mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-28 12:30:46 +00:00
- restructured the main loop code so that the actual loop is in the common code.
This commit is contained in:
parent
85875da77a
commit
adb98a47ba
12 changed files with 231 additions and 286 deletions
|
@ -68,8 +68,6 @@ void LocalKeys(void);
|
|||
void InitCheats();
|
||||
|
||||
bool bNoDemo = false;
|
||||
bool bQuickStart = true;
|
||||
|
||||
|
||||
char gUserMapFilename[BMAX_PATH];
|
||||
|
||||
|
@ -714,13 +712,12 @@ static const char* actions[] = {
|
|||
"Toggle_Crouch",
|
||||
};
|
||||
|
||||
static void app_init()
|
||||
void GameInterface::app_init()
|
||||
{
|
||||
InitCheats();
|
||||
buttonMap.SetButtons(actions, NUM_ACTIONS);
|
||||
memcpy(&gGameOptions, &gSingleGameOptions, sizeof(GAMEOPTIONS));
|
||||
gGameOptions.nMonsterSettings = !userConfig.nomonsters;
|
||||
bQuickStart = userConfig.nologo;
|
||||
ReadAllRFS();
|
||||
|
||||
HookReplaceFunctions();
|
||||
|
@ -854,7 +851,7 @@ static void drawBackground()
|
|||
netBroadcastMyLogoff(gQuitRequest == 2);
|
||||
}
|
||||
|
||||
static void commonTicker(bool &playvideo)
|
||||
static void commonTicker()
|
||||
{
|
||||
if (TestBitString(gotpic, 2342))
|
||||
{
|
||||
|
@ -895,85 +892,61 @@ static void commonTicker(bool &playvideo)
|
|||
gQuitRequest = 0;
|
||||
gRestartGame = 0;
|
||||
|
||||
|
||||
if (gGameOptions.nGameType != 0)
|
||||
{
|
||||
playvideo = !bQuickStart;
|
||||
}
|
||||
else playvideo = false;
|
||||
// Don't switch to startup if we're already outside the game.
|
||||
if (gamestate == GS_LEVEL) gamestate = GS_STARTUP;
|
||||
}
|
||||
}
|
||||
|
||||
int GameInterface::app_main()
|
||||
void GameInterface::RunGameFrame()
|
||||
{
|
||||
|
||||
app_init();
|
||||
gamestate = GS_STARTUP;
|
||||
bool playvideo = !bQuickStart;
|
||||
while (true)
|
||||
if (gamestate == GS_STARTUP) gameInit();
|
||||
|
||||
commonTicker();
|
||||
netGetPackets();
|
||||
handleevents();
|
||||
updatePauseStatus();
|
||||
D_ProcessEvents();
|
||||
ctrlGetInput();
|
||||
|
||||
switch (gamestate)
|
||||
{
|
||||
try
|
||||
default:
|
||||
case GS_STARTUP:
|
||||
if (userConfig.CommandMap.IsNotEmpty())
|
||||
{
|
||||
if (gamestate == GS_STARTUP) gameInit();
|
||||
|
||||
commonTicker(playvideo);
|
||||
netGetPackets();
|
||||
handleevents();
|
||||
updatePauseStatus();
|
||||
D_ProcessEvents();
|
||||
ctrlGetInput();
|
||||
|
||||
switch (gamestate)
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!userConfig.nologo && gGameOptions.nGameType == 0) playlogos();
|
||||
else
|
||||
{
|
||||
default:
|
||||
case GS_STARTUP:
|
||||
if (userConfig.CommandMap.IsNotEmpty())
|
||||
{
|
||||
}
|
||||
else
|
||||
{
|
||||
if (playvideo) playlogos();
|
||||
else
|
||||
{
|
||||
gamestate = GS_MENUSCREEN;
|
||||
M_StartControlPanel(false);
|
||||
M_SetMenu(NAME_Mainmenu);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case GS_MENUSCREEN:
|
||||
case GS_FULLCONSOLE:
|
||||
drawBackground();
|
||||
break;
|
||||
|
||||
case GS_INTRO:
|
||||
case GS_INTERMISSION:
|
||||
RunScreenJobFrame(); // This handles continuation through its completion callback.
