Exemple #1
0
int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR, int nCmdShow)
{
	MSG msg;
	WNDCLASS wndclass,wndclass2;
	short seed;

	if (!hPrevInstance) {
		wndclass.style = CS_HREDRAW | CS_VREDRAW | CS_BYTEALIGNWINDOW;
		wndclass.lpfnWndProc = WndProc;
		wndclass.cbClsExtra = 0;
		wndclass.cbWndExtra = 0;
		wndclass.hInstance = hInstance;
		wndclass.hIcon = LoadIcon(hInstance,MAKEINTRESOURCE(10));
		wndclass.hCursor = NULL;
		wndclass.hbrBackground = (HBRUSH) GetStockObject(WHITE_BRUSH);
		wndclass.lpszMenuName = MAKEINTRESOURCE(1);
		wndclass.lpszClassName = szAppName;

		RegisterClass(&wndclass);

		wndclass2.style = CS_HREDRAW | CS_VREDRAW | CS_BYTEALIGNWINDOW;
		wndclass2.lpfnWndProc = WndProc;
		wndclass2.cbClsExtra = 0;
		wndclass2.cbWndExtra = 0;
		wndclass2.hInstance = hInstance;
		wndclass2.hIcon = LoadIcon(hInstance,MAKEINTRESOURCE(10));
		wndclass2.hCursor = NULL;
		wndclass2.hbrBackground = (HBRUSH) GetStockObject(WHITE_BRUSH);
		wndclass2.lpszMenuName = NULL;
		wndclass2.lpszClassName = szWinName;

		RegisterClass(&wndclass2);
		}

		mainPtr = CreateWindow (szAppName,
			"Classic Blades of Exile Character Editor",
			WS_OVERLAPPEDWINDOW,
			0,
			0,
			536,
			478,
			NULL,
			NULL,
			hInstance,
			NULL);

	if (!hPrevInstance) { // initialize
		Get_Path(file_path_name); //store the path to the executable
  		store_hInstance = hInstance;
		accel = LoadAccelerators(hInstance, MAKEINTRESOURCE(1));

        get_reg_data();

		load_cursors();
		seed = (short) GetCurrentTime();
		srand(seed);

		max_window(mainPtr);
		Set_up_win ();

		font = CreateFont(-9,0,0,0,0, 0,0,0, 0,0,
			0,0,0,"MS Sans Serif");
		small_bold_font = CreateFont(12,0,0,0,700, 0,0,0, 0,0,
			0,0,0,"MS Sans Serif");
		italic_font = CreateFont(12,0,0,0,0, 1,0,0, 0,0,
			0,0,0,"MS Sans Serif");
		underline_font = CreateFont(12,0,0,0,0, 0,1,0, 0,0,
			0,0,0,"MS Sans Serif");
		bold_font = CreateFont(14,0,0,0,700, 0,0,0, 0,0,
			0,0,0,"MS Sans Serif");
		tiny_font = font;
		load_sounds();

		ShowWindow(mainPtr,nCmdShow);

		init_main_buttons();

		file_initialize();
		check_colors();
		cursor_stay();
		update_item_menu(1);

		cd_init_dialogs();

		FCD(900,0);
		}

		event_handled = FALSE;
		while(GetMessage(&msg,NULL,0,0)) {
			if (event_handled == FALSE) {
				if (!TranslateAccelerator(mainPtr, accel, &msg)) {
					TranslateMessage(&msg);
					DispatchMessage(&msg);
					}
				}
			}
		return msg.wParam;
}
Exemple #2
0
void init_stuff()
{
	int seed;

	Uint32 (*my_timer_pointer) (unsigned int) = my_timer;

	//TODO: process command line options
	chdir(datadir);

	//Initialize all strings
	init_translatables();

#ifdef WRITE_XML
	load_translatables();//Write to the current working directory - hopefully we'll have write rights here...
#endif

