dxx-rebirth/similar/arch/sdl/init.cpp
Kp 3114874713 Delegate PCX loading to SDL_image
This adds a new dependency, but most systems likely already have
SDL_image installed.  Use of SDL_image can be disabled, but this is
discouraged, because various in-game interfaces assume the use of the
original background.

The old implementation automatically corrected for filename case.  The
new implementation expects that the supplied filename can be passed to
PYHSFS_openRead as-is.  All known uses in-game have been corrected to
satisfy this requirement.  If the new stricter match requirement becomes
a problem, a variant of PHYSFSRWOPS_openRead that adjusts filename case
could be created for use here.

- Update install instructions
- Update ebuild
- Update Arch PKGBUILD
2020-05-17 23:35:26 +00:00

102 lines
2 KiB
C++

/*
* This file is part of the DXX-Rebirth project <https://www.dxx-rebirth.com/>.
* It is copyright by its individual contributors, as recorded in the
* project's Git history. See COPYING.txt at the top level for license
* terms and a link to the Git history.
*/
// Holds the main init and de-init functions for arch-related program parts
#include <SDL.h>
#include "songs.h"
#include "key.h"
#include "digi.h"
#include "mouse.h"
#include "joy.h"
#include "gr.h"
#include "dxxerror.h"
#include "text.h"
#include "args.h"
#include "window.h"
#include "dxxsconf.h"
#if DXX_USE_SDLIMAGE
#include <SDL_image.h>
#endif
namespace dsx {
static void arch_close(void)
{
songs_uninit();
gr_close();
if (!CGameArg.CtlNoJoystick)
joy_close();
if (!CGameArg.CtlNoMouse)
mouse_close();
if (!CGameArg.SndNoSound)
{
digi_close();
}
#if DXX_USE_SDLIMAGE
IMG_Quit();
#endif
SDL_Quit();
}
arch_atexit::~arch_atexit()
{
arch_close();
}
arch_atexit arch_init()
{
int t;
if (SDL_Init(SDL_INIT_VIDEO) < 0)
Error("SDL library initialisation failed: %s.",SDL_GetError());
#if DXX_USE_SDLIMAGE
IMG_Init(0);
#endif
#if SDL_MAJOR_VERSION == 2
/* In SDL1, grabbing input grabbed both the keyboard and the mouse.
* Many game management keys assume a keyboard grab.
* Tell SDL2 to grab the keyboard.
*
* Unlike with SDL1, players have the option of overriding this grab
* by setting an environment variable. In SDL1, the only choice was
* to skip both the keyboard grab and the mouse grab. Now, players
* can enable grabbing in the UI, but disable keyboard grab with the
* environment variable.
*/
SDL_SetHint(SDL_HINT_GRAB_KEYBOARD, "1");
/* Gameplay continues regardless of focus, so keep the window
* visible.
*/
SDL_SetHint(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0");
#endif
key_init();
digi_select_system();
if (!CGameArg.SndNoSound)
digi_init();
if (!CGameArg.CtlNoMouse)
mouse_init();
if (!CGameArg.CtlNoJoystick)
joy_init();
if ((t = gr_init()) != 0)
Error(TXT_CANT_INIT_GFX,t);
return {};
}
}