mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-11 19:54:03 +00:00
1d265f1895
svn-id: r21830
352 lines
11 KiB
C++
352 lines
11 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2001 Ludvig Strigeus
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* Copyright (C) 2001-2006 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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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 "common/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/system.h"
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#include "common/timer.h"
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#include "gui/newgui.h"
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#include "gui/message.h"
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#include "sound/mididrv.h"
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#if defined(_WIN32_WCE)
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#include "backends/wince/CELauncherDialog.h"
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#elif defined(__DC__)
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#include "backends/dc/DCLauncherDialog.h"
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#else
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#include "gui/launcher.h"
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#endif
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#ifdef PALMOS_68K
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#include "args.h"
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#endif
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#ifdef __SYMBIAN32__
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#include "gui/Actions.h"
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#endif
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/** List all supported game IDs, i.e. all games which any loaded plugin supports. */
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void listGames() {
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const PluginList &plugins = PluginManager::instance().getPlugins();
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printf("Game ID Full Title \n"
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"-------------------- ------------------------------------------------------\n");
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PluginList::const_iterator iter = plugins.begin();
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for (iter = plugins.begin(); iter != plugins.end(); ++iter) {
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GameList list = (*iter)->getSupportedGames();
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for (GameList::iterator v = list.begin(); v != list.end(); ++v) {
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printf("%-20s %s\n", v->gameid.c_str(), v->description.c_str());
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}
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}
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}
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/** List all targets which are configured in the config file. */
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void listTargets() {
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using namespace Common;
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const ConfigManager::DomainMap &domains = ConfMan.getGameDomains();
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printf("Target Description \n"
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"-------------------- ------------------------------------------------------\n");
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ConfigManager::DomainMap::const_iterator iter = domains.begin();
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for (iter = domains.begin(); iter != domains.end(); ++iter) {
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String name(iter->_key);
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String description(iter->_value.get("description"));
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if (description.empty()) {
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// FIXME: At this point, we should check for a "gameid" override
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// to find the proper desc. In fact, the platform probably should
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// be taken into account, too.
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String gameid(name);
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GameDescriptor g = GameDetector::findGame(gameid);
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if (g.description.size() > 0)
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description = g.description;
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}
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printf("%-20s %s\n", name.c_str(), description.c_str());
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}
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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.
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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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}
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static bool launcherDialog(GameDetector &detector, OSystem &system) {
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system.beginGFXTransaction();
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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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// 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
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system.clearScreen();
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// Setup a dummy palette, for the mouse cursor
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setupDummyPalette(system);
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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() != -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
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// read mixed case files
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if (ConfMan.hasKey("path"))
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Common::File::addDefaultDirectory(ConfMan.get("path"));
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else
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Common::File::addDefaultDirectory(".");
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// Create the game engine
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Engine *engine = detector.createEngine(&system);
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if (!engine) {
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// TODO: Show an error dialog or so?
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//GUI::MessageDialog alert("ScummVM could not find any game in the specified directory!");
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//alert.runModal();
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warning("Failed to instantiate engine for target %s", detector._targetName.c_str());
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return 0;
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}
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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
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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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if (ConfMan.hasKey("path"))
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Common::File::addDefaultDirectoryRecursive(ConfMan.get("path"));
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else
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Common::File::addDefaultDirectory(".");
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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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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
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Common::File::addDefaultDirectory(".");
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int result;
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// Init the engine (this might change the screen parameters
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result = engine->init(detector);
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// Run the game engine if the initialization was successful.
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if (result == 0) {
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result = engine->go();
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}
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// We clear all debug levels again even though the engine should do it
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Common::clearAllSpecialDebugLevels();
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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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// Reset the file/directory mappings
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Common::File::resetDefaultDirectories();
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return result;
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}
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extern "C" int scummvm_main(int argc, char *argv[]) {
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Common::String specialDebug;
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Common::String command;
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bool running = true;
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// Verify that the backend has been initialized (i.e. g_system has been set).
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assert(g_system);
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OSystem &system = *g_system;
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// Parse the command line
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Common::StringMap settings;
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command = GameDetector::parseCommandLine(settings, argc, argv);
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// Load the config file (possibly overriden via command line):
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if (settings.contains("config")) {
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ConfMan.loadConfigFile(settings["config"]);
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settings.erase("config");
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} else {
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ConfMan.loadDefaultConfigFile();
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}
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// Update the config file
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ConfMan.set("versioninfo", gScummVMVersion, Common::ConfigManager::kApplicationDomain);
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if (settings.contains("debuglevel")) {
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gDebugLevel = (int)strtol(settings["debuglevel"].c_str(), 0, 10);
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printf("Debuglevel (from command line): %d\n", gDebugLevel);
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settings.erase("debuglevel"); // This option should not be passed to ConfMan.
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} else if (ConfMan.hasKey("debuglevel"))
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gDebugLevel = ConfMan.getInt("debuglevel");
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// Look for special debug flags
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if (settings.contains("debugflags")) {
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specialDebug = settings["debugflags"];
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settings.erase("debugflags");
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}
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// Load the plugins
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PluginManager::instance().loadPlugins();
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// Handle commands passed via the command line (like --list-targets and
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// --list-games). This must be done after the config file and the plugins
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// have been loaded.
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// FIXME: The way are are doing this is rather arbitrary at this time.
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// E.g. --version and --help are very similar, but are still handled
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// inside parseCommandLine. This should be unified.
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if (command == "list-targets") {
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listTargets();
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exit(0);
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} else if (command == "list-games") {
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listGames();
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exit(0);
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}
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// Process the remaining command line settings
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GameDetector detector;
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detector.processSettings(command, settings);
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#if defined(__SYMBIAN32__) || defined(_WIN32_WCE)
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// init keymap support here: we wanna move this somewhere else?
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GUI::Actions::init(detector._gameid);
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#endif
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#ifdef PALMOS_68K
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ArgsFree(argv);
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#endif
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// Init the backend. Must take place after all config data (including
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// the command line params) was read.
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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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// Setup a dummy palette, for the mouse cursor, in case an error
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// dialog has to be shown. See bug #1097467.
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setupDummyPalette(system);
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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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// FIXME: We're now looping the launcher. This, of course, doesn't
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// work as well as it should. In theory everything should be destroyed
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// 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
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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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int result = runGame(detector, system, specialDebug);
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if (result == 0)
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break;
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// There are some command-line options that it's
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// unlikely that we want to preserve now that we're
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// going to start a different game.
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ConfMan.removeKey("boot_param", ConfMan.kTransientDomain);
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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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// Deinit the timer
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delete Common::g_timer;
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return 0;
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}
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