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main.cpp rework * Move ClientLauncher class to a dedicated file * ClientLauncher now owns print_video_modes and speed_tests functions (they are only called by him) * Move GameParams to shared/gameparams.h because it's shared between server and client and launcher need to know it * Move InputHandlers class to client/inputhandler.h * Cleanup includes
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7 changed files with 1304 additions and 1232 deletions
129
src/client/clientlauncher.h
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129
src/client/clientlauncher.h
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/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef __CLIENT_LAUNCHER_H__
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#define __CLIENT_LAUNCHER_H__
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#include "irrlichttypes_extrabloated.h"
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#include "client/inputhandler.h"
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#include "gameparams.h"
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// A small helper class
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class TimeGetter
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{
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public:
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virtual u32 getTime(TimePrecision prec) = 0;
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};
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// A precise irrlicht one
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class IrrlichtTimeGetter: public TimeGetter
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{
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public:
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IrrlichtTimeGetter(IrrlichtDevice *device):
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m_device(device)
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{}
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u32 getTime(TimePrecision prec)
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{
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if (prec == PRECISION_MILLI) {
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if (m_device == NULL)
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return 0;
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return m_device->getTimer()->getRealTime();
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} else {
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return porting::getTime(prec);
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}
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}
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private:
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IrrlichtDevice *m_device;
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};
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// Not so precise one which works without irrlicht
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class SimpleTimeGetter: public TimeGetter
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{
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public:
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u32 getTime(TimePrecision prec)
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{
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return porting::getTime(prec);
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}
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};
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class ClientLauncher
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{
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public:
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ClientLauncher() :
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list_video_modes(false),
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skip_main_menu(false),
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use_freetype(false),
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random_input(false),
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address(""),
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playername(""),
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password(""),
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device(NULL),
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input(NULL),
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receiver(NULL),
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skin(NULL),
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font(NULL),
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simple_singleplayer_mode(false),
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current_playername("inv£lid"),
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current_password(""),
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current_address("does-not-exist"),
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current_port(0)
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{}
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~ClientLauncher();
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bool run(GameParams &game_params, const Settings &cmd_args);
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protected:
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void init_args(GameParams &game_params, const Settings &cmd_args);
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bool init_engine(int log_level);
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bool launch_game(std::wstring *error_message, GameParams &game_params,
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const Settings &cmd_args);
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void main_menu(MainMenuData *menudata);
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bool create_engine_device(int log_level);
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void speed_tests();
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bool print_video_modes();
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bool list_video_modes;
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bool skip_main_menu;
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bool use_freetype;
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bool random_input;
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std::string address;
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std::string playername;
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std::string password;
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IrrlichtDevice *device;
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InputHandler *input;
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MyEventReceiver *receiver;
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gui::IGUISkin *skin;
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gui::IGUIFont *font;
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scene::ISceneManager *smgr;
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SubgameSpec gamespec;
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WorldSpec worldspec;
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bool simple_singleplayer_mode;
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// These are set up based on the menu and other things
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// TODO: Are these required since there's already playername, password, etc
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std::string current_playername;
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std::string current_password;
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std::string current_address;
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int current_port;
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};
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#endif
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