mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r25664) -Add [FS#4847]: [OSX] Bootstrap downloading of a baseset. (Matthieu)
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@ -218,7 +218,7 @@ bool HandleBootstrap()
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if (BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0) goto failure;
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/* If there is no network or no freetype, then there is nothing we can do. Go straight to failure. */
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#if defined(ENABLE_NETWORK) && defined(WITH_FREETYPE) && !defined(__APPLE__) && (defined(WITH_FONTCONFIG) || defined(WIN32))
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#if defined(ENABLE_NETWORK) && defined(WITH_FREETYPE) && (defined(WITH_FONTCONFIG) || defined(WIN32) || defined(__APPLE__))
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if (!_network_available) goto failure;
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/* First tell the game we're bootstrapping. */
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@ -56,22 +56,50 @@ static bool _cocoa_video_dialog = false;
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CocoaSubdriver *_cocoa_subdriver = NULL;
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static const NSString *OTTDMainLaunchGameEngine = @"ottdmain_launch_game_engine";
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/**
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* The main class of the application, the application's delegate.
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*/
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@implementation OTTDMain
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/**
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* Stop the game engine. Must be called on main thread.
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*/
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- (void)stopEngine
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{
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[ NSApp stop:self ];
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/* Send an empty event to return from the run loop. Without that, application is stuck waiting for an event. */
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NSEvent *event = [ NSEvent otherEventWithType:NSApplicationDefined location:NSMakePoint(0, 0) modifierFlags:0 timestamp:0.0 windowNumber:0 context:nil subtype:0 data1:0 data2:0 ];
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[ NSApp postEvent:event atStart:YES ];
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}
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/**
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* Start the game loop.
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*/
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- (void)launchGameEngine: (NSNotification*) note
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{
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/* Setup cursor for the current _game_mode. */
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[ _cocoa_subdriver->cocoaview resetCursorRects ];
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/* Hand off to main application code. */
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QZ_GameLoop();
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/* We are done, thank you for playing. */
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[ self performSelectorOnMainThread:@selector(stopEngine) withObject:nil waitUntilDone:FALSE ];
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}
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/**
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* Called when the internal event loop has just started running.
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*/
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- (void) applicationDidFinishLaunching: (NSNotification*) note
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{
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/* Hand off to main application code */
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QZ_GameLoop();
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/* Add a notification observer so we can restart the game loop later on if necessary. */
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[ [ NSNotificationCenter defaultCenter ] addObserver:self selector:@selector(launchGameEngine:) name:OTTDMainLaunchGameEngine object:nil ];
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/* We're done, thank you for playing */
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[ NSApp stop:_ottd_main ];
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/* Start game loop. */
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[ [ NSNotificationCenter defaultCenter ] postNotificationName:OTTDMainLaunchGameEngine object:nil ];
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}
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/**
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@ -79,11 +107,18 @@ CocoaSubdriver *_cocoa_subdriver = NULL;
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*/
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- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication*) sender
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{
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HandleExitGameRequest();
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return NSTerminateCancel; // NSTerminateLater ?
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}
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/**
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* Remove ourself as a notification observer.
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*/
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- (void)unregisterObserver
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{
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[ [ NSNotificationCenter defaultCenter ] removeObserver:self ];
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}
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@end
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/**
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@ -326,6 +361,8 @@ void VideoDriver_Cocoa::Stop()
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{
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if (!_cocoa_video_started) return;
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[ _ottd_main unregisterObserver ];
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delete _cocoa_subdriver;
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_cocoa_subdriver = NULL;
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@ -385,7 +422,11 @@ void VideoDriver_Cocoa::MakeDirty(int left, int top, int width, int height)
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*/
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void VideoDriver_Cocoa::MainLoop()
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{
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/* Start the main event loop */
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/* Restart game loop if it was already running (e.g. after bootstrapping),
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* otherwise this call is a no-op. */
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[ [ NSNotificationCenter defaultCenter ] postNotificationName:OTTDMainLaunchGameEngine object:nil ];
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/* Start the main event loop. */
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[ NSApp run ];
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}
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@ -708,7 +749,7 @@ void cocoaReleaseAutoreleasePool()
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[ super resetCursorRects ];
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[ self clearTrackingRect ];
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[ self setTrackingRect ];
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[ self addCursorRect:[ self bounds ] cursor:[ NSCursor clearCocoaCursor ] ];
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[ self addCursorRect:[ self bounds ] cursor:(_game_mode == GM_BOOTSTRAP ? [ NSCursor arrowCursor ] : [ NSCursor clearCocoaCursor ]) ];
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}
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/**
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* Prepare for moving the application window
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