scummvm/base/main.cpp

336 lines
10 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
/*! \mainpage %ScummVM Source Reference
*
* These pages contains a cross referenced documentation for the %ScummVM source code,
* generated with Doxygen (http://www.doxygen.org) directly from the source.
* Currently not much is actually properly documented, but at least you can get an overview
* of almost all the classes, methods and variables, and how they interact.
*/
#include "engines/engine.h"
#include "base/commandLine.h"
#include "base/plugins.h"
#include "base/version.h"
#include "common/config-manager.h"
#include "common/file.h"
#include "common/fs.h"
#include "common/system.h"
#include "gui/newgui.h"
#include "gui/message.h"
#if defined(_WIN32_WCE)
#include "backends/platform/wince/CELauncherDialog.h"
#elif defined(__DC__)
#include "backends/platform/dc/DCLauncherDialog.h"
#else
#include "gui/launcher.h"
#endif
static bool launcherDialog(OSystem &system) {
system.beginGFXTransaction();
// Set the user specified graphics mode (if any).
system.setGraphicsMode(ConfMan.get("gfx_mode").c_str());
system.initSize(320, 200);
system.endGFXTransaction();
// Set initial window caption
system.setWindowCaption(gScummVMFullVersion);
// Clear the main screen
system.clearScreen();
#if defined(_WIN32_WCE)
CELauncherDialog dlg;
#elif defined(__DC__)
DCLauncherDialog dlg;
#else
GUI::LauncherDialog dlg;
#endif
return (dlg.runModal() != -1);
}
static const Plugin *detectPlugin() {
const Plugin *plugin = 0;
// Make sure the gameid is set in the config manager, and that it is lowercase.
Common::String gameid(ConfMan.getActiveDomainName());
assert(!gameid.empty());
if (ConfMan.hasKey("gameid"))
gameid = ConfMan.get("gameid");
gameid.toLowercase();
ConfMan.set("gameid", gameid);
// Query the plugins and find one that will handle the specified gameid
printf("Looking for %s\n", gameid.c_str());
GameDescriptor game = Base::findGame(gameid, &plugin);
if (plugin == 0) {
printf("Failed game detection\n");
warning("%s is an invalid gameid. Use the --list-games option to list supported gameid", gameid.c_str());
return 0;
}
// FIXME: Do we really need this one?
printf("Trying to start game '%s'\n", game.description().c_str());
return plugin;
}
// TODO: specify the possible return values here
static int runGame(const Plugin *plugin, OSystem &system, const Common::String &edebuglevels) {
Common::String gameDataPath(ConfMan.get("path"));
if (gameDataPath.empty()) {
} else if (gameDataPath.lastChar() != '/'
#if defined(__MORPHOS__) || defined(__amigaos4__)
&& gameDataPath.lastChar() != ':'
#endif
&& gameDataPath.lastChar() != '\\') {
gameDataPath += '/';
ConfMan.set("path", gameDataPath, Common::ConfigManager::kTransientDomain);
}
// We add the game "path" to the file search path via File::addDefaultDirectory(),
// so that MD5-based detection will be able to properly find files with mixed case
// filenames.
// FIXME/TODO: Fingolfin still doesn't like this; if those MD5-based detectors used
// FSNodes instead of File::open, they wouldn't have to do this.
Common::String path;
if (ConfMan.hasKey("path")) {
path = ConfMan.get("path");
FilesystemNode dir(path);
if (!dir.isDirectory()) {
warning("Game directory does not exist (%s)", path.c_str());
return 0;
}
} else {
path = ".";
warning("No path was provided. Assuming the data files are in the current directory");
}
Common::File::addDefaultDirectory(path);
// Create the game engine
Engine *engine = 0;
PluginError err = plugin->createInstance(&system, &engine);
if (!engine || err != kNoError) {
// TODO: Show an error dialog or so?
// TODO: Also take 'err' into consideration...
