mirror of
https://github.com/libretro/scummvm.git
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f6af7cdcc7
svn-id: r14829
430 lines
13 KiB
C++
430 lines
13 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2001 Ludvig Strigeus
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* Copyright (C) 2001-2004 The ScummVM project
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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/*! \mainpage %ScummVM Source Reference
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*
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* These pages contains a cross referenced documentation for the %ScummVM source code,
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* generated with Doxygen (http://www.doxygen.org) directly from the source.
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* Currently not much is actually properly documented, but at least you can get an overview
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* of almost all the classes, methods and variables, and how they interact.
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*/
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#include "stdafx.h"
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#include "base/engine.h"
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#include "base/gameDetector.h"
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#include "base/plugins.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/scaler.h" // For GFX_NORMAL
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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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#ifdef _WIN32_WCE
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#include "backends/wince/CELauncherDialog.h"
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#endif
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#ifdef __DC__
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#include "backends/dc/DCLauncherDialog.h"
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#endif
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/*
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* Version string and build date string. These can be used by anything that
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* wants to display this information to the user (e.g. about dialog).
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*
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* Note: it would be very nice if we could instead of (or in addition to) the
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* build date present a date which corresponds to the date our source files
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* were last changed. To understand the difference, imagine that a user
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* makes a checkout of CVS on January 1, then after a week compiles it
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* (e.g. after doing a 'make clean'). The build date then will say January 8
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* even though the files were last changed on January 1.
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*
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* Another problem is that __DATE__/__TIME__ depend on the local time zone.
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*
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* It's clear that such a "last changed" date would be much more useful to us
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* for feedback purposes. After all, when somebody files a bug report, we
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* don't care about the build date, we want to know which date their checkout
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* was made. This is even more important now since anon CVS lags a few
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* days behind developer CVS.
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*
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* So, how could we implement this? At least on unix systems, a special script
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* could do it. Basically, that script would run over all .cpp/.h files and
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* parse the CVS 'Header' keyword we have in our file headers.
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* That line contains a date/time in GMT. Now, the script just has to collect
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* all these times and find the latest. This time then would be inserted into
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* a header file or so (common/date.h ?) which engine.cpp then could
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* include and put into a global variable analog to gScummVMBuildDate.
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*
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* Drawback: scanning all source/header files will be rather slow. Also, this
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* only works on systems which can run powerful enough scripts (so I guess
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* Visual C++ would be out of the game here? don't know VC enough to be sure).
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*
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* Another approach would be to somehow get CVS to update a global file
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* (e.g. LAST_CHANGED) whenever any checkins are made. That would be
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* faster and work w/o much "logic" on the client side, in particular no
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* scripts have to be run. The problem with this is that I am not even
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* sure it's actually possible! Modifying files during commit time is trivial
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* to setup, but I have no idea if/how one can also change files which are not
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* currently being commit'ed.
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*/
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const char *gScummVMVersion = "0.7.0CVS";
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const char *gScummVMBuildDate = __DATE__ " " __TIME__;
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const char *gScummVMFullVersion = "ScummVM 0.7.0CVS (" __DATE__ " " __TIME__ ")";
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const char *gScummVMFeatures = ""
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#ifdef USE_VORBIS
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"Vorbis "
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#endif
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#ifdef USE_FLAC
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"FLAC "
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#endif
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#ifdef USE_MAD
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"MP3 "
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#endif
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#ifdef USE_ALSA
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"ALSA "
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#endif
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#ifdef USE_ZLIB
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"zLib "
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#endif
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#ifdef USE_MPEG2
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"MPEG2 "
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#endif
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;
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#if defined(WIN32) && defined(NO_CONSOLE)
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#include <cstdio>
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#define STDOUT_FILE TEXT("stdout.txt")
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#define STDERR_FILE TEXT("stderr.txt")
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#endif
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#if defined(QTOPIA)
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// FIXME - why exactly is this needed?
