/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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 3 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, see . * */ /*! \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. */ // FIXME: Avoid using printf #define FORBIDDEN_SYMBOL_EXCEPTION_printf #include "engines/engine.h" #include "engines/metaengine.h" #include "base/commandLine.h" #include "base/plugins.h" #include "base/version.h" #include "common/archive.h" #include "common/config-manager.h" #include "common/debug.h" #include "common/debug-channels.h" /* for debug manager */ #include "common/events.h" #include "gui/EventRecorder.h" #include "common/fs.h" #ifdef ENABLE_EVENTRECORDER #include "common/recorderfile.h" #endif #include "common/system.h" #include "common/textconsole.h" #include "common/tokenizer.h" #include "common/translation.h" #include "common/text-to-speech.h" #include "common/osd_message_queue.h" #include "gui/gui-manager.h" #include "gui/error.h" #include "gui/message.h" #include "audio/mididrv.h" #include "audio/musicplugin.h" /* for music manager */ #include "graphics/cursorman.h" #include "graphics/fontman.h" #include "graphics/yuv_to_rgb.h" #ifdef USE_FREETYPE2 #include "graphics/fonts/ttf.h" #endif #include "graphics/scalerplugin.h" #include "backends/keymapper/action.h" #include "backends/keymapper/keymap.h" #include "backends/keymapper/keymapper.h" #ifdef USE_CLOUD #ifdef USE_LIBCURL #include "backends/cloud/cloudmanager.h" #include "backends/networking/curl/connectionmanager.h" #endif #ifdef USE_SDL_NET #include "backends/networking/sdl_net/localwebserver.h" #endif #endif #if defined(__DC__) #include "backends/platform/dc/DCLauncherDialog.h" #else #include "gui/launcher.h" #endif #ifdef USE_UPDATES #include "gui/updates-dialog.h" #endif #ifdef __ANDROID__ #include "backends/fs/android/android-fs-factory.h" #endif #include "gui/dump-all-dialogs.h" static bool launcherDialog() { // Discard any command line options. Those that affect the graphics // mode and the others (like bootparam etc.) should not // blindly be passed to the first game launched from the launcher. ConfMan.getDomain(Common::ConfigManager::kTransientDomain)->clear(); // If the backend does not allow quitting, loop on the launcher until a game is started bool noQuit = g_system->hasFeature(OSystem::kFeatureNoQuit); bool status = true; do { #if defined(__DC__) DCLauncherDialog dlg; #else GUI::LauncherChooser dlg; dlg.selectLauncher(); #endif status = (dlg.runModal() != -1); } while (noQuit && nullptr == ConfMan.getActiveDomain()); return status; } static const Plugin *detectPlugin() { // Figure out the engine ID and game ID Common::String engineId = ConfMan.get("engineid"); Common::String gameId = ConfMan.get("gameid"); // Print text saying what's going on printf("User picked target '%s' (engine ID '%s', game ID '%s')...\n", ConfMan.getActiveDomainName().c_str(), engineId.c_str(), gameId.c_str()); // At this point the engine ID and game ID must be known if (engineId.empty()) { warning("The engine ID is not set for target '%s'", ConfMan.getActiveDomainName().c_str()); return nullptr; } if (gameId.empty()) { warning("The game ID is not set for target '%s'", ConfMan.getActiveDomainName().c_str()); return nullptr; } const Plugin *plugin = EngineMan.findPlugin(engineId); if (!plugin) { warning("'%s' is an invalid engine ID. Use the --list-engines command to list supported engine IDs", engineId.c_str()); return nullptr; } // Query the plugin for the game descriptor const MetaEngineDetection &metaEngine = plugin->get(); printf(" Looking for a plugin supporting this target... %s\n", metaEngine.getEngineName()); DebugMan.addAllDebugChannels(metaEngine.getDebugChannels()); PlainGameDescriptor game = metaEngine.findGame(gameId.c_str()); if (!game.gameId) { warning("'%s' is an invalid