Пример #1
0
/**
 * @brief Adjust game for new language: reregister fonts, etc.
 */
static void CL_NewLanguage (void)
{
	R_FontShutdown();
	R_FontInit();
	UI_InitFonts();
	R_FontSetTruncationMarker(_("..."));
}
Пример #2
0
/**
 * @brief Reloads the ui scripts and reinitializes the ui
 */
static void UI_Restart_f (void)
{
	typedef std::vector<std::string> Names;
	Names names;
	for (int i = 0; i < ui_global.windowStackPos; i++) {
		names.push_back(std::string(ui_global.windowStack[i]->name));
	}

	UI_Shutdown();
	CLMN_Shutdown();
	R_FontShutdown();
	UI_Init();
	R_FontInit();
	Com_Printf("%i ui script files\n", FS_BuildFileList("ufos/ui/*.ufo"));
	FS_NextScriptHeader(nullptr, nullptr, nullptr);
	const char* type, *name, *text;
	text = nullptr;
	while ((type = FS_NextScriptHeader("ufos/*.ufo", &name, &text)) != nullptr) {
		if (Q_streq(type, "font"))
			UI_ParseFont(name, &text);
		else if (Q_streq(type, "menu_model"))
			UI_ParseUIModel(name, &text);
		else if (Q_streq(type, "sprite"))
			UI_ParseSprite(name, &text);
	}
	UI_Reinit();
	FS_NextScriptHeader(nullptr, nullptr, nullptr);
	text = nullptr;
	while ((type = FS_NextScriptHeader("ufos/ui/*.ufo", &name, &text)) != nullptr) {
		if (Q_streq(type, "window"))
			UI_ParseWindow(type, name, &text);
		else if (Q_streq(type, "component"))
			UI_ParseComponent(type, name, &text);
		else if (Q_streq(type, "menu_model"))
			UI_ParseUIModel(name, &text);
		else if (Q_streq(type, "sprite"))
			UI_ParseSprite(name, &text);
		else if (Q_streq(type, "lua"))
			UI_ParseAndLoadLuaScript(name, &text);
	}

	CLMN_Init();

	for (Names::iterator i = names.begin(); i != names.end(); ++i) {
		UI_PushWindow(i->c_str());
	}
}
Пример #3
0
/**
 * @sa R_Init
 */
void R_Shutdown (void)
{
	const cmdList_t *commands;

	for (commands = r_commands; commands->name; commands++)
		Cmd_RemoveCommand(commands->name);

	R_ShutdownThreads();

	R_ShutdownModels(true);
	R_ShutdownImages();

	R_ShutdownPrograms();
	R_FontShutdown();
	R_ShutdownFBObjects();

	/* shut down OS specific OpenGL stuff like contexts, etc. */
	Rimp_Shutdown();
}