	//read the config file
	read_config();

	//Parse command line options
	read_command_line();

	//OK, we have the video mode settings...
	setup_video_mode(full_screen,video_mode);
	//now you may set the video mode using the %<foo> in-game
	video_mode_set=1;

	//Good, we should be in the right working directory - load all translatables from their files
	load_translatables();

	init_video();
	resize_window();
	init_gl_extensions();
#ifdef CAL3D
	create_cal3d_model();
	init_cal3d_model();
#endif
	seed = time (NULL);
	srand (seed);

	cache_system_init(MAX_CACHE_SYSTEM);
	init_texture_cache();
	init_md2_cache();
	init_e3d_cache();
	init_2d_obj_cache();
	load_ignores();
	load_filters();
	load_e3d_list();
	load_e2d_list();
	load_part_list();
	load_knowledge_list();
	load_cursors();
	build_cursors();
	change_cursor(CURSOR_ARROW);
	build_glow_color_table();


	init_actors_lists();
	memset(tile_list, 0, sizeof(tile_list));
	memset(lights_list, 0, sizeof(lights_list));
	init_particles_list();
	memset(actors_defs, 0, sizeof(actors_defs));
	init_actor_defs();

	load_map_tiles();

	//lights setup
	build_global_light_table();
	build_sun_pos_table();
	reset_material();
	init_lights();
	disable_local_lights();
	init_colors();
	clear_error_log();
	clear_conn_log();
	clear_thunders();
	build_rain_table();
	read_bin_cfg();
	build_levels_table();//for some HUD stuff
	init_scale_array();

	if(!no_sound)init_sound();

	//initialize the fonts
	init_fonts();
	check_gl_errors();

	//load the necesary textures
	//font_text=load_texture_cache("./textures/font.bmp",0);
	icons_text=load_texture_cache("./textures/gamebuttons.bmp",0);
	hud_text=load_texture_cache("./textures/gamebuttons2.bmp",0);
	cons_text=load_texture_cache("./textures/console.bmp",255);
	sky_text_1=load_texture_cache("./textures/sky.bmp",70);
	particle_textures[0]=load_texture_cache("./textures/particle0.bmp",0);
	particle_textures[1]=load_texture_cache("./textures/particle1.bmp",0);
	particle_textures[2]=load_texture_cache("./textures/particle2.bmp",0);
	particle_textures[3]=load_texture_cache("./textures/particle3.bmp",0);
	particle_textures[4]=load_texture_cache("./textures/particle4.bmp",0);
	particle_textures[5]=load_texture_cache("./textures/particle5.bmp",0);
	particle_textures[6]=load_texture_cache("./textures/particle6.bmp",0);
	particle_textures[7]=load_texture_cache("./textures/particle7.bmp",0);

	items_text_1=load_texture_cache("./textures/items1.bmp",0);
	items_text_2=load_texture_cache("./textures/items2.bmp",0);
	items_text_3=load_texture_cache("./textures/items3.bmp",0);
	items_text_4=load_texture_cache("./textures/items4.bmp",0);
	items_text_5=load_texture_cache("./textures/items5.bmp",0);
	items_text_6=load_texture_cache("./textures/items6.bmp",0);
	items_text_7=load_texture_cache("./textures/items7.bmp",0);
	items_text_8=load_texture_cache("./textures/items8.bmp",0);
	items_text_9=load_texture_cache("./textures/items9.bmp",0);

	portraits1_tex=load_texture_cache("./textures/portraits1.bmp",0);
	portraits2_tex=load_texture_cache("./textures/portraits2.bmp",0);
	portraits3_tex=load_texture_cache("./textures/portraits3.bmp",0);
	portraits4_tex=load_texture_cache("./textures/portraits4.bmp",0);
	portraits5_tex=load_texture_cache("./textures/portraits5.bmp",0);
	halo_tex=load_texture_cache("./textures/halo.bmp",0);