|
||||
break;
|
||||
|
||||
case GS_LEVEL:
|
||||
gameTicker();
|
||||
LocalKeys();
|
||||
break;
|
||||
|
||||
case GS_FINALE:
|
||||
gEndGameMgr.ProcessKeys();
|
||||
gEndGameMgr.Draw();
|
||||
break;
|
||||
gamestate = GS_MENUSCREEN;
|
||||
M_StartControlPanel(false);
|
||||
M_SetMenu(NAME_Mainmenu);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
videoNextPage();
|
||||
}
|
||||
catch (CRecoverableError& err)
|
||||
{
|
||||
C_FullConsole();
|
||||
Printf(TEXTCOLOR_RED "%s\n", err.what());
|
||||
}
|
||||
case GS_MENUSCREEN:
|
||||
case GS_FULLCONSOLE:
|
||||
drawBackground();
|
||||
break;
|
||||
|
||||
case GS_INTRO:
|
||||
case GS_INTERMISSION:
|
||||
RunScreenJobFrame(); // This handles continuation through its completion callback.
|
||||
break;
|
||||
|
||||
case GS_LEVEL:
|
||||
gameTicker();
|
||||
LocalKeys();
|
||||
break;
|
||||
|
||||
case GS_FINALE:
|
||||
gEndGameMgr.ProcessKeys();
|
||||
gEndGameMgr.Draw();
|
||||
break;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool DemoRecordStatus(void) {
|
||||
|
|
|
@ -107,7 +107,8 @@ void sndPlaySpecialMusicOrNothing(int nMusic);
|
|||
struct GameInterface : ::GameInterface
|
||||
{
|
||||
const char* Name() override { return "Blood"; }
|
||||
int app_main() override;
|
||||
void app_init() override;
|
||||
void RunGameFrame() override;
|
||||
bool GenerateSavePic() override;
|
||||
void FreeGameData() override;
|
||||
FString statFPS() override;
|
||||
|
|
|
@ -117,6 +117,7 @@ void I_SetWindowTitle(const char* caption);
|
|||
void S_ParseSndInfo();
|
||||
void I_DetectOS(void);
|
||||
void LoadScripts();
|
||||
void app_loop();
|
||||
|
||||
|
||||
bool AppActive;
|
||||
|
@ -817,6 +818,7 @@ int RunGame()
|
|||
{
|
||||
playername = userConfig.CommandName;
|
||||
}
|
||||
GameTicRate = 30;
|
||||
CheckUserMap();
|
||||
GPalette.Init(MAXPALOOKUPS + 2); // one slot for each translation, plus a separate one for the base palettes and the internal one
|
||||
TexMan.Init([]() {}, [](BuildInfo &) {});
|
||||
|
@ -836,16 +838,44 @@ int RunGame()
|
|||
|
||||
if (enginePreInit())
|
||||
{
|
||||
I_FatalError("app_main: There was a problem initializing the Build engine: %s\n", engineerrstr);
|
||||
I_FatalError("There was a problem initializing the Build engine: %s\n", engineerrstr);
|
||||
}
|
||||
|
||||
auto exec = C_ParseCmdLineParams(nullptr);
|
||||
if (exec) exec->ExecCommands();
|
||||
|
||||
gamestate = GS_LEVEL;
|
||||
return gi->app_main();
|
||||
gi->app_init();
|
||||
app_loop();
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// The one and only main loop in the entire engine. Yay!
