debug option to not show loading window
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@@ -265,6 +265,7 @@ PrefsManager::PrefsManager()
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m_bTimestamping = false;
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m_bLogSkips = false;
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m_bLogCheckpoints = false;
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m_bShowLoadingWindow = true;
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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@@ -505,6 +506,7 @@ void PrefsManager::ReadGlobalPrefsFromDisk()
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ini.GetValue( "Debug", "Timestamping", m_bTimestamping );
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ini.GetValue( "Debug", "LogSkips", m_bLogSkips );
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ini.GetValue( "Debug", "LogCheckpoints", m_bLogCheckpoints );
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ini.GetValue( "Debug", "ShowLoadingWindow", m_bShowLoadingWindow );
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}
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void PrefsManager::SaveGlobalPrefsToDisk() const
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@@ -725,6 +727,7 @@ void PrefsManager::SaveGlobalPrefsToDisk() const
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ini.SetValue( "Debug", "Timestamping", m_bTimestamping );
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ini.SetValue( "Debug", "LogSkips", m_bLogSkips );
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ini.SetValue( "Debug", "LogCheckpoints", m_bLogCheckpoints );
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ini.SetValue( "Debug", "ShowLoadingWindow", m_bShowLoadingWindow );
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ini.WriteFile();
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}
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@@ -239,6 +239,7 @@ public:
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bool m_bTimestamping;
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bool m_bLogSkips;
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bool m_bLogCheckpoints;
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bool m_bShowLoadingWindow;
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/* Game-specific prefs: */
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CString m_sDefaultModifiers;
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+13
-11
@@ -897,17 +897,6 @@ int main(int argc, char* argv[])
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* We use our own error handlers. */
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SDL_Init( SDL_INIT_NOPARACHUTE );
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LoadingWindow *loading_window = MakeLoadingWindow();
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if( loading_window == NULL )
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{
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LOG->Trace("Couldn't open any loading windows.");
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exit(1);
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}
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loading_window->Paint();
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srand( time(NULL) ); // seed number generator
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//
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// Create game objects
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//
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@@ -920,6 +909,19 @@ int main(int argc, char* argv[])
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LOG->SetTimestamping( PREFSMAN->m_bTimestamping );
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Checkpoints::LogCheckpoints( PREFSMAN->m_bLogCheckpoints );
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/* This requires PREFSMAN, for PREFSMAN->m_bShowLoadingWindow. */
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LoadingWindow *loading_window = MakeLoadingWindow();
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if( loading_window == NULL )
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{
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LOG->Trace("Couldn't open any loading windows.");
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exit(1);
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}
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loading_window->Paint();
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srand( time(NULL) ); // seed number generator
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CheckSDLVersion( 1,2,6 );
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if( PREFSMAN->m_bFirstRun )
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@@ -25,6 +25,9 @@
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LoadingWindow *MakeLoadingWindow()
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{
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if( !PREFSMAN->m_bShowLoadingWindow )
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return new LoadingWindow_Null;
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/* Don't load NULL by default. On most systems, if we can't load the SDL
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* loading window, we won't be able to init OpenGL, either, so don't bother. */
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CString drivers = "win32,cocoa,gtk,sdl";
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