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#include "StartupMapLoader.h"
#include "imodule.h"
#include "imap.h"
#include "igl.h"
#include "irender.h"
#include "iregistry.h"
#include "icommandsystem.h"
#include "itextstream.h"
#include "igame.h"
#include "ui/imainframe.h"
#include "imru.h"
#include "module/StaticModule.h"
#include "os/path.h"
#include "os/file.h"
#include "registry/registry.h"
namespace map
{
void StartupMapLoader::onMainFrameReady()
{
std::string mapToLoad = "";
const auto& args(
module::GlobalModuleRegistry().getApplicationContext().getCmdLineArgs()
);
for (const std::string& candidate : args)
{
if (os::getExtension(candidate) != "map" &&
os::getExtension(candidate) != "mapx") continue;
// We have a map file, check if it exists (and where)
// First, look if we have an absolute map path
if (os::fileOrDirExists(candidate))
{
mapToLoad = candidate;
break;
}
fs::path mapsPath = GlobalGameManager().getMapPath();
fs::path fullMapPath = mapsPath / candidate;
// Next, look in the regular maps path
if (os::fileOrDirExists(fullMapPath.string()))
{
mapToLoad = fullMapPath.string();
break;
}
}
if (!mapToLoad.empty())
{
loadMapSafe(mapToLoad);
}
else if (registry::getValue<bool>(RKEY_LOAD_LAST_MAP))
{
std::string lastMap = GlobalMRU().getLastMapName();
if (!lastMap.empty() && os::fileOrDirExists(lastMap))
{
loadMapSafe(lastMap);
}
}
else
{
GlobalMapModule().createNewMap();
}
}
void StartupMapLoader::loadMapSafe(const std::string& mapToLoad)
{
// Check if we have a valid openGL context, otherwise postpone the load
if (GlobalOpenGLContext().getSharedContext())
{
GlobalCommandSystem().executeCommand("OpenMap", mapToLoad);
return;
}
// No valid context, subscribe to the extensionsInitialised signal
GlobalRenderSystem().signal_extensionsInitialised().connect([mapToLoad]()
{
GlobalCommandSystem().executeCommand("OpenMap", mapToLoad);
});
}
const std::string& StartupMapLoader::getName() const
{
static std::string _name("StartupMapLoader");
return _name;
}
const StringSet& StartupMapLoader::getDependencies() const
{
static StringSet _dependencies;
if (_dependencies.empty())
{
_dependencies.insert(MODULE_MAINFRAME);
}
return _dependencies;
}
void StartupMapLoader::initialiseModule(const IApplicationContext& ctx)
{
GlobalMainFrame().signal_MainFrameReady().connect(
sigc::mem_fun(*this, &StartupMapLoader::onMainFrameReady)
);
}
module::StaticModuleRegistration<StartupMapLoader> startupMapLoader;
} // namespace map
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