	if(have_multitexture)ground_detail_text=load_texture_cache("./textures/ground_detail.bmp",255);
	check_gl_errors();
	create_char_error_str[0]=0;
	init_opening_interface();
	init_hud_interface();

	if(SDLNet_Init()<0)
 		{
			char str[120];
			sprintf(str,"%s: %s\n",failed_sdl_net_init,SDLNet_GetError());
			log_error(str);
			SDLNet_Quit();
			SDL_Quit();
			exit(2);
		}

	if(SDL_InitSubSystem(SDL_INIT_TIMER)<0)
		{
 			char str[120];
			sprintf(str, "%s: %s\n", failed_sdl_timer_init,SDL_GetError());
			log_error(str);
			SDL_Quit();
		 	exit(1);
		}
	SDL_SetTimer (1000/(18*4), my_timer_pointer);

	ReadXML("languages/en/Encyclopedia/index.xml");
	read_key_config();
	load_questlog();
	init_buddy();

	//initiate function pointers
	init_attribf();

	//we might want to do this later.
	connect_to_server();
}
Exemple #3
0
void set_new_video_mode(int fs,int mode)
{
	int i;
#ifndef	NEW_TEXTURES
	int alpha;
#endif	/* NEW_TEXTURES */
	
	full_screen=fs;
	video_mode=mode;

	//now, clear all the textures...
#ifdef	NEW_TEXTURES
	unload_texture_cache();
#else	/* NEW_TEXTURES */
	for(i = 0; i < TEXTURE_CACHE_MAX; i++)
	{
		if(texture_cache[i].file_name[0])
		{
			glDeleteTextures(1,(GLuint*)&texture_cache[i].texture_id);
			texture_cache[i].texture_id=0;//force a reload
			CHECK_GL_ERRORS();
		}
	}

#ifndef MAP_EDITOR2
	//do the same for the actors textures...
	for(i=0;i<max_actors;i++)
		{
			if(actors_list[i])
				{
					if(actors_list[i]->remapped_colors || actors_list[i]->is_enhanced_model)//if it is not remapable, then it is already in the cache
						{
							glDeleteTextures(1,&actors_list[i]->texture_id);
							actors_list[i]->texture_id=0;
							CHECK_GL_ERRORS();
						}
				}
		}
#endif
#endif	/* NEW_TEXTURES */

	if (use_vertex_buffers)
	{
		e3d_object * obj;

#ifdef FASTER_MAP_LOAD
		for (i = 0; i < cache_e3d->num_items; i++)
#else
		for (i = 0; i < cache_e3d->max_item; i++)
#endif
		{
			if (!cache_e3d->cached_items[i]) continue;
			obj= cache_e3d->cached_items[i]->cache_item;
			free_e3d_va(obj);
		}
		CHECK_GL_ERRORS();
	}

#ifndef	NEW_TEXTURES
	ec_clear_textures();
#endif	/* NEW_TEXTURES */

	//destroy the current context

	init_video();
#ifndef WINDOWS
	// Re-enable window manager events, since the killing of the video 
	// subsystem turns them off.
	SDL_EventState (SDL_SYSWMEVENT, SDL_ENABLE);
#endif	
	resize_root_window();
	init_lights();
	disable_local_lights();
	reset_material();

	//reload the cursors
	load_cursors();
	build_cursors();
	change_cursor(current_cursor);

	ec_load_textures();

	//now, reload the textures
#ifndef	NEW_TEXTURES
	for(i = 0; i < TEXTURE_CACHE_MAX; i++)
	{
		if (texture_cache[i].file_name[0] && !texture_cache[i].load_err)
		{
			alpha=texture_cache[i].alpha;
			//our texture was freed, we have to reload it
			if(alpha<=0)
				texture_cache[i].texture_id = load_bmp8_color_key (&(texture_cache[i]), alpha);
	            	else
				texture_cache[i].texture_id = load_bmp8_fixed_alpha (&(texture_cache[i]), alpha);
		}
	}
	reload_fonts();