game ID for the engine '%s'. Use the --list-games option to list supported game IDs", gameId.c_str(), engineId.c_str()); return nullptr; } return plugin; } void saveLastLaunchedTarget(const Common::String &target) { if (ConfMan.hasGameDomain(target)) { // Set the last selected game, so the game will be highlighted next time the user // returns to the launcher. ConfMan.set("lastselectedgame", target, Common::ConfigManager::kApplicationDomain); ConfMan.flushToDisk(); } } // TODO: specify the possible return values here static Common::Error runGame(const Plugin *plugin, const Plugin *enginePlugin, OSystem &system, const Common::String &debugLevels) { assert(plugin); assert(enginePlugin); // Determine the game data path, for validation and error messages Common::FSNode dir(ConfMan.getPath("path")); Common::String target = ConfMan.getActiveDomainName(); Common::Error err = Common::kNoError; Engine *engine = nullptr; #if defined(SDL_BACKEND) && defined(USE_OPENGL) && defined(USE_RGB_COLOR) // HACK: We set up the requested graphics mode setting here to allow the // backend to switch from Surface SDL to OpenGL if necessary. This is // needed because otherwise the g_system->getSupportedFormats might return // bad values. g_system->beginGFXTransaction(); g_system->setGraphicsMode(ConfMan.get("gfx_mode").c_str()); if (g_system->endGFXTransaction() != OSystem::kTransactionSuccess) { warning("Switching graphics mode to '%s' failed", ConfMan.get("gfx_mode").c_str()); return Common::kUnknownError; } #endif // Verify that the game path refers to an actual directory if (!dir.exists()) { err = Common::kPathDoesNotExist; } else if (!dir.isDirectory()) { err = Common::kPathNotDirectory; } // Create the game's MetaEngineDetection. const MetaEngineDetection &metaEngineDetection = plugin->get(); // before we instantiate the engine, we register debug channels for it DebugMan.addAllDebugChannels(metaEngineDetection.getDebugChannels()); // On creation the engine should have set up all debug levels so we can use // the command line arguments here Common::StringTokenizer tokenizer(debugLevels, " ,"); while (!tokenizer.empty()) { Common::String token = tokenizer.nextToken(); if (token.equalsIgnoreCase("all")) DebugMan.enableAllDebugChannels(); else if (!DebugMan.enableDebugChannel(token)) warning("Engine does not support debug level '%s'", token.c_str()); } // Create the game's MetaEngine. MetaEngine &metaEngine = enginePlugin->get(); if (err.getCode() == Common::kNoError) { // Set default values for all of the custom engine options // Apparently some engines query them in their constructor, thus we // need to set this up before instance creation. metaEngine.registerDefaultSettings(target); } err = metaEngine.createInstance(&system, &engine); // Check for errors if (!engine || err.getCode() != Common::kNoError) { // Print a warning; note that scummvm_main will also // display an error dialog, so we don't have to do this here. warning("%s failed to instantiate engine: %s (target '%s', path '%s')", metaEngineDetection.getEngineName(), err.getDesc().c_str(), target.c_str(), dir.getPath().toString(Common::Path::kNativeSeparator).c_str() ); // If a temporary target failed to launch, remove it from the configuration manager // so it not visible in the launcher. // Temporary targets are created when starting games from the command line using the game id. if (ConfMan.hasKey("id_came_from_command_line")) { ConfMan.removeGameDomain(target.c_str()); } DebugMan.removeAllDebugChannels(); return err; } // Set up the metaengine engine->setMetaEngine(&metaEngine); // Set the window caption to the game name Common::String caption(ConfMan.get("description")); if (caption.empty()) { // here, we don't need to set the debug channels because it has been set earlier PlainGameDescriptor game = metaEngineDetection.findGame(ConfMan.get("gameid").c_str()); if (game.description) { caption = game.description; } } if (caption.empty()) caption = target; if (!caption.empty()) { system.setWindowCaption(caption.decode()); } // // Setup various paths in the SearchManager // // Add the game path to the directory search list engine->initializePath(dir); // Add extrapath (if any) to the directory search list if (ConfMan.hasKey("extrapath")) { dir = Common::FSNode(ConfMan.getPath("extrapath")); SearchMan.addDirectory(dir); } // If a second extrapath is specified on the app domain level, add that as well. // However, since the default hasKey() and get() check the app domain level, // verify that it's not already there before adding it. The search manager will // check for that too, so this check is mostly to avoid a warning message. if (ConfMan.hasKey("extrapath", Common::ConfigManager::kApplicationDomain)) { Common::Path extraPath = ConfMan.getPath("extrapath", Common::ConfigManager::kApplicationDomain); dir = Common::FSNode(extraPath); if (!SearchMan.hasArchive(dir.getPath().toString())) { SearchMan.addDirectory(dir); } } #ifdef USE_TRANSLATION Common::String previousLanguage = TransMan.getCurrentLanguage(); if (ConfMan.hasKey("gui_use_game_language") && ConfMan.getBool("gui_use_game_language") && ConfMan.hasKey("language")) { TransMan.setLanguage(ConfMan.get("language")); Common::TextToSpeechManager *ttsMan; if ((ttsMan = g_system->getTextToSpeechManager()) != nullptr) { ttsMan->setLanguage(ConfMan.get("language")); } } #endif // USE_TRANSLATION // Initialize any game-specific keymaps Common::KeymapArray gameKeymaps = metaEngine.initKeymaps(target.c_str()); Common::Keymapper *keymapper = system.getEventManager()->getKeymapper(); for (uint i = 0; i < gameKeymaps.size(); i++) { keymapper->addGameKeymap(gameKeymaps[i]); } system.applyBackendSettings(); // Inform backend that the engine is about to be run system.engineInit(); // Purge queued input events that may remain from the GUI (such as key-up) system.getEventManager()->purgeKeyboardEvents(); system.getEventManager()->purgeMouseEvents(); // Run the engine Common::Error result = engine->run(); // Make sure we do not return to the launcher if this is not possible. if (!engine->hasFeature(Engine::kSupportsReturnToLauncher)) ConfMan.setBool("gui_return_to_launcher_at_exit", false, Common::ConfigManager::kTransientDomain); // Inform backend that the engine finished system.engineDone(); // Clean up any game-specific keymaps keymapper->cleanupGameKeymaps(); // Free up memory delete engine; DebugMan.removeAllDebugChannels(); // Reset the file/directory mappings SearchMan.clear(); #ifdef USE_TRANSLATION TransMan.setLanguage(previousLanguage); Common::TextToSpeechManager *ttsMan; if ((ttsMan = g_system->getTextToSpeechManager()) != nullptr) { ttsMan->setLanguage(ConfMan.get("language")); } #endif // USE_TRANSLATION // Return result (== 0 means no error) return result; } static void setupGraphics(OSystem &system) { system.beginGFXTransaction(); // Set the user specified graphics mode (if any). system.setGraphicsMode(ConfMan.get("gfx_mode").c_str()); system.setStretchMode(ConfMan.get("stretch_mode").c_str()); system.setScaler(ConfMan.get("scaler").c_str(), ConfMan.getInt("scale_factor")); system.setShader(ConfMan.getPath("shader")); #if defined(OPENDINGUX) || defined(MIYOO) || defined(MIYOOMINI) // 0, 0 means "autodetect" but currently only SDL supports // it and really useful only on Opendingux. When more platforms // support it we will switch to it. system.initSize(0, 0); #else system.initSize(320, 200); #endif // Parse graphics configuration, implicit fallback to defaults set with