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extern "C" int main(int argc, char *argv[]);
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#endif
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#if defined(MACOSX) || defined(QTOPIA)
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#include <SDL.h>
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#elif !defined(__MORPHOS__) && !defined(__DC__)
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#undef main
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#endif
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#if defined (ALLEGRO_BACKEND)
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#include "allegro.h"
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#endif
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#if defined(UNIX)
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#include <signal.h>
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#ifndef SCUMM_NEED_ALIGNMENT
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static void handle_errors(int sig_num) {
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error("Your system does not support unaligned memory accesses. Please rebuild with SCUMM_NEED_ALIGNMENT (signal %d)", sig_num);
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}
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#endif
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/* This function is here to test if the endianness / alignement compiled it is matching
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with the one at run-time. */
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static void do_memory_test(void) {
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unsigned char test[8] = { 0x11, 0x22, 0x33, 0x44, 0x55, 0x66, 0x77, 0x88 };
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unsigned int value;
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/* First test endianness */
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#ifdef SCUMM_LITTLE_ENDIAN
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if (*((int *) test) != 0x44332211) {
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error("Compiled as LITTLE_ENDIAN on a big endian system. Please rebuild ");
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}
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value = 0x55443322;
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#else
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if (*((int *) test) != 0x11223344) {
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error("Compiled as BIG_ENDIAN on a little endian system. Please rebuild ");
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}
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value = 0x22334455;
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#endif
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/* Then check if one really supports unaligned memory accesses */
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#ifndef SCUMM_NEED_ALIGNMENT
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signal(SIGBUS, handle_errors);
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signal(SIGABRT, handle_errors);
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signal(SIGSEGV, handle_errors);
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if (*((unsigned int *) ((char *) test + 1)) != value) {
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error("Your system does not support unaligned memory accesses. Please rebuild with SCUMM_NEED_ALIGNMENT ");
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}
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signal(SIGBUS, SIG_DFL);
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signal(SIGABRT, SIG_DFL);
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signal(SIGSEGV, SIG_DFL);
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#endif
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}
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#endif
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static int launcherDialog(GameDetector &detector, OSystem *system) {
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// Set the user specified graphics mode (if any).
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system->setGraphicsMode(ConfMan.get("gfx_mode").c_str());
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// FIXME - we need to call initSize() here so that we can display for example
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// the launcher dialog. But the Engine object will also call it again (possibly
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// with a different widht/height!9 However, this method is not for all OSystem
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// implementations reentrant (it is so now for the SDL backend). Thus we need
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// to fix all backends to support it, if they don't already.
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system->initSize(320, 200);
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// FIXME - mouse cursors are currently always set via 8 bit data.
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// 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:
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// 1) allow for 16 bit mouse cursors in overlay mode
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// 2) no need to backup & restore the mouse cursor before/after the overlay is shown
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const byte dummy_palette[] = {
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0, 0, 0, 0,
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0, 0, 171, 0,
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0, 171, 0, 0,
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0, 171, 171, 0,
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171, 0, 0, 0,
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171, 0, 171, 0,
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171, 87, 0, 0,
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171, 171, 171, 0,
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87, 87, 87, 0,
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87, 87, 255, 0,
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87, 255, 87, 0,
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87, 255, 255, 0,
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255, 87, 87, 0,
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255, 87, 255, 0,
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255, 255, 87, 0,
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255, 255, 255, 0,
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};
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system->setPalette(dummy_palette, 0, 16);
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#if defined(_WIN32_WCE)
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CELauncherDialog dlg(detector);
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#elif defined(__DC__)
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DCLauncherDialog dlg(detector);
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#else
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GUI::LauncherDialog dlg(detector);
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#endif
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return dlg.runModal();
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}
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static void runGame(GameDetector &detector, OSystem *system) {
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// Set the window caption to the game name
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Common::String caption(ConfMan.get("description", detector._targetName));
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if (caption.isEmpty() && detector._game.description)
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caption = detector._game.description;
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if (caption.isEmpty())
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caption = detector._targetName;
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if (!caption.isEmpty()) {
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system->setWindowCaption(caption.c_str());
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}
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const bool useDefaultGraphicsMode =
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!ConfMan.hasKey("gfx_mode", detector._targetName) ||
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!scumm_stricmp(ConfMan.get("gfx_mode", detector._targetName).c_str(), "normal") ||
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!scumm_stricmp(ConfMan.get("gfx_mode", detector._targetName).c_str(), "default");
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// See if the game should default to 1x scaler
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if (useDefaultGraphicsMode && (detector._game.features & GF_DEFAULT_TO_1X_SCALER)) {
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system->setGraphicsMode(GFX_NORMAL);
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} else {
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// Override global scaler with any game-specific define
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if (ConfMan.hasKey("gfx_mode")) {
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system->setGraphicsMode(ConfMan.get("gfx_mode").c_str());
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}
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}
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// (De)activate aspect-ratio correction as determined by the config settings
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system->setFeatureState(OSystem::kFeatureAspectRatioCorrection, ConfMan.getBool("aspect_ratio"));
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// (De)activate fullscreen mode as determined by the config settings
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system->setFeatureState(OSystem::kFeatureFullscreenMode, ConfMan.getBool("fullscreen"));
