14 #ifndef GAME_LAUNCHER_H_INCLUDED
15 #define GAME_LAUNCHER_H_INCLUDED
30 #include <boost/scoped_ptr.hpp>
const hotkey::manager hotkey_manager_
boost::scoped_ptr< CVideo > video_
const commandline_options & opts() const
bool jump_to_multiplayer_
this class is initialized once at game start put all initialization and wipe code in the methods here...
bool jump_to_editor() const
void mark_completed_campaigns(std::vector< config > &campaigns)
scoped_resource: class template, functions, helper policies etc. for resource management.
jump_to_campaign_info jump_to_campaign_
bool play_render_image_mode()
std::string multiplayer_server_
editor::EXIT_STATUS start_editor()
game_launcher(const commandline_options &cmdline_opts, const char *appname)
std::string screenshot_map_
std::string jump_to_campaign_id() const
jump_to_campaign_info(bool jump, int difficulty, std::string campaign_id, std::string scenario_id)
const preferences::manager prefs_manager_
the image manager is responsible for setting up images, and destroying all images when the program ex...
void launch_game(RELOAD_GAME_DATA reload=RELOAD_DATA)
const commandline_options & cmdline_opts_
std::string jump(const unsigned amount)
sound::music_thinker music_thinker_
std::string screenshot_filename_
const events::event_context main_event_context_
void operator=(const game_launcher &)
std::string test_scenario_
bool play_screenshot_mode()
A config object defines a single node in a WML file, with access to child nodes.
GLsizei const GLcharARB ** string
const image::manager image_manager_
const font::manager font_manager_
bool play_multiplayer_commandline()