#ifndef MAP_EDITOR2
	//do the same for the actors textures...
	for(i=0;i<max_actors;i++)
		{
			if(actors_list[i])
				{
					if(actors_list[i]->remapped_colors)//if it is not remapable, then it is already in the cache
						{
							//reload the skin
							//actors_list[i]->texture_id=load_bmp8_remapped_skin(actors_list[i]->skin_name,
							//												   150,actors_list[i]->skin,actors_list[i]->hair,actors_list[i]->shirt,
							//												   actors_list[i]->pants,actors_list[i]->boots);
						}
					if(actors_list[i]->is_enhanced_model)
						{
							actors_list[i]->texture_id=load_bmp8_enhanced_actor(actors_list[i]->body_parts, 255);
						}
				}
		}
#endif
#endif	/* NEW_TEXTURES */
	
	//it is dependent on the window height...
	init_hud_interface (HUD_INTERFACE_LAST);
	new_minute();

	set_all_intersect_update_needed(main_bbox_tree);
	skybox_init_gl();

	// resize the EL root windows
	resize_all_root_windows (window_width, window_height);
	check_options();
	reload_tab_map = 1;
#ifdef NEW_CURSOR
	if (!sdl_cursors)
	{
		SDL_ShowCursor(0);
		SDL_WM_GrabInput(SDL_GRAB_OFF);
	}
#endif // NEW_CURSOR
}
Exemple #4
0
/**************************************************************************
  The main loop for the UI.  This is called from main(), and when it
  exits the client will exit.
**************************************************************************/
void ui_main(int argc, char *argv[])
{
    SDL_Event __Net_User_Event;
    SDL_Event __GGZ_User_Event;
    SDL_Event __Anim_User_Event;
    SDL_Event __Info_User_Event;
    SDL_Event __Flush_User_Event;
    SDL_Event __pMap_Scroll_User_Event;

    parse_options(argc, argv);

    __Net_User_Event.type = SDL_USEREVENT;
    __Net_User_Event.user.code = NET;
    __Net_User_Event.user.data1 = NULL;
    __Net_User_Event.user.data2 = NULL;
    pNet_User_Event = &__Net_User_Event;

    __GGZ_User_Event.type = SDL_USEREVENT;
    __GGZ_User_Event.user.code = GGZ;
    __GGZ_User_Event.user.data1 = NULL;
    __GGZ_User_Event.user.data2 = NULL;
    pGGZ_User_Event = &__GGZ_User_Event;

    __Anim_User_Event.type = SDL_USEREVENT;
    __Anim_User_Event.user.code = EVENT_ERROR;
    __Anim_User_Event.user.data1 = NULL;
    __Anim_User_Event.user.data2 = NULL;
    pAnim_User_Event = &__Anim_User_Event;

    __Info_User_Event.type = SDL_USEREVENT;
    __Info_User_Event.user.code = SHOW_WIDGET_INFO_LABBEL;
    __Info_User_Event.user.data1 = NULL;
    __Info_User_Event.user.data2 = NULL;
    pInfo_User_Event = &__Info_User_Event;

    __Flush_User_Event.type = SDL_USEREVENT;
    __Flush_User_Event.user.code = FLUSH;
    __Flush_User_Event.user.data1 = NULL;
    __Flush_User_Event.user.data2 = NULL;
    pFlush_User_Event = &__Flush_User_Event;

    __pMap_Scroll_User_Event.type = SDL_USEREVENT;
    __pMap_Scroll_User_Event.user.code = MAP_SCROLL;
    __pMap_Scroll_User_Event.user.data1 = NULL;
    __pMap_Scroll_User_Event.user.data2 = NULL;
    pMap_Scroll_User_Event = &__pMap_Scroll_User_Event;

    is_unit_move_blocked = FALSE;