//GUI::MessageDialog alert("ScummVM could not find any game in the specified directory!");
//alert.runModal();
const char *errMsg = 0;
switch (err) {
case kInvalidPathError:
errMsg = "Invalid game path";
break;
case kNoGameDataFoundError:
errMsg = "Unable to locate game data";
break;
default:
errMsg = "Unknown error";
}
warning("%s failed to instantiate engine: %s (target '%s', path '%s')",
plugin->getName(),
errMsg,
ConfMan.getActiveDomainName().c_str(),
path.c_str()
);
return 0;
}
// Set the window caption to the game name
Common::String caption(ConfMan.get("description"));
Common::String desc = Base::findGame(ConfMan.get("gameid")).description();
if (caption.empty() && !desc.empty())
caption = desc;
if (caption.empty())
caption = ConfMan.getActiveDomainName(); // Use the domain (=target) name
if (!caption.empty()) {
system.setWindowCaption(caption.c_str());
}
if (ConfMan.hasKey("path"))
Common::File::addDefaultDirectory(ConfMan.get("path"));
else
Common::File::addDefaultDirectory(".");
// Add extrapath (if any) to the directory search list
if (ConfMan.hasKey("extrapath"))
Common::File::addDefaultDirectoryRecursive(ConfMan.get("extrapath"));
if (ConfMan.hasKey("extrapath", Common::ConfigManager::kApplicationDomain))
Common::File::addDefaultDirectoryRecursive(ConfMan.get("extrapath", Common::ConfigManager::kApplicationDomain));
#ifdef DATA_PATH
// Add the global DATA_PATH to the directory search list
Common::File::addDefaultDirectoryRecursive(DATA_PATH);
#endif
// On creation the engine should've set up all debug levels so we can use
// the command line arugments here
Common::enableSpecialDebugLevelList(edebuglevels);
// Inform backend that the engine is about to be run
system.engineInit();
int result;
// Init the engine (this might change the screen parameters)
// TODO: We should specify what return values
result = engine->init();
// Run the game engine if the initialization was successful.
if (result == 0) {
result = engine->go();
} else {
// TODO: Set an error flag, notify user about the problem
}
// Inform backend that the engine finished
system.engineDone();
// We clear all debug levels again even though the engine should do it
Common::clearAllSpecialDebugLevels();
// Free up memory
delete engine;
// Reset the file/directory mappings
Common::File::resetDefaultDirectories();
return 0;
}
extern "C" int scummvm_main(int argc, char *argv[]) {
Common::String specialDebug;
Common::String command;
// Verify that the backend has been initialized (i.e. g_system has been set).
assert(g_system);
OSystem &system = *g_system;
// Register config manager defaults
Base::registerDefaults();
// Parse the command line
Common::StringMap settings;
command = Base::parseCommandLine(settings, argc, argv);
// Load the config file (possibly overriden via command line):
if (settings.contains("config")) {
ConfMan.loadConfigFile(settings["config"]);
settings.erase("config");
} else {
ConfMan.loadDefaultConfigFile();
}
// Update the config file
ConfMan.set("versioninfo", gScummVMVersion, Common::ConfigManager::kApplicationDomain);
// Load and setup the debuglevel and the debug flags. We do this at the
// soonest possible moment to ensure debug output starts early on, if
// requested.
if (settings.contains("debuglevel")) {
gDebugLevel = (int)strtol(settings["debuglevel"].c_str(), 0, 10);
printf("Debuglevel (from command line): %d\n", gDebugLevel);
settings.erase("debuglevel"); // This option should not be passed to ConfMan.
} else if (ConfMan.hasKey("debuglevel"))
gDebugLevel = ConfMan.getInt("debuglevel");
if (settings.contains("debugflags")) {
specialDebug = settings["debugflags"];
settings.erase("debugflags");
}
// Load the plugins.
PluginManager::instance().loadPlugins();
// Process the remaining command line settings. Must be done after the
// config file and the plugins have been loaded.
if (!Base::processSettings(command, settings))
return 0;
// Init the backend. Must take place after all config data (including
// the command line params) was read.
system.initBackend();
// Unless a game was specified, show the launcher dialog
if (0 == ConfMan.getActiveDomain()) {
launcherDialog(system);
// Discard any command line options. Those that affect the graphics
// mode etc. already have should have been handled by the backend at
// this point. And the others (like bootparam etc.) should not
// blindly be passed to the first game launched from the launcher.
ConfMan.getDomain(Common::ConfigManager::kTransientDomain)->clear();
}
// FIXME: We're now looping the launcher. This, of course, doesn't
// work as well as it should. In theory everything should be destroyed
// cleanly, so this is now enabled to encourage people to fix bits :)
while (0 != ConfMan.getActiveDomain()) {
// Try to find a plugin which feels responsible for the specified game.
const Plugin *plugin = detectPlugin();
if (plugin) {
// Unload all plugins not needed for this game,
// to save memory
PluginManager::instance().unloadPluginsExcept(plugin);
// Try to run the game
int result = runGame(plugin, system, specialDebug);
// TODO: We should keep running if starting the selected game failed
// (so instead of just quitting, show a nice error dialog to the
// user and let him pick another game).
if (result == 0)
break;
// Discard any command line options. It's unlikely that the user
// wanted to apply them to *all* games ever launched.
ConfMan.getDomain(Common::ConfigManager::kTransientDomain)->clear();
// Clear the active config domain
ConfMan.setActiveDomain("");
// PluginManager::instance().unloadPlugins();
PluginManager::instance().loadPlugins();
} else {
GUI::MessageDialog alert("Could not find any engine capable of running the selected game!");
alert.runModal();
}
launcherDialog(system);
}
return 0;
}