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void app_loop()
|
||||
{
|
||||
gamestate = GS_STARTUP;
|
||||
|
||||
while (true)
|
||||
{
|
||||
try
|
||||
{
|
||||
gi->RunGameFrame();
|
||||
videoNextPage();
|
||||
videoSetBrightness(0); // immediately reset this so that the value doesn't stick around in the backend.
|
||||
}
|
||||
catch (CRecoverableError& err)
|
||||
{
|
||||
C_FullConsole();
|
||||
Printf(TEXTCOLOR_RED "%s\n", err.what());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
|
|
|
@ -58,7 +58,8 @@ struct GameInterface
|
|||
virtual const char* Name() { return "$"; }
|
||||
virtual ~GameInterface() {}
|
||||
virtual bool GenerateSavePic() { return false; }
|
||||
virtual int app_main() = 0;
|
||||
virtual void app_init() = 0;
|
||||
virtual void RunGameFrame() = 0;
|
||||
virtual void clearlocalinputstate() {}
|
||||
virtual void UpdateScreenSize() {}
|
||||
virtual void FreeGameData() {}
|
||||
|
|
|
@ -621,7 +621,7 @@ static const char* actions[] =
|
|||
|
||||
|
||||
|
||||
void InitGame()
|
||||
void GameInterface::app_init()
|
||||
{
|
||||
int i;
|
||||
//int esi = 1;
|
||||
|
|
|
@ -134,7 +134,6 @@ void CheckKeys();
|
|||
void CheckKeys2();
|
||||
void GameTicker();
|
||||
void InitLevel(int);
|
||||
void InitGame();
|
||||
void InitNewGame();
|
||||
void startmainmenu();
|
||||
|
||||
|
@ -294,8 +293,9 @@ struct SavegameHelper
|
|||
struct GameInterface : ::GameInterface
|
||||
{
|
||||
const char* Name() override { return "Exhumed"; }
|
||||
int app_main() override;
|
||||
bool GenerateSavePic() override;
|
||||
void app_init() override;
|
||||
void RunGameFrame() override;
|
||||
bool GenerateSavePic() override;
|
||||
void DrawNativeMenuText(int fontnum, int state, double xpos, double ypos, float fontscale, const char* text, int flags) override;
|
||||
void MenuOpened() override;
|
||||
void MenuSound(EMenuSounds snd) override;
|
||||
|
|
|
@ -59,7 +59,6 @@ extern ClockTicks tclocks;
|
|||
|
||||
void RunCinemaScene(int num);
|
||||
void GameMove(void);
|
||||
void InitGame();
|
||||
void DrawClock();
|
||||
int32_t calc_smoothratio(ClockTicks totalclk, ClockTicks ototalclk);
|
||||
void DoTitle(CompletionFunc completion);
|
||||
|
@ -262,78 +261,63 @@ void GameLoop()
|
|||
fps++;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
int GameInterface::app_main()
|
||||
void GameInterface::RunGameFrame()
|
||||
{
|
||||
InitGame();
|
||||
gamestate = GS_STARTUP;
|
||||
|
||||
while (true)
|
||||
again:
|
||||
try
|
||||
{
|
||||
try
|
||||
HandleAsync();
|
||||
updatePauseStatus();
|
||||
D_ProcessEvents();
|
||||
CheckProgression();
|
||||
switch (gamestate)
|
||||
{
|
||||
HandleAsync();
|
||||
updatePauseStatus();
|
||||
D_ProcessEvents();
|
||||
CheckProgression();
|
||||
switch (gamestate)
|
||||
{
|
||||
default:
|
||||
case GS_STARTUP:
|
||||
totalclock = 0;
|
||||
ototalclock = 0;
|
||||
GameAction = -1;
|
||||
EndLevel = false;
|
||||
|
||||
if (userConfig.CommandMap.IsNotEmpty())
|
||||
{
|
||||
auto map = FindMapByName(userConfig.CommandMap);
|
||||
if (map) GameAction = map->levelNumber;
|
||||
userConfig.CommandMap = "";
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
DoTitle([](bool) { startmainmenu(); });
|
||||
}
|
||||
break;
|
||||
|
||||
case GS_MENUSCREEN:
|
||||
case GS_FULLCONSOLE:
|
||||
drawmenubackground();
|
||||
break;
|
||||
|
||||
case GS_LEVEL:
|
||||
GameLoop();
|
||||
GameDisplay();
|
||||
break;
|
||||
|
||||
case GS_INTERMISSION:
|
||||
case GS_INTRO:
|
||||
RunScreenJobFrame(); // This handles continuation through its completion callback.
