *strError) {
FatalError("%s", strError);
}
// init game - this will load persistent symbols
_pGame->Initialize(fnGameSettings);
}
// save settings and cleanup
void End(void)
{
_pGame->End();
}
// run a quicktest game from within editor
void QuickTest(const CTFileName &fnMapName, CDrawPort *pdpDrawport, CViewPort *pvpViewport)
{
_pGame->QuickTest(fnMapName, pdpDrawport, pvpViewport);
}
// show console window
void OnInvokeConsole(void)
{
_GameGUI.OnInvokeConsole();
}
// adjust players and controls
void OnPlayerSettings(void)
{
_GameGUI.OnPlayerSettings();
}
// adjust audio settings
void OnAudioQuality(void)
{
_GameGUI.OnAudioQuality();
}
// adjust video settings
void OnVideoQuality(void)
{
_GameGUI.OnVideoQuality();
}
// select current active player and controls
void OnSelectPlayerAndControls(void)
{
_GameGUI.OnSelectPlayerAndControls();
}
extern "C" _declspec(dllexport) struct GameGUI_interface *GAMEGUI_Create(void)
{
_Interface.Initialize = ::Initialize ;
_Interface.End = ::End ;
_Interface.QuickTest = ::QuickTest ;
_Interface.OnInvokeConsole = ::OnInvokeConsole ;
_Interface.OnPlayerSettings = ::OnPlayerSettings ;
_Interface.OnAudioQuality = ::OnAudioQuality ;
_Interface.OnVideoQuality = ::OnVideoQuality ;
_Interface.OnSelectPlayerAndControls = ::OnSelectPlayerAndControls ;
return &_Interface;
}
static int iDialogResult;
#define CALL_DIALOG( class_name, dlg_name) \
try { \
_pGame->Load_t(); \
} \
catch( char *pError) { \
(void) pError; \
} \
HANDLE hOldResource = AfxGetResourceHandle(); \
class_name dlg_name; \
AfxSetResourceHandle( GetModuleHandleA(GAMEGUI_DLL_NAME) ); \
iDialogResult = dlg_name.DoModal(); \
AfxSetResourceHandle( (HINSTANCE) hOldResource); \
if( iDialogResult == IDOK) \
try { \
_pGame->Save_t(); \
} \
catch( char *pError) { \
AfxMessageBox( CString(pError)); \
iDialogResult = IDCANCEL; \
}
/*
We cannot use dllmain if using MFC.
See MSDN article "Regular DLLs Dynamically Linked to MFC" if initialization is needed.
BOOL APIENTRY DllMain( HANDLE hModule,
DWORD ul_reason_for_call,
LPVOID lpReserved
)
{
switch (ul_reason_for_call)
{
case DLL_PROCESS_ATTACH:
case DLL_THREAD_ATTACH:
case DLL_THREAD_DETACH:
case DLL_PROCESS_DETACH:
break;
}
return TRUE;
}
*/
/////////////////////////////////////////////////////////////////////////////
// global routines called trough game's application menu
void CGameGUI::OnInvokeConsole(void)
{
CALL_DIALOG( CDlgConsole, dlgConsole);
}
void CGameGUI::OnPlayerSettings(void)
{
//CALL_DIALOG( CDlgPlayerSettings, dlgPlayerSettings);
}
void CGameGUI::OnAudioQuality(void)
{
CALL_DIALOG( CDlgAudioQuality, dlgAudioQuality);
}
void CGameGUI::OnVideoQuality(void)
{
CALL_DIALOG( CDlgVideoQuality, dlgVideoQuality);
}
void CGameGUI::OnSelectPlayerAndControls(void)
{
//CALL_DIALOG( CDlgSelectPlayer, dlgSelectPlayerAndControls);
}