/* launcher.c - direct xash3d launcher Copyright (C) 2015 Mittorn This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. */ #ifdef SINGLE_BINARY #include "build.h" #include "common.h" #ifdef XASH_SDLMAIN #include "SDL.h" #endif #if XASH_EMSCRIPTEN #include #elif XASH_WIN32 extern "C" { // Enable NVIDIA High Performance Graphics while using Integrated Graphics. __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001; // Enable AMD High Performance Graphics while using Integrated Graphics. __declspec(dllexport) int AmdPowerXpressRequestHighPerformance = 1; } #endif #define E_GAME "XASH3D_GAME" // default env dir to start from #ifndef XASH_GAMEDIR #define XASH_GAMEDIR "valve" #endif static char szGameDir[128]; // safe place to keep gamedir static int szArgc; static char **szArgv; static void Sys_ChangeGame( const char *progname ) { // a1ba: may never be called within engine // if platform supports execv() function Q_strncpy( szGameDir, progname, sizeof( szGameDir ) - 1 ); Host_Shutdown( ); exit( Host_Main( szArgc, szArgv, szGameDir, 1, &Sys_ChangeGame ) ); } _inline int Sys_Start( void ) { int ret; const char *game = getenv( E_GAME ); if( !game ) game = XASH_GAMEDIR; Q_strncpy( szGameDir, game, sizeof( szGameDir )); #if XASH_EMSCRIPTEN #ifdef EMSCRIPTEN_LIB_FS // For some unknown reason emscripten refusing to load libraries later COM_LoadLibrary("menu", 0 ); COM_LoadLibrary("server", 0 ); COM_LoadLibrary("client", 0 ); #endif #if XASH_DEDICATED // NodeJS support for debug EM_ASM(try{ FS.mkdir('/xash'); FS.mount(NODEFS, { root: '.'}, '/xash' ); FS.chdir('/xash'); }catch(e){};); #endif #elif XASH_IOS { void IOS_LaunchDialog( void ); IOS_LaunchDialog(); } #endif ret = Host_Main( szArgc, szArgv, game, 0, Sys_ChangeGame ); return ret; } #if !XASH_WIN32 int main( int argc, char **argv ) { szArgc = argc; szArgv = argv; return Sys_Start(); } #else int __stdcall WinMain(HINSTANCE hInst, HINSTANCE hPrevInst, LPSTR cmdLine, int nShow) { LPWSTR* lpArgv; int ret, i; lpArgv = CommandLineToArgvW( GetCommandLineW(), &szArgc ); szArgv = ( char** )malloc( (szArgc + 1) * sizeof( char* )); for( i = 0; i < szArgc; ++i ) { size_t size = wcslen(lpArgv[i]) + 1; // just in case, allocate some more memory szArgv[i] = ( char * )malloc( size * sizeof( wchar_t )); wcstombs( szArgv[i], lpArgv[i], size ); } szArgv[szArgc] = 0; LocalFree( lpArgv ); ret = Sys_Start(); for( ; i < szArgc; ++i ) free( szArgv[i] ); free( szArgv ); return ret; } #endif // XASH_WIN32 #endif