|
||||
break;
|
||||
|
||||
}
|
||||
videoNextPage();
|
||||
}
|
||||
catch (CRecoverableError& err)
|
||||
{
|
||||
// Clear all progression sensitive variables here.
|
||||
default:
|
||||
case GS_STARTUP:
|
||||
totalclock = 0;
|
||||
ototalclock = 0;
|
||||
GameAction = -1;
|
||||
EndLevel = false;
|
||||
C_FullConsole();
|
||||
Printf(TEXTCOLOR_RED "%s\n", err.what());
|
||||
|
||||
if (userConfig.CommandMap.IsNotEmpty())
|
||||
{
|
||||
auto map = FindMapByName(userConfig.CommandMap);
|
||||
if (map) GameAction = map->levelNumber;
|
||||
userConfig.CommandMap = "";
|
||||
goto again;
|
||||
}
|
||||
else
|
||||
{
|
||||
DoTitle([](bool) { startmainmenu(); });
|
||||
}
|
||||
break;
|
||||
|
||||
case GS_MENUSCREEN:
|
||||
case GS_FULLCONSOLE:
|
||||
drawmenubackground();
|
||||
break;
|
||||
|
||||
case GS_LEVEL:
|
||||
GameLoop();
|
||||
GameDisplay();
|
||||
break;
|
||||
|
||||
case GS_INTERMISSION:
|
||||
case GS_INTRO:
|
||||
RunScreenJobFrame(); // This handles continuation through its completion callback.
|
||||
break;
|
||||
|
||||
}
|
||||
}
|
||||
catch (CRecoverableError&)
|
||||
{
|
||||
// Clear all progression sensitive variables here.
|
||||
GameAction = -1;
|
||||
EndLevel = false;
|
||||
throw;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
END_PS_NS
|
||||
|
|
|
@ -34,7 +34,8 @@ extern FFont* DigiFont;
|
|||
struct GameInterface : public ::GameInterface
|
||||
{
|
||||
const char* Name() override { return "Duke"; }
|
||||
int app_main() override;
|
||||
void app_init() override;
|
||||
void RunGameFrame() override;
|
||||
void clearlocalinputstate() override;
|
||||
bool GenerateSavePic() override;
|
||||
void PlayHudSound() override;
|
||||
|
|
|
@ -423,14 +423,12 @@ static void Startup(void)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void app_loop();
|
||||
int GameInterface::app_main()
|
||||
void GameInterface::app_init()
|
||||
{
|
||||
Startup();
|
||||
enginePostInit();
|
||||
videoInit();
|
||||
app_loop();
|
||||
return 0;
|
||||
enginecompatibility_mode = ENGINECOMPATIBILITY_19961112;//bVanilla;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -399,77 +399,60 @@ void startmainmenu()
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void app_loop()
|
||||
void GameInterface::RunGameFrame()
|
||||
{
|
||||
gamestate = GS_STARTUP;
|
||||
enginecompatibility_mode = ENGINECOMPATIBILITY_19961112;//bVanilla;
|
||||
|
||||
while (true)
|
||||
handleevents();
|
||||
updatePauseStatus();
|
||||
D_ProcessEvents();
|
||||
switch (gamestate)
|
||||
{
|
||||
try
|
||||
default:
|
||||
case GS_STARTUP:
|
||||
totalclock = 0;
|
||||
ototalclock = 0;
|
||||
lockclock = 0;
|
||||
|
||||
ps[myconnectindex].ftq = 0;
|
||||
|
||||
if (userConfig.CommandMap.IsNotEmpty())
|
||||
{
|
||||
handleevents();
|
||||
updatePauseStatus();
|
||||
D_ProcessEvents();
|
||||
switch (gamestate)
|
||||
auto maprecord = FindMapByName(userConfig.CommandMap);
|
||||
userConfig.CommandMap = "";
|
||||
if (maprecord)
|
||||
{
|
||||
default:
|
||||
case GS_STARTUP:
|
||||
totalclock = 0;
|
||||
ototalclock = 0;
