Ejemplo n.º 1
0
void WriteEnvironmentInfo(FILE* f)
{
    fprintf(f, "Environment\n===========\n");
    WriteDateTime(f);
    WriteProcessorInfo(f);
    WriteSystemInfo(f);
    fprintf(f, "\n");
}
Ejemplo n.º 2
0
void InitGraphics(const CmdLineArgs& args, int flags)
{
	const bool setup_vmode = (flags & INIT_HAVE_VMODE) == 0;

	if(setup_vmode)
	{
		InitSDL();

		if (!g_VideoMode.InitSDL())
			throw PSERROR_System_VmodeFailed(); // abort startup

#if !SDL_VERSION_ATLEAST(2, 0, 0)
		SDL_WM_SetCaption("0 A.D.", "0 A.D.");
#endif
	}

	RunHardwareDetection();

	const int quality = SANE_TEX_QUALITY_DEFAULT;	// TODO: set value from config file
	SetTextureQuality(quality);

	ogl_WarnIfError();

	// Optionally start profiler GPU timings automatically
	// (By default it's only enabled by a hotkey, for performance/compatibility)
	bool profilerGPUEnable = false;
	CFG_GET_VAL("profiler2.autoenable", profilerGPUEnable);
	if (profilerGPUEnable)
		g_Profiler2.EnableGPU();

	if(!g_Quickstart)
	{
		WriteSystemInfo();
		// note: no longer vfs_display here. it's dog-slow due to unbuffered
		// file output and very rarely needed.
	}

	if(g_DisableAudio)
		ISoundManager::SetEnabled(false);

	g_GUI = new CGUIManager();

	// (must come after SetVideoMode, since it calls ogl_Init)
	if (ogl_HaveExtensions(0, "GL_ARB_vertex_program", "GL_ARB_fragment_program", NULL) != 0 // ARB
		&& ogl_HaveExtensions(0, "GL_ARB_vertex_shader", "GL_ARB_fragment_shader", NULL) != 0) // GLSL
	{
		DEBUG_DISPLAY_ERROR(
			L"Your graphics card doesn't appear to be fully compatible with OpenGL shaders."
			L" In the future, the game will not support pre-shader graphics cards."
			L" You are advised to try installing newer drivers and/or upgrade your graphics card."
			L" For more information, please see http://www.wildfiregames.com/forum/index.php?showtopic=16734"
		);
		// TODO: actually quit once fixed function support is dropped
	}

	const char* missing = ogl_HaveExtensions(0,
		"GL_ARB_multitexture",
		"GL_EXT_draw_range_elements",
		"GL_ARB_texture_env_combine",
		"GL_ARB_texture_env_dot3",
		NULL);
	if(missing)
	{
		wchar_t buf[500];
		swprintf_s(buf, ARRAY_SIZE(buf),
			L"The %hs extension doesn't appear to be available on your computer."
			L" The game may still work, though - you are welcome to try at your own risk."
			L" If not or it doesn't look right, upgrade your graphics card.",
			missing
		);
		DEBUG_DISPLAY_ERROR(buf);
		// TODO: i18n
	}

	if (!ogl_HaveExtension("GL_ARB_texture_env_crossbar"))
	{
		DEBUG_DISPLAY_ERROR(
			L"The GL_ARB_texture_env_crossbar extension doesn't appear to be available on your computer."
			L" Shadows are not available and overall graphics quality might suffer."
			L" You are advised to try installing newer drivers and/or upgrade your graphics card.");
		g_Shadows = false;
	}

	ogl_WarnIfError();
	InitRenderer();

	InitInput();

	ogl_WarnIfError();

	try
	{
		if (!Autostart(args))
		{
			const bool setup_gui = ((flags & INIT_NO_GUI) == 0);
			// We only want to display the splash screen at startup
			shared_ptr<ScriptInterface> scriptInterface = g_GUI->GetScriptInterface();
			JSContext* cx = scriptInterface->GetContext();
			JSAutoRequest rq(cx);
			JS::RootedValue data(cx);
			if (g_GUI)
			{
				scriptInterface->Eval("({})", &data);
				scriptInterface->SetProperty(data, "isStartup", true);
			}
			InitPs(setup_gui, L"page_pregame.xml", g_GUI->GetScriptInterface().get(), data);
		}
	}
	catch (PSERROR_Game_World_MapLoadFailed& e)
	{
		// Map Loading failed