RegisterDefaults() system.setFeatureState(OSystem::kFeatureAspectRatioCorrection, ConfMan.getBool("aspect_ratio")); system.setFeatureState(OSystem::kFeatureFullscreenMode, ConfMan.getBool("fullscreen")); system.setFeatureState(OSystem::kFeatureFilteringMode, ConfMan.getBool("filtering")); system.setFeatureState(OSystem::kFeatureVSync, ConfMan.getBool("vsync")); system.endGFXTransaction(); system.applyBackendSettings(); // Set initial window caption system.setWindowCaption(Common::U32String(gScummVMFullVersion)); // Clear the main screen system.fillScreen(0); } static void setupKeymapper(OSystem &system) { using namespace Common; Keymapper *mapper = system.getEventManager()->getKeymapper(); mapper->clear(); // Query the backend for hardware keys and default bindings and register them HardwareInputSet *inputSet = system.getHardwareInputSet(); KeymapperDefaultBindings *backendDefaultBindings = system.getKeymapperDefaultBindings(); mapper->registerHardwareInputSet(inputSet, backendDefaultBindings); Keymap *primaryGlobalKeymap = system.getEventManager()->getGlobalKeymap(); if (primaryGlobalKeymap) { mapper->addGlobalKeymap(primaryGlobalKeymap); } // Get the platform-specific global keymap (if it exists) KeymapArray platformKeymaps = system.getGlobalKeymaps(); for (uint i = 0; i < platformKeymaps.size(); i++) { mapper->addGlobalKeymap(platformKeymaps[i]); } } extern "C" int scummvm_main(int argc, const char * const argv[]) { Common::String specialDebug; Common::String command; // Verify that the backend has been initialized (i.e. g_system has been set). assert(g_system); OSystem &system = *g_system; // Register config manager defaults Base::registerDefaults(); system.registerDefaultSettings(Common::ConfigManager::kApplicationDomain); // Parse the command line Common::StringMap settings; command = Base::parseCommandLine(settings, argc, argv); // Check for backend start settings Common::String executable; if (argc && argv && argv[0]) { const char *s = strrchr(argv[0], '/'); if (!s) s = strrchr(argv[0], '\\'); executable = s ? (s + 1) : argv[0]; } Common::StringArray additionalArgs; system.updateStartSettings(executable, command, settings, additionalArgs); if (!additionalArgs.empty()) { // Parse those additional command line arguments. additionalArgs.insert_at(0, executable); uint argumentsSize = additionalArgs.size(); char **arguments = (char **)malloc(argumentsSize * sizeof(char *)); for (uint i = 0; i < argumentsSize; i++) { arguments[i] = (char *)malloc(additionalArgs[i].size() + 1); Common::strlcpy(arguments[i], additionalArgs[i].c_str(), additionalArgs[i].size() + 1); } Common::StringMap additionalSettings; Common::String additionalCommand = Base::parseCommandLine(additionalSettings, argumentsSize, arguments); for (uint i = 0; i < argumentsSize; i++) free(arguments[i]); free(arguments); // Merge additional settings and command with command line. Command line has priority. if (command.empty()) command = additionalCommand; for (Common::StringMap::const_iterator x = additionalSettings.begin(); x != additionalSettings.end(); ++x) { if (!settings.contains(x->_key)) settings[x->_key] = x->_value; } } // Load the config file (possibly overridden via command line): Common::Path initConfigFilename; if (settings.contains("initial-cfg")) initConfigFilename = Common::Path(settings["initial-cfg"], Common::Path::kNativeSeparator); bool configLoadStatus; if (settings.contains("config")) { configLoadStatus = ConfMan.loadConfigFile( Common::Path(settings["config"], Common::Path::kNativeSeparator), initConfigFilename); } else { configLoadStatus = ConfMan.loadDefaultConfigFile(initConfigFilename); } // Update the config file ConfMan.set("versioninfo", gScummVMVersion, Common::ConfigManager::kApplicationDomain); // Load and setup the debuglevel and the debug flags. We do this at the // soonest possible moment to ensure debug output starts early on, if // requested. if (settings.contains("debuglevel")) { gDebugLevel = (int)strtol(settings["debuglevel"].c_str(), nullptr, 