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/* ScummVM - Scumm Interpreter
* Copyright ( C ) 2001 Ludvig Strigeus
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* Copyright ( C ) 2001 - 2006 The ScummVM project
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*
* This program 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 ; either version 2
* of the License , or ( at your option ) any later version .
* This program 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 this program ; if not , write to the Free Software
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* Foundation , Inc . , 51 Franklin Street , Fifth Floor , Boston , MA 02110 - 1301 , USA .
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*
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* $ URL $
* $ Id $
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*
*/
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/*! \mainpage %ScummVM Source Reference
*
* These pages contains a cross referenced documentation for the % ScummVM source code ,
* generated with Doxygen ( http : //www.doxygen.org) directly from the source.
* Currently not much is actually properly documented , but at least you can get an overview
* of almost all the classes , methods and variables , and how they interact .
*/
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# include "common/stdafx.h"
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# include "base/engine.h"
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# include "base/gameDetector.h"
# include "base/plugins.h"
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# include "base/internal_version.h"
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# include "base/version.h"
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# include "common/config-manager.h"
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# include "common/file.h"
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# include "common/system.h"
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# include "common/timer.h"
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# include "gui/newgui.h"
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# include "gui/launcher.h"
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# include "gui/message.h"
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# include "sound/mididrv.h"
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# ifdef _WIN32_WCE
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# include "backends/wince/CELauncherDialog.h"
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# endif
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# ifdef __DC__
# include "backends/dc/DCLauncherDialog.h"
# endif
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# ifdef PALMOS_68K
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# include "args.h"
# endif
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# ifdef __SYMBIAN32__
# include "gui/Actions.h"
# endif
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/*
* Version string and build date string . These can be used by anything that
* wants to display this information to the user ( e . g . about dialog ) .
*
* Note : it would be very nice if we could instead of ( or in addition to ) the
* build date present a date which corresponds to the date our source files
* were last changed . To understand the difference , imagine that a user
* makes a checkout of CVS on January 1 , then after a week compiles it
* ( e . g . after doing a ' make clean ' ) . The build date then will say January 8
* even though the files were last changed on January 1.
*
* Another problem is that __DATE__ / __TIME__ depend on the local time zone .
*
* It ' s clear that such a " last changed " date would be much more useful to us
* for feedback purposes . After all , when somebody files a bug report , we
* don ' t care about the build date , we want to know which date their checkout
* was made . This is even more important now since anon CVS lags a few
* days behind developer CVS .
*
* So , how could we implement this ? At least on unix systems , a special script
* could do it . Basically , that script would run over all . cpp / . h files and
* parse the CVS ' Header ' keyword we have in our file headers .
* That line contains a date / time in GMT . Now , the script just has to collect
* all these times and find the latest . This time then would be inserted into
* a header file or so ( common / date . h ? ) which engine . cpp then could
* include and put into a global variable analog to gScummVMBuildDate .
*
* Drawback : scanning all source / header files will be rather slow . Also , this
* only works on systems which can run powerful enough scripts ( so I guess
* Visual C + + would be out of the game here ? don ' t know VC enough to be sure ) .
*
* Another approach would be to somehow get CVS to update a global file
* ( e . g . LAST_CHANGED ) whenever any checkins are made . That would be
* faster and work w / o much " logic " on the client side , in particular no
* scripts have to be run . The problem with this is that I am not even
* sure it ' s actually possible ! Modifying files during commit time is trivial
* to setup , but I have no idea if / how one can also change files which are not
* currently being commit ' ed .
*/
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const char * gScummVMVersion = SCUMMVM_VERSION ;
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const char * gScummVMBuildDate = __DATE__ " " __TIME__ ;
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const char * gScummVMVersionDate = SCUMMVM_VERSION " ( " __DATE__ " " __TIME__ " ) " ;
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const char * gScummVMFullVersion = " ScummVM " SCUMMVM_VERSION " ( " __DATE__ " " __TIME__ " ) " ;
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const char * gScummVMFeatures = " "
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# ifdef USE_TREMOR
" Tremor "
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# else
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# ifdef USE_VORBIS
" Vorbis "
# endif
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# endif
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# ifdef USE_FLAC
" FLAC "
# endif
# ifdef USE_MAD
" MP3 "
# endif
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# ifdef USE_ALSA
" ALSA "
# endif
# ifdef USE_ZLIB
" zLib "
# endif
# ifdef USE_MPEG2
" MPEG2 "
# endif
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# ifdef USE_FLUIDSYNTH
" FluidSynth "
# endif
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# ifdef __SYMBIAN32__
// we want a list of compiled in engines visible in the program,
// because we also release special builds with only one engine
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# include "backends/symbian/src/main_features.inl"
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# endif
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;
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static void setupDummyPalette ( OSystem & system ) {
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// FIXME - mouse cursors are currently always set via 8 bit data.