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// Create the game engine
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Engine *engine = detector.createEngine(system);
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assert(engine);
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// Add extrapath (if any) to the directory search list
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if (ConfMan.hasKey("extrapath"))
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File::addDefaultDirectory(ConfMan.get("extrapath"));
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// Run the game engine
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engine->go();
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// Free up memory
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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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}
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#ifndef _WIN32_WCE
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extern "C" int main(int argc, char *argv[]) {
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#else
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extern "C" int scummvm_main(GameDetector &detector, int argc, char *argv[]) {
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#endif
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char *cfgFilename = NULL, *s=argv[1];
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#if defined(UNIX)
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/* On Unix, do a quick endian / alignement check before starting */
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do_memory_test();
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#endif
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// Code copied from SDL_main
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#if defined(WIN32) && defined(NO_CONSOLE)
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/* Flush the output in case anything is queued */
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fclose(stdout);
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fclose(stderr);
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/* Redirect standard input and standard output */
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FILE *newfp = freopen(STDOUT_FILE, "w", stdout);
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if (newfp == NULL) { /* This happens on NT */
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#if !defined(stdout)
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stdout = fopen(STDOUT_FILE, "w");
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#else
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newfp = fopen(STDOUT_FILE, "w");
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if (newfp) {
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*stdout = *newfp;
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}
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#endif
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}
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newfp = freopen(STDERR_FILE, "w", stderr);
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if (newfp == NULL) { /* This happens on NT */
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#if !defined(stderr)
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stderr = fopen(STDERR_FILE, "w");
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#else
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newfp = fopen(STDERR_FILE, "w");
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if (newfp) {
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*stderr = *newfp;
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}
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#endif
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}
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setlinebuf(stdout); /* Line buffered */
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setbuf(stderr, NULL); /* No buffering */
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#endif //defined(WIN32) && defined(USE_CONSOLE)
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// Quick preparse of command-line, looking for alt configfile path
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for (int i = argc - 1; i >= 1; i--) {
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s = argv[i];
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bool shortOpt = (s[0] == '-' && tolower(s[1]) == 'c');
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bool longOpt = (s[0] == '-' && s[1] == '-' && s[2] == 'c' && s[3] == 'o' \
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&& s[4] == 'n' && s[5] == 'f' && s[6] == 'i' && s[7] == 'g');
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if (shortOpt || longOpt) {
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if (longOpt) s+=9;
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if (shortOpt) s+=2;
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if (*s == '\0')
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break;
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cfgFilename = s;
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break;
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}
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}
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if (cfgFilename != NULL)
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ConfMan.switchFile(cfgFilename);
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// Update the config file
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ConfMan.set("versioninfo", gScummVMVersion, Common::ConfigManager::kApplicationDomain);
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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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detector.parseCommandLine(argc, argv);
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// Ensure the system object exists (it may have already been created
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// at an earlier point, though!)
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OSystem *system = OSystem::instance();
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// Create the timer services
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g_timer = new 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.isEmpty())
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launcherDialog(detector, system);
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// Uncomment the while loop, and the launcherDialog call, to allow
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// returning to the Launcher after an engine quit. Disabled currently
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// as it probably leaks memory like a sieve.
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//while(1) {
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// Verify the given game name is a valid supported game
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if (detector.detectMain()) {
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// Unload all plugins not needed for this game,
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// to save memory
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PluginManager::instance().unloadPluginsExcept(detector._plugin);
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runGame(detector, system);
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// PluginManager::instance().unloadPlugins();
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// PluginManager::instance().loadPlugins();
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// launcherDialog(detector, system);
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}
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//}
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// ...and quit (the return 0 should never be reached)
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delete g_timer;
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system->quit();
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delete system;
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return 0;
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}
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// allegro needs this for some reason...
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#if defined(ALLEGRO_BACKEND)
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END_OF_MAIN();
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#endif
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/*
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#if !defined(__PALM_OS__) && !defined(_WIN32_WCE)
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void *operator new(size_t size) {
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return memset(malloc(size), 0xE7, size);
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}
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void operator delete(void *ptr) {
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free(ptr);
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}
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#undef free
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void free_check(void *ptr) {
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if ((unsigned long)ptr == 0xE7E7E7E7UL) {
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printf("ERROR: freeing 0xE7E7E7E7\n");
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exit(1);
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}
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if ((unsigned long)ptr & 1) {
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warning("Freeing odd address 0x%x", ptr);
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}
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free(ptr);
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}
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#endif
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*/
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