(svn r127) New feature: ingame console. (sign_de)

Press tab to open the console, more info in docs/console.txt
This commit is contained in:
dominik
2004-08-24 08:34:28 +00:00
parent 7efcc84512
commit e2f627a22e
11 changed files with 992 additions and 19 deletions

28
ttd.c
View File

@@ -20,7 +20,8 @@
#include "hal.h"
#include "airport.h"
#include "saveload.h"
#include "ai.h"
#include "ai.h"
#include "console.h"
#include <stdarg.h>
@@ -74,8 +75,8 @@ void CDECL debug(const char *s, ...)
va_start(va, s);
vsprintf(buf, s, va);
va_end(va);
fprintf(stderr, "dbg: %s\n", buf);
fprintf(stderr, "dbg: %s\n", buf);
IConsoleDebug((byte *) &buf);
}
void CDECL ShowInfoF(const char *str, ...)
@@ -570,7 +571,7 @@ int ttd_main(int argc, char* argv[])
MxInitialize(11025, "sample.cat");
// This must be done early, since functions use the InvalidateWindow* calls
InitWindowSystem();
InitWindowSystem();
GfxLoadSprites();
LoadStringWidthTable();
@@ -596,8 +597,13 @@ int ttd_main(int argc, char* argv[])
NetworkCoreConnectGame("auto",_network_server_port);
}
}
// initialize the ingame console
IConsoleInit();
while (_video_driver->main_loop() == ML_SWITCHDRIVER) {}
IConsoleFree();
if (_network_available) {
// shutdown network-core
@@ -636,7 +642,8 @@ void LoadIntroGame()
_opt_mod_ptr = &_new_opt;
GfxLoadSprites();
LoadStringWidthTable();
// Setup main window
// Setup main window
IConsoleClose();
InitWindowSystem();
SetupColorsAndInitialWindow();
@@ -665,7 +672,8 @@ void MakeNewGame()
GfxLoadSprites();
// Reinitialize windows
// Reinitialize windows
IConsoleClose();
InitWindowSystem();
LoadStringWidthTable();
@@ -692,7 +700,8 @@ void MakeNewEditorWorld()
GfxLoadSprites();
// Re-init the windowing system
// Re-init the windowing system
IConsoleClose();
InitWindowSystem();
// Create toolbars
@@ -726,7 +735,8 @@ void StartScenario()
GfxLoadSprites();
// Reinitialize windows
// Reinitialize windows
IConsoleClose();
InitWindowSystem();
LoadStringWidthTable();
@@ -775,7 +785,7 @@ bool SafeSaveOrLoad(const char *filename, int mode, int newgm)
static void SwitchMode(int new_mode)
{
_in_state_game_loop = true;
_in_state_game_loop = true;
switch(new_mode) {
case SM_EDITOR: // Switch to scenario editor