    SDL_Client_Flags |= (CF_DRAW_PLAYERS_NEUTRAL_STATUS|
                         CF_DRAW_PLAYERS_WAR_STATUS|
                         CF_DRAW_PLAYERS_CEASEFIRE_STATUS|
                         CF_DRAW_PLAYERS_PEACE_STATUS|
                         CF_DRAW_PLAYERS_ALLIANCE_STATUS);

    tileset_init(tileset);
    tileset_load_tiles(tileset);
    tileset_use_prefered_theme(tileset);

    load_cursors();

    callbacks = callback_list_new();

    diplomacy_dialog_init();
    intel_dialog_init();

    clear_double_messages_call();

    setup_auxiliary_tech_icons();

    if (gui_sdl_fullscreen) {
#ifdef SMALL_SCREEN
#ifdef UNDER_CE
        /* set 320x240 fullscreen */
        set_video_mode(gui_sdl_screen.width, gui_sdl_screen.height,
                       SDL_SWSURFACE | SDL_ANYFORMAT | SDL_FULLSCREEN);
#else  /* UNDER_CE */
        /* small screen on desktop -> don't set 320x240 fullscreen mode */
        set_video_mode(gui_sdl_screen.width, gui_sdl_screen.height,
                       SDL_SWSURFACE | SDL_ANYFORMAT);
#endif /* UNDER_CE */
#else  /* SMALL_SCREEN */
        set_video_mode(gui_sdl_screen.width, gui_sdl_screen.height,
                       SDL_SWSURFACE | SDL_ANYFORMAT | SDL_FULLSCREEN);
#endif /* SMALL_SCREEN */

    } else {

#ifdef SMALL_SCREEN
#ifdef UNDER_CE
        set_video_mode(gui_sdl_screen.width, gui_sdl_screen.height,
                       SDL_SWSURFACE | SDL_ANYFORMAT);
#else  /* UNDER_CE */
        set_video_mode(gui_sdl_screen.width, gui_sdl_screen.height,
                       SDL_SWSURFACE | SDL_ANYFORMAT);
#endif /* UNDER_CE */
#else  /* SMALL_SCREEN */
        set_video_mode(gui_sdl_screen.width, gui_sdl_screen.height,
                       SDL_SWSURFACE | SDL_ANYFORMAT);
#endif /* SMALL_SCREEN */

#if 0
        /*
         * call this for other that X enviroments - currently not supported.
         */
        center_main_window_on_screen();
#endif /* 0 */
    }

    /* SDL_WM_SetCaption(_("SDL Client for Freeciv"), _("Freeciv")); */

    /* this need correct Main.screen size */
    init_mapcanvas_and_overview();

    set_client_state(C_S_DISCONNECTED);

    /* Main game loop */
    gui_event_loop(NULL, NULL, main_key_down_handler, main_key_up_handler,
                   main_mouse_button_down_handler, main_mouse_button_up_handler,
                   main_mouse_motion_handler);

}
Exemple #5
0
/**************************************************************************
  Entry point for GUI specific portion. Called from client_main()
**************************************************************************/
void ui_main(int argc, char *argv[])
{
  int i;
  struct sprite *icon; 

  parse_options(argc, argv);

  /* include later - pain to see the warning at every run */
  XtSetLanguageProc(NULL, NULL, NULL);
  
  toplevel = XtVaAppInitialize(
	       &app_context,               /* Application context */
	       "Freeciv",                  /* application class name */
#ifdef UNUSED
	       cmd_options, XtNumber(cmd_options),
#else
	       NULL, 0,
#endif
	                                   /* command line option list */
	       &argc, argv,                /* command line args */
	       &fallback_resources[1],     /* for missing app-defaults file */
	       XtNallowShellResize, True,
	       NULL);              

  XtGetApplicationResources(toplevel, &appResources, resources,
                            XtNumber(resources), NULL, 0);