|
||||
lockclock = 0;
|
||||
ud.m_respawn_monsters = ud.m_player_skill == 4;
|
||||
|
||||
ps[myconnectindex].ftq = 0;
|
||||
|
||||
if (userConfig.CommandMap.IsNotEmpty())
|
||||
for (int i = 0; i != -1; i = connectpoint2[i])
|
||||
{
|
||||
auto maprecord = FindMapByName(userConfig.CommandMap);
|
||||
userConfig.CommandMap = "";
|
||||
if (maprecord)
|
||||
{
|
||||
ud.m_respawn_monsters = ud.m_player_skill == 4;
|
||||
|
||||
for (int i = 0; i != -1; i = connectpoint2[i])
|
||||
{
|
||||
resetweapons(i);
|
||||
resetinventory(i);
|
||||
}
|
||||
startnewgame(maprecord, /*userConfig.skill*/2);
|
||||
}
|
||||
resetweapons(i);
|
||||
resetinventory(i);
|
||||
}
|
||||
else
|
||||
{
|
||||
fi.ShowLogo([](bool) { startmainmenu(); });
|
||||
}
|
||||
break;
|
||||
|
||||
case GS_MENUSCREEN:
|
||||
case GS_FULLCONSOLE:
|
||||
drawbackground();
|
||||
break;
|
||||
|
||||
case GS_LEVEL:
|
||||
if (GameTicker()) gamestate = GS_STARTUP;
|
||||
else videoSetBrightness(thunder_brightness);
|
||||
break;
|
||||
|
||||
case GS_INTERMISSION:
|
||||
case GS_INTRO:
|
||||
RunScreenJobFrame(); // This handles continuation through its completion callback.
|
||||
break;
|
||||
|
||||
startnewgame(maprecord, /*userConfig.skill*/2);
|
||||
}
|
||||
videoNextPage();
|
||||
videoSetBrightness(0); // immediately reset this so that the value doesn't stick around in the backend.
|
||||
}
|
||||
catch (CRecoverableError& err)
|
||||
else
|
||||
{
|
||||
C_FullConsole();
|
||||
Printf(TEXTCOLOR_RED "%s\n", err.what());
|
||||
fi.ShowLogo([](bool) { startmainmenu(); });
|
||||
}
|
||||
break;
|
||||
|
||||
case GS_MENUSCREEN:
|
||||
case GS_FULLCONSOLE:
|
||||
drawbackground();
|
||||
break;
|
||||
|
||||
case GS_LEVEL:
|
||||
if (GameTicker()) gamestate = GS_STARTUP;
|
||||
else videoSetBrightness(thunder_brightness);
|
||||
break;
|
||||
|
||||
case GS_INTERMISSION:
|
||||
case GS_INTRO:
|
||||
RunScreenJobFrame(); // This handles continuation through its completion callback.
|
||||
break;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
END_DUKE_NS
|
||||
|
||||
|
|
|
@ -213,8 +213,9 @@ static const char* actions[] = {
|
|||
|
||||
};
|
||||
|
||||
bool InitGame()
|
||||
void GameInterface::app_init()
|
||||
{
|
||||
GameTicRate = 40;
|
||||
InitCheats();
|
||||
buttonMap.SetButtons(actions, NUM_ACTIONS);
|
||||
automapping = 1;
|
||||
|
@ -284,7 +285,6 @@ bool InitGame()
|
|||
enginePostInit();
|
||||
videoInit();
|
||||
InitFX();
|
||||
return true;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
@ -804,89 +804,62 @@ void GameTicker(void)
|
|||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
int32_t GameInterface::app_main()
|
||||
void GameInterface::RunGameFrame()
|
||||
{
|
||||
InitGame();
|
||||
gamestate = GS_STARTUP;
|
||||
|
||||
|
||||
while (true)
|
||||
try
|
||||
{
|
||||
try
|
||||
{
|
||||
// if the menu initiazed a new game or loaded a savegame, switch to play mode.
|
||||
if (SavegameLoaded || NextLevel) gamestate = GS_LEVEL;
|
||||
// if the menu initiazed a new game or loaded a savegame, switch to play mode.
