mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-27 20:28:27 +00:00
a50bbdd7f7
svn-id: r6856
240 lines
6.6 KiB
C++
240 lines
6.6 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2001 Ludvig Strigeus
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* Copyright (C) 2001-2003 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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#include "stdafx.h"
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#include "engine.h"
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#include "gameDetector.h"
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#include "config-file.h"
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#include "scaler.h" // For GFX_NORMAL
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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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Config *g_config = 0;
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NewGui *g_gui = 0;
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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(UNIX)
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#include <sys/param.h>
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#ifndef MAXPATHLEN
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#define MAXPATHLEN 256
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#endif
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#ifdef MACOSX
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#define DEFAULT_CONFIG_FILE "Library/Preferences/ScummVM Preferences"
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#else
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#define DEFAULT_CONFIG_FILE ".scummvmrc"
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#endif
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#else
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#define DEFAULT_CONFIG_FILE "scummvm.ini"
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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 ");
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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 void launcherDialog(GameDetector &detector, OSystem *system) {
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// FIXME - we need to call init_size() 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->init_size(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 set_mouse_cursor_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->set_palette(dummy_palette, 0, 16);
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// FIXME - hack we use because LauncherDialog accesses g_system
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extern OSystem *g_system;
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g_system = system;
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LauncherDialog dlg(g_gui, detector);
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dlg.runModal();
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}
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int main(int argc, char *argv[]) {
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GameDetector detector;
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OSystem::Property prop;
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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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char scummhome[MAXPATHLEN];
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if(getenv("HOME") != NULL)
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sprintf(scummhome,"%s/%s", getenv("HOME"), DEFAULT_CONFIG_FILE);
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else strcpy(scummhome,DEFAULT_CONFIG_FILE);
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#else
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char scummhome[256];
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#if defined (WIN32) && !defined(_WIN32_WCE)
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GetWindowsDirectory(scummhome, 256);
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strcat(scummhome, "\\");
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strcat(scummhome, DEFAULT_CONFIG_FILE);
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#else
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strcpy(scummhome, DEFAULT_CONFIG_FILE);
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#endif
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#endif
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// Read the config file
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g_config = new Config(scummhome, "scummvm");
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g_config->set("versioninfo", SCUMMVM_VERSION);
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// Parse the command line information
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detector._saveconfig = false;
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detector.updateconfig();
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detector.parseCommandLine(argc, argv);
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// Create the system object
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OSystem *system = detector.createSystem();
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// Set initial window caption
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prop.caption = "ScummVM";
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system->property(OSystem::PROP_SET_WINDOW_CAPTION, &prop);
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// Create the GUI manager
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g_gui = new NewGui(system);
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// Unless a game was specified, show the launcher dialog
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if (detector._gameFileName.isEmpty())
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launcherDialog(detector, system);
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// Verify the given game name
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if (detector.detectMain()) {
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system->quit();
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return -1;
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}
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// Set the window caption to the game name
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prop.caption = g_config->get("description", detector._gameFileName);
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if (prop.caption == NULL)
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prop.caption = detector.getGameName().c_str();
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system->property(OSystem::PROP_SET_WINDOW_CAPTION, &prop);
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// See if the game should default to 1x scaler
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if ((detector._default_gfx_mode) &&
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(detector._features & GF_DEFAULT_TO_1X_SCALER)) {
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prop.gfx_mode = GFX_NORMAL;
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system->property(OSystem::PROP_SET_GFX_MODE, &prop);
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}
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// Create the game engine
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Engine *engine = Engine::createFromDetector(&detector, system);
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// print a message if gameid is invalid
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if (engine == NULL)
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error("%s is an invalid target. Use the -z parameter to list targets\n",
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detector._gameFileName.c_str());
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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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delete g_gui;
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delete g_config;
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// ...and quit (the return 0 should never be reached)
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system->quit();
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return 0;
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}
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void *operator new(size_t size) {
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return calloc(size, 1);
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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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