10); printf("Debuglevel (from command line): %d\n", gDebugLevel); settings.erase("debuglevel"); // This option should not be passed to ConfMan. } else if (ConfMan.hasKey("debuglevel")) gDebugLevel = ConfMan.getInt("debuglevel"); if (settings.contains("debugflags")) { specialDebug = settings["debugflags"]; settings.erase("debugflags"); } else if (ConfMan.hasKey("debugflags")) specialDebug = ConfMan.get("debugflags"); if (settings.contains("debug-channels-only")) gDebugChannelsOnly = true; // Now we want to enable global flags if any Common::StringTokenizer tokenizer(specialDebug, " ,"); while (!tokenizer.empty()) { Common::String token = tokenizer.nextToken(); if (token.equalsIgnoreCase("all")) DebugMan.enableAllDebugChannels(); else DebugMan.enableDebugChannel(token); } ConfMan.registerDefault("always_run_fallback_detection_extern", true); PluginManager::instance().init(); PluginManager::instance().loadAllPlugins(); // load plugins for cached plugin manager PluginManager::instance().loadDetectionPlugin(); // load detection plugin for uncached plugin manager // If we received an invalid music parameter via command line we check this here. // We can't check this before loading the music plugins. // On the other hand we cannot load the plugins before we know the file paths (in case of external plugins). if (settings.contains("music-driver")) { if (MidiDriver::getMusicType(MidiDriver::getDeviceHandle(settings["music-driver"])) == MT_INVALID) { warning("Unrecognized music driver '%s'. Switching to default device", settings["music-driver"].c_str()); settings["music-driver"] = "auto"; } } // Process the remaining command line settings. Must be done after the // config file and the plugins have been loaded. Common::Error res; // TODO: deal with settings that require plugins to be loaded if (Base::processSettings(command, settings, res)) { if (res.getCode() != Common::kNoError) warning("%s", res.getDesc().c_str()); PluginManager::instance().unloadDetectionPlugin(); PluginManager::instance().unloadAllPlugins(); PluginManager::destroy(); return res.getCode(); } if (settings.contains("dump-midi")) { // Store this command line setting in ConfMan, since all transient settings are destroyed ConfMan.registerDefault("dump_midi", true); } #ifdef USE_OPENGL if (settings.contains("last_window_width")) { ConfMan.setInt("last_window_width", atoi(settings["last_window_width"].c_str())); ConfMan.setInt("last_window_height", atoi(settings["last_window_height"].c_str())); } #endif // If we received an old style graphics mode parameter via command line // override it to default at this stage, so that the backend init won't // pass it onto updateOldSettings(). If it happened to be a valid new // graphics mode, we'll put it back after initBackend(). Common::String gfxModeSetting; if (settings.contains("gfx-mode")) { gfxModeSetting = settings["gfx-mode"]; if (ScalerMan.isOldGraphicsSetting(gfxModeSetting)) { settings["gfx-mode"] = "default"; ConfMan.set("gfx_mode", settings["gfx-mode"], Common::ConfigManager::kSessionDomain); } } // Init the backend. Must take place after all config data (including // the command line params) was read. system.initBackend(); // If we received an invalid graphics mode parameter via command line // we check this here. We can't do it until after the backend is inited, // or there won't be a graphics manager to ask for the supported modes. if (!gfxModeSetting.empty()) { const OSystem::GraphicsMode *gm = g_system->getSupportedGraphicsModes(); bool isValid = false; while (gm->name && !isValid) { isValid = !scumm_stricmp(gm->name, gfxModeSetting.c_str()); gm++; } if (!isValid) { // We will actually already have switched to default, but couldn't be sure that it was right until now. warning("Unrecognized graphics mode '%s'. Switching to default mode", gfxModeSetting.c_str()); } else { settings["gfx-mode"] = gfxModeSetting; system.beginGFXTransaction(); system.setGraphicsMode(gfxModeSetting.c_str()); system.endGFXTransaction(); } ConfMan.set("gfx_mode", gfxModeSetting, Common::ConfigManager::kSessionDomain); } if (settings.contains("disable-display")) { ConfMan.setInt("disable-display", 1, Common::ConfigManager::kTransientDomain); } setupGraphics(system); if (!configLoadStatus) { GUI::MessageDialog alert(_("Bad config file format. overwrite?"), _("Yes"), _("Cancel")); if (alert.runModal() != GUI::kMessageOK) return 0; } // Init the different managers that are used by the engines. // Do it here to prevent fragmentation later system.getAudioCDManager(); MusicManager::instance(); Common::DebugManager::instance(); // Init the event manager. As the virtual keyboard is loaded here, it must // take place after the backend is initiated and the screen has been setup system.getEventManager()->init(); #ifdef ENABLE_EVENTRECORDER // Directly after initializing the event manager, we will initialize our // event recorder. // // TODO: This is just to match the current behavior, when we further extend // our event recorder, we might do this at another place. Or even change // the whole API for that ;-). g_eventRec.RegisterEventSource(); #endif Common::OSDMessageQueue::instance().registerEventSource(); // Now as the event manager is created, setup the keymapper setupKeymapper(system); #ifdef USE_UPDATES if (!ConfMan.hasKey("updates_check") && g_system->getUpdateManager()) { GUI::UpdatesDialog dlg; dlg.runModal(); } #endif #ifdef __ANDROID__ // This early popup message for Android, informing the users about important // changes to file access, needs to be *after* language for the GUI has been selected. // Hence, we instantiate GUI Manager here, to take care of this. GUI::GuiManager::instance(); if (AndroidFilesystemFactory::instance().hasSAF() && !ConfMan.hasKey("android_saf_dialog_shown")) { bool cancelled = false; if (!ConfMan.getGameDomains().empty()) { GUI::MessageDialog alert(_( // I18N: must match the translation done in backends/fs/android/android-saf-fs.h "In this new version of ScummVM for Android, significant changes were made to " "the file access system to allow support for modern versions of the Android " "Operating System.\n" "If you find that your existing added games or custom paths no longer work, " "please edit those paths:" "\n" " 1. From the Launcher, go to **Game Options > Paths**." " Select **Game Path** or **Extra Path**, as appropriate. \n" " 2. Inside the ScummVM file browser, select **Go Up** until you reach the root folder " "which has the **** option.\n" " 3. Double-tap ****. In your device's file browser, navigate to the folder " "containing all your game folders. For example, **SD Card > ScummVMgames** \n" " 4. Select **Use this folder**. \n" " 5. Select **Allow** to give ScummVM permission to access the folder. \n" " 6. In the ScummVM file browser, double-tap to browse through your added folder. " "Select the folder containing the game's files, then tap **Choose**. \n" "\n" "Repeat steps 1 and 6 for each game." ), _("Ok"), // I18N: A button caption to dismiss amessage and read it later _("Read Later"), Graphics::kTextAlignLeft); if (alert.runModal() != GUI::kMessageOK) cancelled = true; } else { GUI::MessageDialog alert(_( // I18N: must match the translation done in backends/fs/android/android-saf-fs.h "In this new version of ScummVM for Android, significant changes were made to " "the file access system to allow support for modern versions of the Android " "Operating System.\n" "To add a game:\n" "\n" " 1. Select **Add Game...** from the launcher. \n" " 2. Inside the ScummVM file browser, select **Go Up** until you reach the root folder " "which has the **** option.