// Thus for now we need to setup a dummy palette. On the long run, we might
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// want to add a setMouseCursor_overlay() method to OSystem, which would serve
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// two purposes:
// 1) allow for 16 bit mouse cursors in overlay mode
// 2) no need to backup & restore the mouse cursor before/after the overlay is shown
const byte dummy_palette [ ] = {
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0 , 0 , 0 , 0 ,
0 , 0 , 171 , 0 ,
0 , 171 , 0 , 0 ,
0 , 171 , 171 , 0 ,
171 , 0 , 0 , 0 ,
171 , 0 , 171 , 0 ,
171 , 87 , 0 , 0 ,
171 , 171 , 171 , 0 ,
87 , 87 , 87 , 0 ,
87 , 87 , 255 , 0 ,
87 , 255 , 87 , 0 ,
87 , 255 , 255 , 0 ,
255 , 87 , 87 , 0 ,
255 , 87 , 255 , 0 ,
255 , 255 , 87 , 0 ,
255 , 255 , 255 , 0 ,
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} ;
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system . setPalette ( dummy_palette , 0 , 16 ) ;
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}
static bool launcherDialog ( GameDetector & detector , OSystem & system ) {
system . beginGFXTransaction ( ) ;
// Set the user specified graphics mode (if any).
system . setGraphicsMode ( ConfMan . get ( " gfx_mode " ) . c_str ( ) ) ;
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// Make GUI 640 x 400
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system . initSize ( 320 , 200 , ( detector . _force1xOverlay ? 1 : 2 ) ) ;
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system . endGFXTransaction ( ) ;
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// Clear the main screen
system . clearScreen ( ) ;
// Setup a dummy palette, for the mouse cursor
setupDummyPalette ( system ) ;
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# if defined(_WIN32_WCE)
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CELauncherDialog dlg ( detector ) ;
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# elif defined(__DC__)
DCLauncherDialog dlg ( detector ) ;
# else
GUI : : LauncherDialog dlg ( detector ) ;
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# endif
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return ( dlg . runModal ( ) ! = - 1 ) ;
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}
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static int runGame ( GameDetector & detector , OSystem & system , const Common : : String & edebuglevels ) {
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// We add it here, so MD5-based detection will be able to
// read mixed case files
Common : : File : : addDefaultDirectory ( ConfMan . get ( " path " ) ) ;
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// Create the game engine
Engine * engine = detector . createEngine ( & system ) ;
if ( ! engine ) {
// TODO: Show an error dialog or so?
//GUI::MessageDialog alert("ScummVM could not find any game in the specified directory!");
//alert.runModal();
warning ( " Failed to instantiate engine for target %s " , detector . _targetName . c_str ( ) ) ;
return 0 ;
}
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// Now the engine should've set up all debug levels so we can use the command line arugments here
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Common : : enableSpecialDebugLevelList ( edebuglevels ) ;
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// Set the window caption to the game name
Common : : String caption ( ConfMan . get ( " description " , detector . _targetName ) ) ;
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Common : : String desc = GameDetector : : findGame ( detector . _gameid ) . description ;
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if ( caption . empty ( ) & & ! desc . empty ( ) )
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caption = desc ;
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if ( caption . empty ( ) )
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caption = detector . _targetName ;
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if ( ! caption . empty ( ) ) {
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system . setWindowCaption ( caption . c_str ( ) ) ;
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}
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Common : : File : : addDefaultDirectoryRecursive ( ConfMan . get ( " path " ) ) ;
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// Add extrapath (if any) to the directory search list
if ( ConfMan . hasKey ( " extrapath " ) )
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Common : : File : : addDefaultDirectoryRecursive ( ConfMan . get ( " extrapath " ) ) ;
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if ( ConfMan . hasKey ( " extrapath " , Common : : ConfigManager : : kApplicationDomain ) )
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Common : : File : : addDefaultDirectoryRecursive ( ConfMan . get ( " extrapath " , Common : : ConfigManager : : kApplicationDomain ) ) ;
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// As a last resort add current directory
Common : : File : : addDefaultDirectory ( " . " ) ;
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int result ;
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// Init the engine (this might change the screen parameters
result = engine - > init ( detector ) ;
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// Run the game engine if the initialization was successful.
