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Pop up a GUI dialog box to show the error message in I_Error()
Shamelessly taken from Chocolate Doom, again.
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@ -271,9 +271,20 @@ void I_Quit (void)
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//
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//
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// I_Error
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// I_Error
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//
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//
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static boolean I_ConsoleStdout(void)
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{
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#ifdef _WIN32
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// SDL "helpfully" always redirects stdout to a file.
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return false;
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#else
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return isatty(fileno(stdout));
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#endif
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}
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void I_Error(const char *error, ...) // killough 3/20/98: add const
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void I_Error(const char *error, ...) // killough 3/20/98: add const
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{
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{
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boolean exit_gui_popup;
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if(!*errmsg) // ignore all but the first message -- killough
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if(!*errmsg) // ignore all but the first message -- killough
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{
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{
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va_list argptr;
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va_list argptr;
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@ -282,6 +293,19 @@ void I_Error(const char *error, ...) // killough 3/20/98: add const
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va_end(argptr);
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va_end(argptr);
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}
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}
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// If specified, don't show a GUI window for error messages when the
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// game exits with an error.
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exit_gui_popup = !M_CheckParm("-nogui");
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// Pop up a GUI dialog box to show the error message, if the
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// game was not run from the console (and the user will
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// therefore be unable to otherwise see the message).
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if (exit_gui_popup && !I_ConsoleStdout())
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{
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
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PACKAGE_STRING, errmsg, NULL);
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}
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if(!has_exited) // If it hasn't exited yet, exit now -- killough
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if(!has_exited) // If it hasn't exited yet, exit now -- killough
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{
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{
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has_exited=1; // Prevent infinitely recursive exits -- killough
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has_exited=1; // Prevent infinitely recursive exits -- killough
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