\n" " 3. Double-tap ****. In your device's file browser, navigate to the folder " "containing all your game folders. For example, **SD Card > ScummVMgames** \n" " 4. Select **Use this folder**. \n" " 5. Select **Allow** to give ScummVM permission to access the folder. \n" " 6. In the ScummVM file browser, double-tap to browse through your added folder. " "Select the sub-folder containing the game's files, then tap **Choose**." "\n" "Repeat steps 1 and 6 for each game." ), _("Ok"), // I18N: A button caption to dismiss a message and read it later _("Read Later"), Graphics::kTextAlignLeft); if (alert.runModal() != GUI::kMessageOK) cancelled = true; } if (!cancelled) ConfMan.setBool("android_saf_dialog_shown", true); } #endif #if defined(USE_CLOUD) && defined(USE_LIBCURL) CloudMan.init(); CloudMan.syncSaves(); #endif #if 0 GUI::dumpAllDialogs(); #endif // Print out CPU extension info // Separate block to keep the stack clean { Common::String extensionSupportString[3] = { "not supported", "disabled", "enabled" }; byte sse2Support = 0; byte avx2Support = 0; byte neonSupport = 0; #ifdef SCUMMVM_SSE2 ++sse2Support; if (g_system->hasFeature(OSystem::kFeatureCpuSSE2)) ++sse2Support; #endif #ifdef SCUMMVM_AVX2 ++avx2Support; if (g_system->hasFeature(OSystem::kFeatureCpuAVX2)) ++avx2Support; #endif #ifdef SCUMMVM_NEON ++neonSupport; if (g_system->hasFeature(OSystem::kFeatureCpuNEON)) ++neonSupport; #endif debug(0, "CPU extensions:"); debug(0, "SSE2(%s) AVX2(%s) NEON(%s)", extensionSupportString[sse2Support].c_str(), extensionSupportString[avx2Support].c_str(), extensionSupportString[neonSupport].c_str()); } // Unless a game was specified, show the launcher dialog if (nullptr == ConfMan.getActiveDomain()) launcherDialog(); // 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 :) while (nullptr != ConfMan.getActiveDomain()) { saveLastLaunchedTarget(ConfMan.getActiveDomainName()); EngineMan.upgradeTargetIfNecessary(ConfMan.getActiveDomainName()); // Try to find a MetaEnginePlugin which feels responsible for the specified game. const Plugin *plugin = detectPlugin(); // Then, get the relevant Engine plugin from MetaEngine. const Plugin *enginePlugin = nullptr; if (plugin) enginePlugin = PluginMan.getEngineFromMetaEngine(plugin); if (enginePlugin) { // Unload all plugins not needed for this game, to save memory // Right now, we have a MetaEngine plugin, and we want to unload all except Engine. // Pass in the pointer to enginePlugin, with the matching type, so our function behaves as-is. PluginManager::instance().unloadPluginsExcept(PLUGIN_TYPE_ENGINE, enginePlugin); #if defined(UNCACHED_PLUGINS) && defined(DYNAMIC_MODULES) && !defined(DETECTION_STATIC) // Unload all MetaEngines not needed for the current engine, if we're using uncached plugins // to save extra memory. PluginManager::instance().unloadPluginsExcept(PLUGIN_TYPE_ENGINE_DETECTION, plugin); #endif #ifdef ENABLE_EVENTRECORDER Common::String recordMode = ConfMan.get("record_mode"); Common::String recordFileName = ConfMan.get("record_file_name"); if (recordMode == "record") { Common::String targetFileName = ConfMan.hasKey("record_file_name") ? recordFileName : g_eventRec.generateRecordFileName(ConfMan.getActiveDomainName()); g_eventRec.init(targetFileName, GUI::EventRecorder::kRecorderRecord); } else if (recordMode == "update") { g_eventRec.init(recordFileName, GUI::EventRecorder::kRecorderUpdate); } else if (recordMode == "playback") { g_eventRec.init(recordFileName, GUI::EventRecorder::kRecorderPlayback); } else if ((recordMode == "info") && (!recordFileName.empty())) { Common::PlaybackFile record; record.openRead(recordFileName); debug("info:author=%s name=%s description=%s", record.getHeader().author.c_str(), record.getHeader().name.c_str(), record.getHeader().description.c_str()); break; } #endif Common::TextToSpeechManager *ttsMan = g_system->getTextToSpeechManager(); if (ttsMan != nullptr) { ttsMan->pushState(); } // Try