mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-26 03:37:53 +00:00
78d7a276cf
svn-id: r34532
338 lines
11 KiB
C++
338 lines
11 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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 "engines/engine.h"
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#include "engines/metaengine.h"
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#include "base/commandLine.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/events.h"
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#include "common/file.h"
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#include "common/fs.h"
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#include "common/system.h"
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#include "gui/newgui.h"
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#include "gui/message.h"
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#if defined(_WIN32_WCE)
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#include "backends/platform/wince/CELauncherDialog.h"
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#elif defined(__DC__)
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#include "backends/platform/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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static bool launcherDialog(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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system.initSize(320, 200);
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if (ConfMan.hasKey("aspect_ratio"))
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system.setFeatureState(OSystem::kFeatureAspectRatioCorrection, ConfMan.getBool("aspect_ratio"));
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if (ConfMan.hasKey("fullscreen"))
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system.setFeatureState(OSystem::kFeatureFullscreenMode, ConfMan.getBool("fullscreen"));
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system.endGFXTransaction();
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// Set initial window caption
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system.setWindowCaption(gScummVMFullVersion);
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// Clear the main screen
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system.clearScreen();
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#if defined(_WIN32_WCE)
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CELauncherDialog dlg;
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#elif defined(__DC__)
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DCLauncherDialog dlg;
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#else
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GUI::LauncherDialog dlg;
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#endif
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return (dlg.runModal() != -1);
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}
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static const EnginePlugin *detectPlugin() {
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const EnginePlugin *plugin = 0;
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// Make sure the gameid is set in the config manager, and that it is lowercase.
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Common::String gameid(ConfMan.getActiveDomainName());
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assert(!gameid.empty());
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if (ConfMan.hasKey("gameid"))
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gameid = ConfMan.get("gameid");
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gameid.toLowercase();
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ConfMan.set("gameid", gameid);
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// Query the plugins and find one that will handle the specified gameid
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printf("User picked target '%s' (gameid '%s')...\n", ConfMan.getActiveDomainName().c_str(), gameid.c_str());
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printf(" Looking for a plugin supporting this gameid... ");
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GameDescriptor game = EngineMan.findGame(gameid, &plugin);
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if (plugin == 0) {
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printf("failed\n");
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warning("%s is an invalid gameid. Use the --list-games option to list supported gameid", gameid.c_str());
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return 0;
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} else {
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printf("%s\n", plugin->getName());
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}
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// FIXME: Do we really need this one?
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printf(" Starting '%s'\n", game.description().c_str());
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return plugin;
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}
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// TODO: specify the possible return values here
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static int runGame(const EnginePlugin *plugin, OSystem &system, const Common::String &edebuglevels) {
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// Query the game data path, for messages
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Common::String path = ConfMan.hasKey("path") ? ConfMan.get("path") : ".";
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// Create the game engine
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Engine *engine = 0;
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PluginError err = (*plugin)->createInstance(&system, &engine);
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if (!engine || err != kNoError) {
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// TODO: Show an error dialog or so?
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// TODO: Also take 'err' into consideration...
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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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const char *errMsg = 0;
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switch (err) {
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case kInvalidPathError:
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errMsg = "Invalid game path";
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break;
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case kNoGameDataFoundError:
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errMsg = "Unable to locate game data";
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break;
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default:
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errMsg = "Unknown error";
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}
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warning("%s failed to instantiate engine: %s (target '%s', path '%s')",
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plugin->getName(),
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errMsg,
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ConfMan.getActiveDomainName().c_str(),
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path.c_str()
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);
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return 0;
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}
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// Set the window caption to the game name
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Common::String caption(ConfMan.get("description"));
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Common::String desc = EngineMan.findGame(ConfMan.get("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 = ConfMan.getActiveDomainName(); // Use the domain (=target) name
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if (!caption.empty()) {
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system.setWindowCaption(caption.c_str());
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}
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// FIXME: at this moment, game path handling is being discussed in the mailing list,
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// while Common::File is being reworked under the hood. After commit 34444, which
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// changed the implementation of Common::File (specifically removing usage of fopen
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// and fOpenNoCase, which implicitly supported backslashes in file names), some games
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// stopped working. Example of this are the HE games which use subdirectories: Kirben
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// found this issue on lost-win-demo at first. Thus, in commit 34450, searching the
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// game path was made recursive as a temporary fix/workaround.
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// Add the game path to the directory search list
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Common::File::addDefaultDirectoryRecursive(path);
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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 a second extrapath is specified on the app domain level, add that as well.
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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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#ifdef DATA_PATH
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// Add the global DATA_PATH to the directory search list
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Common::File::addDefaultDirectoryRecursive(DATA_PATH);
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#endif
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// On creation the engine should've set up all debug levels so we can use
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// the command line arugments here
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Common::enableSpecialDebugLevelList(edebuglevels);
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// Inform backend that the engine is about to be run
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system.engineInit();
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// Init the engine (this might change the screen parameters)
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// TODO: We should specify what return values
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int result = engine->init();
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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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} else {
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// TODO: Set an error flag, notify user about the problem
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}
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// Inform backend that the engine finished
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system.engineDone();
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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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// Reset the file/directory mappings
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Common::File::resetDefaultDirectories();
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// Return result (== 0 means no error)
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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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// 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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// Register config manager defaults
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Base::registerDefaults();
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// Parse the command line
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Common::StringMap settings;
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command = Base::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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// Load and setup the debuglevel and the debug flags. We do this at the
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// soonest possible moment to ensure debug output starts early on, if
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// requested.
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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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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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EngineMan.getPlugins();
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// Process the remaining command line settings. Must be done after the
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// config file and the plugins have been loaded.
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if (!Base::processSettings(command, settings))
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return 0;
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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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// Unless a game was specified, show the launcher dialog
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if (0 == ConfMan.getActiveDomain()) {
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// Discard any command line options. Those that affect the graphics
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// mode etc. already have should have been handled by the backend at
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// this point. And the others (like bootparam etc.) should not
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// blindly be passed to the first game launched from the launcher.
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ConfMan.getDomain(Common::ConfigManager::kTransientDomain)->clear();
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launcherDialog(system);
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}
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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 (0 != ConfMan.getActiveDomain()) {
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// Try to find a plugin which feels responsible for the specified game.
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const EnginePlugin *plugin = detectPlugin();
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if (plugin) {
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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(PLUGIN_TYPE_ENGINE, plugin);
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// Try to run the game
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int result = runGame(plugin, system, specialDebug);
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// Did an error occur ?
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if (result != 0) {
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// TODO: Show an informative error dialog if starting the selected game failed.
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}
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// Quit unless an error occurred, or Return to launcher was requested
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if (result == 0 && !g_system->getEventManager()->shouldRTL())
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break;
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// Reset RTL flag in case we want to load another engine
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g_system->getEventManager()->resetRTL();
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// Discard any command line options. It's unlikely that the user
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// wanted to apply them to *all* games ever launched.
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ConfMan.getDomain(Common::ConfigManager::kTransientDomain)->clear();
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// Clear the active config domain
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ConfMan.setActiveDomain("");
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// PluginManager::instance().unloadPlugins();
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PluginManager::instance().loadPlugins();
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} else {
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// A dialog would be nicer, but we don't have any
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// screen to draw on yet.
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warning("Could not find any engine capable of running the selected game");
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}
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launcherDialog(system);
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}
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PluginManager::instance().unloadPlugins();
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PluginManager::destroy();
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Common::ConfigManager::destroy();
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GUI::NewGui::destroy();
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return 0;
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}
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