/*  XSynchronize(display, 1); 
  XSetErrorHandler(myerr);*/

  if(appResources.version==NULL)  {
    freelog(LOG_FATAL, _("No version number in resources."));
    freelog(LOG_FATAL, _("You probably have an old (circa V1.0)"
			 " Freeciv resource file somewhere."));
    exit(EXIT_FAILURE);
  }

  /* TODO: Use capabilities here instead of version numbers */
  if (0 != strncmp(appResources.version, VERSION_STRING,
		   strlen(appResources.version))) {
    freelog(LOG_FATAL, _("Game version does not match Resource version."));
    freelog(LOG_FATAL, _("Game version: %s - Resource version: %s"), 
	    VERSION_STRING, appResources.version);
    freelog(LOG_FATAL, _("You might have an old Freeciv resourcefile"
			 " in /usr/lib/X11/app-defaults"));
    exit(EXIT_FAILURE);
  }
  
  if(!appResources.gotAppDefFile) {
    freelog(LOG_NORMAL, _("Using fallback resources - which is OK"));
  }

  display = XtDisplay(toplevel);
  screen_number=XScreenNumberOfScreen(XtScreen(toplevel));
  display_depth=DefaultDepth(display, screen_number);
  root_window=DefaultRootWindow(display);

  display_color_type=get_visual(); 
  
  if(display_color_type!=COLOR_DISPLAY) {
    freelog(LOG_FATAL, _("Only color displays are supported for now..."));
    /*    exit(EXIT_FAILURE); */
  }

  {
    XGCValues values;
    char **missing_charset_list_return;
    int missing_charset_count_return;
    char *def_string_return;
    char *city_names_font, *city_productions_font_name;

    values.graphics_exposures = False;
    civ_gc = XCreateGC(display, root_window, GCGraphicsExposures, &values);

    city_names_font = mystrdup("-*-*-*-*-*-*-14-*");

    city_productions_font_name = mystrdup("-*-*-*-*-*-*-14-*");

    main_font_set = XCreateFontSet(display, city_names_font,
	&missing_charset_list_return,
	&missing_charset_count_return,
	&def_string_return);
    if (!main_font_set) {
      freelog(LOG_FATAL, _("Unable to open fontset: %s"),
	      city_names_font);
      freelog(LOG_FATAL,
	      _("Doing 'xset fp rehash' may temporarily solve a problem."));
      exit(EXIT_FAILURE);
    }
    for (i = 0; i < missing_charset_count_return; i++) {
      freelog(LOG_ERROR, _("Font for charset %s is lacking"),
	      missing_charset_list_return[i]);
    }
    values.foreground = get_color(tileset, COLOR_MAPVIEW_CITYTEXT)->color.pixel;
    values.background = get_color(tileset, COLOR_MAPVIEW_UNKNOWN)->color.pixel;
    font_gc= XCreateGC(display, root_window, 
		       GCForeground|GCBackground|GCGraphicsExposures, 
		       &values);

    prod_font_set = XCreateFontSet(display, city_productions_font_name,
	&missing_charset_list_return,
	&missing_charset_count_return,
	&def_string_return);
    if (!prod_font_set) {
      freelog(LOG_FATAL, _("Unable to open fontset: %s"),
	      city_productions_font_name);
      freelog(LOG_FATAL,
	      _("Doing 'xset fp rehash' may temporarily solve a problem."));
      exit(EXIT_FAILURE);
    }
    for (i = 0; i < missing_charset_count_return; i++) {
      freelog(LOG_ERROR, _("Font for charset %s is lacking"),
	      missing_charset_list_return[i]);
    }
    values.foreground = get_color(tileset, COLOR_MAPVIEW_CITYTEXT)->color.pixel;
    values.background = get_color(tileset, COLOR_MAPVIEW_UNKNOWN)->color.pixel;
    prod_font_gc= XCreateGC(display, root_window,
			    GCForeground|GCBackground|GCGraphicsExposures,
			    &values);

