#include "precompiled.h"

#include "Atlas.h"

#include "ps/GameSetup/CmdLineArgs.h"
#include "ps/DllLoader.h"

//----------------------------------------------------------------------------
// Atlas (map editor) integration
//----------------------------------------------------------------------------

DllLoader atlas_dll("AtlasUI");

enum AtlasRunFlags
{
    // used by ATLAS_RunIfOnCmdLine; makes any error output go through
    // DISPLAY_ERROR rather than a GUI dialog box (because GUI init was
    // skipped to reduce load time).
    ATLAS_NO_GUI = 1
};

// starts the Atlas UI.
static void ATLAS_Run(const CmdLineArgs& args, int flags = 0)
{
    // first check if we can run at all
    if(!atlas_dll.LoadDLL())
    {
        if(flags & ATLAS_NO_GUI)
            DISPLAY_ERROR(L"The Atlas UI was not successfully loaded and therefore cannot be started as requested.");
        else
            DISPLAY_ERROR(L"The Atlas UI was not successfully loaded and therefore cannot be started as requested.");// TODO: implement GUI error message
        return;
    }

    // TODO (make nicer)
    extern bool BeginAtlas(const CmdLineArgs& args, const DllLoader& dll);
    if (!BeginAtlas(args, atlas_dll))
    {
        debug_warn("Atlas loading failed");
        return;
    }
}


// starts the Atlas UI if an "-editor" switch is found on the command line.
// this is the alternative to starting the main menu and clicking on
// the editor button; it is much faster because it's called during early
// init and therefore skips GUI setup.
// notes:
// - GUI init still runs, but some GUI setup will be skipped since
//   ATLAS_IsRunning() will return true.
bool ATLAS_RunIfOnCmdLine(const CmdLineArgs& args)
{
    if (args.Has("editor"))
    {
        ATLAS_Run(args, ATLAS_NO_GUI);
        return true;
    }

    return false;
}