scummvm/common/main.cpp
Max Horn a50bbdd7f7 cleanup
svn-id: r6856
2003-03-25 00:26:53 +00:00

240 lines
6.6 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2003 The ScummVM project
*
* 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
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "stdafx.h"
#include "engine.h"
#include "gameDetector.h"
#include "config-file.h"
#include "scaler.h" // For GFX_NORMAL
#include "gui/newgui.h"
#include "gui/launcher.h"
#include "gui/message.h"
Config *g_config = 0;
NewGui *g_gui = 0;
#if defined(QTOPIA)
// FIXME - why exactly is this needed?
extern "C" int main(int argc, char *argv[]);
#endif
#if defined(MACOSX) || defined(QTOPIA)
#include <SDL.h>
#elif !defined(__MORPHOS__) && !defined(__DC__)
#undef main
#endif
#if defined(UNIX)
#include <sys/param.h>
#ifndef MAXPATHLEN
#define MAXPATHLEN 256
#endif
#ifdef MACOSX
#define DEFAULT_CONFIG_FILE "Library/Preferences/ScummVM Preferences"
#else
#define DEFAULT_CONFIG_FILE ".scummvmrc"
#endif
#else
#define DEFAULT_CONFIG_FILE "scummvm.ini"
#endif
#if defined(UNIX)
#include <signal.h>
#ifndef SCUMM_NEED_ALIGNMENT
static void handle_errors(int sig_num) {
error("Your system does not support unaligned memory accesses. Please rebuild with SCUMM_NEED_ALIGNMENT ");
}
#endif
/* This function is here to test if the endianness / alignement compiled it is matching
with the one at run-time. */
static void do_memory_test(void) {
unsigned char test[8] = { 0x11, 0x22, 0x33, 0x44, 0x55, 0x66, 0x77, 0x88 };
unsigned int value;
/* First test endianness */
#ifdef SCUMM_LITTLE_ENDIAN
if (*((int *) test) != 0x44332211) {
error("Compiled as LITTLE_ENDIAN on a big endian system. Please rebuild ");
}
value = 0x55443322;
#else
if (*((int *) test) != 0x11223344) {
error("Compiled as BIG_ENDIAN on a little endian system. Please rebuild ");
}
value = 0x22334455;
#endif
/* Then check if one really supports unaligned memory accesses */
#ifndef SCUMM_NEED_ALIGNMENT
signal(SIGBUS, handle_errors);
signal(SIGABRT, handle_errors);
signal(SIGSEGV, handle_errors);
if (*((unsigned int *) ((char *) test + 1)) != value) {
error("Your system does not support unaligned memory accesses. Please rebuild with SCUMM_NEED_ALIGNMENT ");
}
signal(SIGBUS, SIG_DFL);
signal(SIGABRT, SIG_DFL);
signal(SIGSEGV, SIG_DFL);
#endif
}
#endif
static void launcherDialog(GameDetector &detector, OSystem *system) {
// FIXME - we need to call init_size() here so that we can display for example
// the launcher dialog. But the Engine object will also call it again (possibly
// with a different widht/height!9 However, this method is not for all OSystem
// implementations reentrant (it is so now for the SDL backend). Thus we need
// to fix all backends to support it, if they don't already.
system->init_size(320, 200);
// 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
// want to add a set_mouse_cursor_overlay() method to OSystem, which would serve
// 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[] = {
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,
};
system->set_palette(dummy_palette, 0, 16);
// FIXME - hack we use because LauncherDialog accesses g_system
extern OSystem *g_system;
g_system = system;
LauncherDialog dlg(g_gui, detector);
dlg.runModal();
}
int main(int argc, char *argv[]) {
GameDetector detector;
OSystem::Property prop;
#if defined(UNIX)
/* On Unix, do a quick endian / alignement check before starting */
do_memory_test();
char scummhome[MAXPATHLEN];
if(getenv("HOME") != NULL)
sprintf(scummhome,"%s/%s", getenv("HOME"), DEFAULT_CONFIG_FILE);
else strcpy(scummhome,DEFAULT_CONFIG_FILE);
#else
char scummhome[256];
#if defined (WIN32) && !defined(_WIN32_WCE)
GetWindowsDirectory(scummhome, 256);
strcat(scummhome, "\\");
strcat(scummhome, DEFAULT_CONFIG_FILE);
#else
strcpy(scummhome, DEFAULT_CONFIG_FILE);
#endif
#endif
// Read the config file
g_config = new Config(scummhome, "scummvm");
g_config->set("versioninfo", SCUMMVM_VERSION);
// Parse the command line information
detector._saveconfig = false;
detector.updateconfig();
detector.parseCommandLine(argc, argv);
// Create the system object
OSystem *system = detector.createSystem();
// Set initial window caption
prop.caption = "ScummVM";
system->property(OSystem::PROP_SET_WINDOW_CAPTION, &prop);
// Create the GUI manager
g_gui = new NewGui(system);
// Unless a game was specified, show the launcher dialog
if (detector._gameFileName.isEmpty())
launcherDialog(detector, system);
// Verify the given game name
if (detector.detectMain()) {
system->quit();
return -1;
}
// Set the window caption to the game name
prop.caption = g_config->get("description", detector._gameFileName);
if (prop.caption == NULL)
prop.caption = detector.getGameName().c_str();
system->property(OSystem::PROP_SET_WINDOW_CAPTION, &prop);
// See if the game should default to 1x scaler
if ((detector._default_gfx_mode) &&
(detector._features & GF_DEFAULT_TO_1X_SCALER)) {
prop.gfx_mode = GFX_NORMAL;
system->property(OSystem::PROP_SET_GFX_MODE, &prop);
}
// Create the game engine
Engine *engine = Engine::createFromDetector(&detector, system);
// print a message if gameid is invalid
if (engine == NULL)
error("%s is an invalid target. Use the -z parameter to list targets\n",
detector._gameFileName.c_str());
// Run the game engine
engine->go();
// Free up memory
delete engine;
delete g_gui;
delete g_config;
// ...and quit (the return 0 should never be reached)
system->quit();
return 0;
}
void *operator new(size_t size) {
return calloc(size, 1);
}
void operator delete(void *ptr) {
free(ptr);
}