if ( result = = 0 ) {
result = engine - > go ( ) ;
}
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// We clear all debug levels again even though the engine should do it
Common : : clearAllSpecialDebugLevels ( ) ;
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// Free up memory
delete engine ;
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// Stop all sound processing now (this prevents some race conditions later on)
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system . clearSoundCallback ( ) ;
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// Reset the file/directory mappings
Common : : File : : resetDefaultDirectories ( ) ;
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return result ;
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}
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# ifdef _WIN32_WCE
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extern " C " int scummvm_main ( GameDetector & detector , int argc , char * argv [ ] ) {
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# else
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extern " C " int scummvm_main ( int argc , char * argv [ ] ) {
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# endif
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char * cfgFilename = NULL ;
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Common : : String specialDebug = " " ;
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char * s = NULL ; //argv[1]; SumthinWicked says: cannot assume that argv!=NULL here! eg. Symbian's CEBasicAppUI::SDLStartL() calls as main(0,NULL), if you want to change plz #ifdef __SYMBIAN32__
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bool running = true ;
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// Quick preparse of command-line, looking for alt configfile path
for ( int i = argc - 1 ; i > = 1 ; i - - ) {
s = argv [ i ] ;
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bool shortOpt = ! scumm_strnicmp ( s , " -c " , 2 ) ;
bool longOpt = ! strncmp ( s , " --config " , 8 ) ;
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if ( shortOpt | | longOpt ) {
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if ( longOpt ) {
if ( strlen ( s ) < 9 )
continue ;
s + = 9 ;
}
if ( shortOpt ) {
if ( strlen ( s ) < 2 )
continue ;
s + = 2 ;
}
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if ( * s = = ' \0 ' )
break ;
cfgFilename = s ;
break ;
}
}
if ( cfgFilename ! = NULL )
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ConfMan . loadConfigFile ( cfgFilename ) ;
else
ConfMan . loadDefaultConfigFile ( ) ;
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if ( ConfMan . hasKey ( " debuglevel " ) )
gDebugLevel = ConfMan . getInt ( " debuglevel " ) ;
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// Update the config file
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ConfMan . set ( " versioninfo " , gScummVMVersion , Common : : ConfigManager : : kApplicationDomain ) ;
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// Quick preparse of command-line, looking for special debug flags
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for ( int ii = argc - 1 ; ii > = 1 ; ii - - ) {
s = argv [ ii ] ;
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bool found = ! strncmp ( s , " --debugflags " , 12 ) ;
if ( found ) {
if ( strlen ( s ) < 13 )
continue ;
s + = 13 ;
if ( * s = = ' \0 ' )
break ;
specialDebug = s ;
break ;
}
}
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// Load the plugins
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PluginManager : : instance ( ) . loadPlugins ( ) ;
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// Parse the command line information
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# ifndef _WIN32_WCE
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GameDetector detector ;
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# endif
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# ifdef __SYMBIAN32__
// init keymap support here: we wanna move this somewhere else?
GUI : : Actions : : init ( detector ) ;
# endif
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// Ensure the system object exists (it may have already been created
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// at an earlier point, though!)
OSystem & system = OSystem : : instance ( ) ;
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detector . parseCommandLine ( argc , argv ) ;
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# ifdef PALMOS_68K
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ArgsFree ( argv ) ;
# endif
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// Init the backend. Must take place after all config data (including
// the command line params) was read.
system . initBackend ( ) ;
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// Create the timer services
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Common : : g_timer = new Common : : Timer ( & system ) ;
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// Set initial window caption
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system . setWindowCaption ( gScummVMFullVersion ) ;
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// Unless a game was specified, show the launcher dialog
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if ( detector . _targetName . empty ( ) )
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running = launcherDialog ( detector , system ) ;
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else
// Setup a dummy palette, for the mouse cursor, in case an error
// dialog has to be shown. See bug #1097467.
setupDummyPalette ( system ) ;
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// FIXME: We're now looping the launcher. This, of course, doesn't
// work as well as it should. In theory everything should be destroyed
// cleanly, so this is now enabled to encourage people to fix bits :)
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while ( running ) {
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// Verify the given game name is a valid supported game
if ( detector . detectMain ( ) ) {
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// Unload all plugins not needed for this game,
// to save memory
PluginManager : : instance ( ) . unloadPluginsExcept ( detector . _plugin ) ;
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int result = runGame ( detector , system , specialDebug ) ;
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if ( result = = 0 )
break ;
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// There are some command-line options that it's
// unlikely that we want to preserve now that we're
// going to start a different game.
ConfMan . removeKey ( " boot_param " , ConfMan . kTransientDomain ) ;
ConfMan . removeKey ( " save_slot " , ConfMan . kTransientDomain ) ;
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// PluginManager::instance().unloadPlugins();
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PluginManager : : instance ( ) . loadPlugins ( ) ;
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}
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running = launcherDialog ( detector , system ) ;
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}
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// ...and quit (the return 0 should never be reached)
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delete Common : : g_timer ;
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system . quit ( ) ;
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error ( " If you are seeing this, your OSystem backend is not working properly " ) ;
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return 0 ;
}