|
||||
if (SavegameLoaded || NextLevel) gamestate = GS_LEVEL;
|
||||
|
||||
handleevents();
|
||||
updatePauseStatus();
|
||||
D_ProcessEvents();
|
||||
DoUpdateSounds();
|
||||
switch (gamestate)
|
||||
{
|
||||
default:
|
||||
case GS_STARTUP:
|
||||
totalclock = 0;
|
||||
ototalclock = 0;
|
||||
|
||||
if (userConfig.CommandMap.IsNotEmpty())
|
||||
{
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!userConfig.nologo) Logo([](bool) { StartMenu(); });
|
||||
else StartMenu();
|
||||
}
|
||||
break;
|
||||
|
||||
case GS_MENUSCREEN:
|
||||
case GS_FULLCONSOLE:
|
||||
DrawMenuLevelScreen();
|
||||
break;
|
||||
|
||||
case GS_LEVEL:
|
||||
GameTicker();
|
||||
break;
|
||||
|
||||
case GS_INTERMISSION:
|
||||
case GS_INTRO:
|
||||
RunScreenJobFrame(); // This handles continuation through its completion callback.
|
||||
break;
|
||||
|
||||
}
|
||||
videoNextPage();
|
||||
}
|
||||
catch (CRecoverableError& err)
|
||||
{
|
||||
TerminateLevel();
|
||||
NextLevel = nullptr;
|
||||
SavegameLoaded = false;
|
||||
ExitLevel = false;
|
||||
FinishAnim = 0;
|
||||
C_FullConsole();
|
||||
Printf(TEXTCOLOR_RED "%s\n", err.what());
|
||||
}
|
||||
}
|
||||
|
||||
#if 0
|
||||
while (true)
|
||||
{
|
||||
handleevents();
|
||||
C_RunDelayedCommands();
|
||||
updatePauseStatus();
|
||||
D_ProcessEvents();
|
||||
DoUpdateSounds();
|
||||
switch (gamestate)
|
||||
{
|
||||
default:
|
||||
case GS_STARTUP:
|
||||
totalclock = 0;
|
||||
ototalclock = 0;
|
||||
|
||||
NewLevel();
|
||||
if (userConfig.CommandMap.IsNotEmpty())
|
||||
{
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!userConfig.nologo) Logo([](bool) { StartMenu(); });
|
||||
else StartMenu();
|
||||
}
|
||||
break;
|
||||
|
||||
case GS_MENUSCREEN:
|
||||
case GS_FULLCONSOLE:
|
||||
DrawMenuLevelScreen();
|
||||
break;
|
||||
|
||||
case GS_LEVEL:
|
||||
GameTicker();
|
||||
break;
|
||||
|
||||
case GS_INTERMISSION:
|
||||
case GS_INTRO:
|
||||
RunScreenJobFrame(); // This handles continuation through its completion callback.
|
||||
break;
|
||||
|
||||
}
|
||||
}
|
||||
catch (CRecoverableError&)
|
||||
{
|
||||
// Make sure we do not leave the game in an unstable state
|
||||
TerminateLevel();
|
||||
NextLevel = nullptr;
|
||||
SavegameLoaded = false;
|
||||
ExitLevel = false;
|
||||
FinishAnim = 0;
|
||||
throw;
|
||||
}
|
||||
|
||||
//SybexScreen();
|
||||
throw CExitEvent(0);
|
||||
#endif
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
|
|
@ -2364,7 +2364,8 @@ extern short Bunny_Count;
|
|||
struct GameInterface : ::GameInterface
|
||||
{
|
||||
const char* Name() override { return "ShadowWarrior"; }
|
||||
int app_main() override;
|
||||
void app_init() override;
|
||||
void RunGameFrame() override;
|
||||
void FreeGameData() override;
|
||||
bool GenerateSavePic() override;
|
||||
void DrawNativeMenuText(int fontnum, int state, double xpos, double ypos, float fontscale, const char* text, int flags) override;
|
||||
|
|
Loading…
Reference in a new issue