    values.line_width = BORDER_WIDTH;
    values.line_style = LineOnOffDash;
    values.cap_style = CapNotLast;
    values.join_style = JoinMiter;
    values.fill_style = FillSolid;
    border_line_gc = XCreateGC(display, root_window,
			       GCGraphicsExposures|GCLineWidth|GCLineStyle
			       |GCCapStyle|GCJoinStyle|GCFillStyle, &values);

    values.foreground = 0;
    values.background = 0;
    fill_bg_gc= XCreateGC(display, root_window, 
			  GCForeground|GCBackground|GCGraphicsExposures,
			  &values);

    values.fill_style=FillStippled;
    fill_tile_gc= XCreateGC(display, root_window, 
    			    GCForeground|GCBackground|GCFillStyle|GCGraphicsExposures,
			    &values);
  }

  {
    char d1[]={0x03,0x0c,0x03,0x0c};
    char d2[]={0x08,0x02,0x08,0x02};
    gray50 = XCreateBitmapFromData(display, root_window, d1, 4, 4);
    gray25 = XCreateBitmapFromData(display, root_window, d2, 4, 4);
  }
  
  /* 135 below is rough value (could be more intelligent) --dwp */
  num_units_below = 135 / tileset_full_tile_width(tileset);
  num_units_below = MIN(num_units_below,MAX_NUM_UNITS_BELOW);
  num_units_below = MAX(num_units_below,1);
  
  /* do setup_widgets before loading the rest of graphics to ensure that
     setup_widgets() has enough colors available:  (on 256-colour systems)
  */
  setup_widgets();
  tileset_init(tileset);
  tileset_load_tiles(tileset);
  load_intro_gfx();
  load_cursors();

  /* FIXME: what about the mask? */
  icon = get_icon_sprite(tileset, ICON_FREECIV);
  XtVaSetValues(toplevel, XtNiconPixmap, icon->pixmap, NULL);

  XtSetKeyboardFocus(bottom_form, inputline_text);
  XtSetKeyboardFocus(below_menu_form, map_canvas);

  InitializeActions(app_context);

  /* Do this outside setup_widgets() so after tiles are loaded */
  fill_econ_label_pixmaps();
		
  XtAddCallback(map_horizontal_scrollbar, XtNjumpProc, 
		scrollbar_jump_callback, NULL);
  XtAddCallback(map_vertical_scrollbar, XtNjumpProc, 
		scrollbar_jump_callback, NULL);
  XtAddCallback(map_horizontal_scrollbar, XtNscrollProc, 
		scrollbar_scroll_callback, NULL);
  XtAddCallback(map_vertical_scrollbar, XtNscrollProc, 
		scrollbar_scroll_callback, NULL);
  XtAddCallback(turn_done_button, XtNcallback, end_turn_callback, NULL);

  XtAppAddWorkProc(app_context, toplevel_work_proc, NULL);

  XtRealizeWidget(toplevel);

  x_interval_id = XtAppAddTimeOut(app_context, TIMER_INTERVAL,
				  timer_callback, NULL);

  init_mapcanvas_and_overview();

  fill_unit_below_pixmaps();

  set_indicator_icons(client_research_sprite(),
		      client_warming_sprite(),
		      client_cooling_sprite(),
		      client_government_sprite());

  wm_delete_window = XInternAtom(XtDisplay(toplevel), "WM_DELETE_WINDOW", 0);
  XSetWMProtocols(display, XtWindow(toplevel), &wm_delete_window, 1);
  XtOverrideTranslations(toplevel,
    XtParseTranslationTable ("<Message>WM_PROTOCOLS: msg-quit-freeciv()"));

  XtSetSensitive(toplevel, FALSE);

  XtAppMainLoop(app_context);
}