to run the game Common::Error result = runGame(plugin, enginePlugin, system, specialDebug); if (ttsMan != nullptr) { ttsMan->popState(); } #ifdef ENABLE_EVENTRECORDER // Flush Event recorder file. The recorder does not get reinitialized for next game // which is intentional. Only single game per session is allowed. g_eventRec.deinit(); #endif #if defined(UNCACHED_PLUGINS) && defined(DYNAMIC_MODULES) // do our best to prevent fragmentation by unloading as soon as we can PluginManager::instance().unloadPluginsExcept(PLUGIN_TYPE_ENGINE, NULL, false); PluginManager::instance().unloadDetectionPlugin(); // reallocate the config manager to get rid of any fragmentation ConfMan.defragment(); // The keymapper keeps pointers to the configuration domains. It needs to be reinitialized. setupKeymapper(system); #endif // Did an error occur ? if (result.getCode() != Common::kNoError && result.getCode() != Common::kUserCanceled) { // Shows an informative error dialog if starting the selected game failed. GUI::displayErrorDialog(result, _("Error running game:")); } // Quit unless an error occurred, or Return to launcher was requested if (result.getCode() == Common::kNoError && !g_system->getEventManager()->shouldReturnToLauncher() && !g_system->hasFeature(OSystem::kFeatureNoQuit) && !ConfMan.getBool("gui_return_to_launcher_at_exit")) break; // Reset the return to launcher and quit flags in case we want to load another engine g_system->getEventManager()->resetReturnToLauncher(); g_system->getEventManager()->resetQuit(); #ifdef ENABLE_EVENTRECORDER if (g_eventRec.checkForContinueGame()) { continue; } #endif // At this point, we usually return to the launcher. However, the // game may have requested that one or more other games be "chained" // to the current one, with optional save slots to start the games // at. At the time of writing, this is used for the Maniac Mansion // easter egg in Day of the Tentacle. Common::String chainedGame; int saveSlot = -1; ChainedGamesMan.pop(chainedGame, saveSlot); // Discard any command line options. It's unlikely that the user // wanted to apply them to *all* games ever launched. ConfMan.getDomain(Common::ConfigManager::kTransientDomain)->clear(); if (!chainedGame.empty()) { if (saveSlot != -1) { ConfMan.setInt("save_slot", saveSlot, Common::ConfigManager::kTransientDomain); } // Start the chained game ConfMan.setActiveDomain(chainedGame); } else { // Clear the active config domain ConfMan.setActiveDomain(""); } PluginManager::instance().loadAllPluginsOfType(PLUGIN_TYPE_ENGINE); // only for cached manager PluginManager::instance().loadDetectionPlugin(); // only for uncached manager } else { GUI::displayErrorDialog(_("Could not find any engine capable of running the selected game")); // Clear the active domain ConfMan.setActiveDomain(""); } // reset the graphics to default setupGraphics(system); if (nullptr == ConfMan.getActiveDomain()) { launcherDialog(); } } #ifdef USE_CLOUD #ifdef USE_SDL_NET Networking::LocalWebserver::destroy(); #endif #ifdef USE_LIBCURL Networking::ConnectionManager::destroy(); //I think it's important to destroy it after ConnectionManager Cloud::CloudManager::destroy(); #endif #endif PluginManager::instance().unloadDetectionPlugin(); PluginManager::instance().unloadAllPlugins(); PluginManager::destroy(); GUI::GuiManager::destroy(); Common::ConfigManager::destroy(); Common::DebugManager::destroy(); Common::OSDMessageQueue::destroy(); #ifdef ENABLE_EVENTRECORDER GUI::EventRecorder::destroy(); #endif Common::SearchManager::destroy(); #ifdef USE_TRANSLATION Common::MainTranslationManager::destroy(); #endif MusicManager::destroy(); Graphics::CursorManager::destroy(); Graphics::FontManager::destroy(); #ifdef USE_FREETYPE2 Graphics::shutdownTTF(); #endif EngineManager::destroy(); Graphics::YUVToRGBManager::destroy(); return 0; }