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unit uFLRunQueue;
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interface
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uses uFLTypes;
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procedure queueExecution(var config: TGameConfig);
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procedure passFlibEvent(p: pointer); cdecl;
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implementation
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uses uFLGameConfig, hwengine, uFLData, uFLUICallback;
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var runQueue: PGameConfig = nil;
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procedure nextRun;
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begin
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if runQueue <> nil then
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begin
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if runQueue^.gameType = gtPreview then
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sendUI(mtRenderingPreview, nil, 0);
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RunEngine(runQueue^.argumentsNumber, @runQueue^.argv);
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sendConfig(runQueue)
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end
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end;
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procedure cleanupConfig;
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var t: PGameConfig;
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begin
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t:= runQueue;
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runQueue:= t^.nextConfig;
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dispose(t)
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end;
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procedure queueExecution(var config: TGameConfig);
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var pConfig, t, tt: PGameConfig;
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i: Longword;
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begin
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new(pConfig);
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pConfig^:= config;
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with pConfig^ do
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begin
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nextConfig:= nil;
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for i:= 0 to Pred(MAXARGS) do
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begin
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if arguments[i][0] = #255 then
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arguments[i][255]:= #0
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else
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arguments[i][byte(arguments[i][0]) + 1]:= #0;
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argv[i]:= @arguments[i][1]
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end;
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end;
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if runQueue = nil then
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begin
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runQueue:= pConfig;
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nextRun
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end else
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begin
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t:= runQueue;
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while t^.nextConfig <> nil do
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begin
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if (pConfig^.gameType = gtPreview) and (t^.nextConfig^.gameType = gtPreview) then
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begin
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tt:= t^.nextConfig;
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pConfig^.nextConfig:= tt^.nextConfig;
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t^.nextConfig:= pConfig;
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dispose(tt);
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exit // boo
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end;
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t:= t^.nextConfig;
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end;
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t^.nextConfig:= pConfig
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end;
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end;
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procedure passFlibEvent(p: pointer); cdecl;
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begin
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case TFLIBEvent(p^) of
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flibGameFinished: begin
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cleanupConfig;
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nextRun
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end;
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end;
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end;
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end.
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