		// Start the engine so we have a GUI
		InitPs(true, L"page_pregame.xml", NULL, JS::UndefinedHandleValue);

		// Call script function to do the actual work
		//	(delete game data, switch GUI page, show error, etc.)
		CancelLoad(CStr(e.what()).FromUTF8());
	}
}
Ejemplo n.º 3
0
void InitGraphics(const CmdLineArgs& args, int flags)
{
	const bool setup_vmode = (flags & INIT_HAVE_VMODE) == 0;

	if(setup_vmode)
	{
		InitSDL();

		if (!g_VideoMode.InitSDL())
			throw PSERROR_System_VmodeFailed(); // abort startup

#if !SDL_VERSION_ATLEAST(2, 0, 0)
		SDL_WM_SetCaption("0 A.D.", "0 A.D.");
#endif
	}

	RunHardwareDetection();

	tex_codec_register_all();

	const int quality = SANE_TEX_QUALITY_DEFAULT;	// TODO: set value from config file
	SetTextureQuality(quality);

	ogl_WarnIfError();

	// Optionally start profiler GPU timings automatically
	// (By default it's only enabled by a hotkey, for performance/compatibility)
	bool profilerGPUEnable = false;
	CFG_GET_VAL("profiler2.gpu.autoenable", Bool, profilerGPUEnable);
	if (profilerGPUEnable)
		g_Profiler2.EnableGPU();

	if(!g_Quickstart)
	{
		WriteSystemInfo();
		// note: no longer vfs_display here. it's dog-slow due to unbuffered
		// file output and very rarely needed.
	}

	if(g_DisableAudio)
	{
		// speed up startup by disabling all sound
		// (OpenAL init will be skipped).
		// must be called before first snd_open.
#if CONFIG2_AUDIO
		CSoundManager::SetEnabled(false);
#endif
	}

	g_GUI = new CGUIManager(g_ScriptingHost.GetScriptInterface());

	// (must come after SetVideoMode, since it calls ogl_Init)
	const char* missing = ogl_HaveExtensions(0,
		"GL_ARB_multitexture",
		"GL_EXT_draw_range_elements",
		"GL_ARB_texture_env_combine",
		"GL_ARB_texture_env_dot3",
		NULL);
	if(missing)
	{
		wchar_t buf[500];
		swprintf_s(buf, ARRAY_SIZE(buf),
			L"The %hs extension doesn't appear to be available on your computer."
			L" The game may still work, though - you are welcome to try at your own risk."
			L" If not or it doesn't look right, upgrade your graphics card.",
			missing
		);
		DEBUG_DISPLAY_ERROR(buf);
		// TODO: i18n
	}

	if (!ogl_HaveExtension("GL_ARB_texture_env_crossbar"))
	{
		DEBUG_DISPLAY_ERROR(
			L"The GL_ARB_texture_env_crossbar extension doesn't appear to be available on your computer."
			L" Shadows are not available and overall graphics quality might suffer."
			L" You are advised to try installing newer drivers and/or upgrade your graphics card.");
		g_Shadows = false;
	}

	ogl_WarnIfError();
	InitRenderer();

	InitInput();

	ogl_WarnIfError();

	try
	{
		if (!Autostart(args))
		{
			const bool setup_gui = ((flags & INIT_NO_GUI) == 0);
			// We only want to display the splash screen at startup
			CScriptValRooted data;
			if (g_GUI)
			{
				ScriptInterface& scriptInterface = g_GUI->GetScriptInterface();
				scriptInterface.Eval("({})", data);
				scriptInterface.SetProperty(data.get(), "isStartup", true);
			}
			InitPs(setup_gui, L"page_pregame.xml", data.get());
		}
	}
	catch (PSERROR_Game_World_MapLoadFailed e)
	{
		// Map Loading failed

		// Start the engine so we have a GUI
		InitPs(true, L"page_pregame.xml", JSVAL_VOID);

		// Call script function to do the actual work
		//	(delete game data, switch GUI page, show error, etc.)
		CancelLoad(CStr(e.what()).FromUTF8());
	}
}