/* * This file is part of OpenTTD. * OpenTTD 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, version 2. * OpenTTD 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. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see . */ /** @file null_v.cpp The video driver that doesn't blit. */ #include "../stdafx.h" #include "../console_func.h" #include "../date_func.h" #include "../gfx_func.h" #include "../blitter/factory.hpp" #include "../saveload/saveload.h" #include "../window_func.h" #include "null_v.h" #include "../safeguards.h" /** Factory for the null video driver. */ static FVideoDriver_Null iFVideoDriver_Null; const char *VideoDriver_Null::Start(const StringList &parm) { #ifdef _MSC_VER /* Disable the MSVC assertion message box. */ _set_error_mode(_OUT_TO_STDERR); #endif this->UpdateAutoResolution(); this->ticks = GetDriverParamInt(parm, "ticks", 1000); this->savefile = GetDriverParam(parm, "save"); _screen.width = _screen.pitch = _cur_resolution.width; _screen.height = _cur_resolution.height; _screen.dst_ptr = nullptr; ScreenSizeChanged(); /* Do not render, nor blit */ Debug(misc, 1, "Forcing blitter 'null'..."); BlitterFactory::SelectBlitter("null"); return nullptr; } void VideoDriver_Null::Stop() { } void VideoDriver_Null::MakeDirty(int left, int top, int width, int height) {} void VideoDriver_Null::MainLoop() { uint i; uint16 old_tick; for (i = 0; i < this->ticks; ) { old_tick = _tick_counter; ::GameLoop(); ::InputLoop(); ::UpdateWindows(); if (old_tick != _tick_counter) i++; else _pause_mode = PM_UNPAUSED; } fprintf(stderr, "Null driver ran for %u tics, save: %s\n", this->ticks, this->savefile.c_str()); if (!this->savefile.empty()) { if (SaveOrLoad(this->savefile.c_str(), SLO_SAVE, DFT_GAME_FILE, SAVE_DIR) != SL_OK) { IConsolePrint(CC_ERROR, "Error saving the final game state."); } else { IConsolePrint(CC_DEFAULT, "Saved the final game state to {}", this->savefile); } } /* If requested, make a save just before exit. The normal exit-flow is * not triggered from this driver, so we have to do this manually. */ if (_settings_client.gui.autosave_on_exit) { DoExitSave(); } } bool VideoDriver_Null::ChangeResolution(int w, int h) { return false; } bool VideoDriver_Null::ToggleFullscreen(bool fs) { return false; }