scummvm/base/main.cpp
Nicolas Bacca 8ea92dedab Support for new CE backend launcher
svn-id: r12601
2004-01-26 07:32:25 +00:00

360 lines
11 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2004 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.
*
* $Header$
*
*/
/*! \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 "stdafx.h"
#include "base/engine.h"
#include "base/gameDetector.h"
#include "base/plugins.h"
#include "common/config-manager.h"
#include "common/scaler.h" // For GFX_NORMAL
#include "common/timer.h"
#include "gui/newgui.h"
#include "gui/launcher.h"
#include "gui/message.h"
#ifdef _WIN32_WCE
#include "backends/wince/CELauncherDialog.h"
#endif
/*
* Version string and build date string. These can be used by anything that
* wants to display this information to the user (e.g. about dialog).
*
* Note: it would be very nice if we could instead of (or in addition to) the
* build date present a date which corresponds to the date our source files
* were last changed. To understand the difference, imagine that a user
* makes a checkout of CVS on January 1, then after a week compiles it
* (e.g. after doing a 'make clean'). The build date then will say January 8
* even though the files were last changed on January 1.
*
* Another problem is that __DATE__/__TIME__ depend on the local time zone.
*
* It's clear that such a "last changed" date would be much more useful to us
* for feedback purposes. After all, when somebody files a bug report, we
* don't care about the build date, we want to know which date their checkout
* was made. This is even more important now since anon CVS lags a few
* days behind developer CVS.
*
* So, how could we implement this? At least on unix systems, a special script
* could do it. Basically, that script would run over all .cpp/.h files and
* parse the CVS 'Header' keyword we have in our file headers.
* That line contains a date/time in GMT. Now, the script just has to collect
* all these times and find the latest. This time then would be inserted into
* a header file or so (common/date.h ?) which engine.cpp then could
* include and put into a global variable analog to gScummVMBuildDate.
*
* Drawback: scanning all source/header files will be rather slow. Also, this
* only works on systems which can run powerful enough scripts (so I guess
* Visual C++ would be out of the game here? don't know VC enough to be sure).
*
* Another approach would be to somehow get CVS to update a global file
* (e.g. LAST_CHANGED) whenever any checkins are made. That would be
* faster and work w/o much "logic" on the client side, in particular no
* scripts have to be run. The problem with this is that I am not even
* sure it's actually possible! Modifying files during commit time is trivial
* to setup, but I have no idea if/how one can also change files which are not
* currently being commit'ed.
*/
const char *gScummVMVersion = "0.5.7cvs";
const char *gScummVMBuildDate = __DATE__ " " __TIME__;
const char *gScummVMFullVersion = "ScummVM 0.5.7cvs (" __DATE__ " " __TIME__ ")";
#if defined(WIN32) && defined(NO_CONSOLE)
#include <cstdio>
#define STDOUT_FILE TEXT("stdout.txt")
#define STDERR_FILE TEXT("stderr.txt")
#endif
#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 (ALLEGRO_BACKEND)
#include "allegro.h"
#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 (signal %d)", sig_num);
}
#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 int 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);
#ifndef _WIN32_WCE
GUI::LauncherDialog dlg(detector);
#else
CELauncherDialog dlg(detector);
#endif
return dlg.runModal();
}
static void runGame(GameDetector &detector, OSystem *system) {
OSystem::Property prop;
// Set the window caption to the game name
Common::String caption(ConfMan.get("description", detector._targetName));
if (caption.isEmpty() && detector._game.description)
caption = detector._game.description;
if (caption.isEmpty())
caption = detector._targetName;
if (!caption.isEmpty()) {
prop.caption = caption.c_str();
system->property(OSystem::PROP_SET_WINDOW_CAPTION, &prop);
}
// See if the game should default to 1x scaler
if (!ConfMan.hasKey("gfx_mode", detector._targetName) &&
(detector._game.features & GF_DEFAULT_TO_1X_SCALER)) {
prop.gfx_mode = GFX_NORMAL;
system->property(OSystem::PROP_SET_GFX_MODE, &prop);
} else {
// Override global scaler with any game-specific define
if (ConfMan.hasKey("gfx_mode")) {
prop.gfx_mode = detector.parseGraphicsMode(ConfMan.get("gfx_mode"));
system->property(OSystem::PROP_SET_GFX_MODE, &prop);
}
}
// (De)activate fullscreen mode as determined by the config settings
if (ConfMan.getBool("fullscreen") != (system->property(OSystem::PROP_GET_FULLSCREEN, 0) != 0))
system->property(OSystem::PROP_TOGGLE_FULLSCREEN, 0);
// Create the game engine
Engine *engine = detector.createEngine(system);
assert(engine);
// Run the game engine
engine->go();
// Stop all sound processing now (this prevents some race conditions later on)
system->clear_sound_proc();
// Free up memory
delete engine;
};
#ifndef _WIN32_WCE
int main(int argc, char *argv[]) {
#else
extern "C" int scummvm_main(GameDetector &detector, int argc, char *argv[]) {
#endif
OSystem::Property prop;
#if defined(UNIX)
/* On Unix, do a quick endian / alignement check before starting */
do_memory_test();
#endif
// Code copied from SDL_main
#if defined(WIN32) && defined(NO_CONSOLE)
/* Flush the output in case anything is queued */
fclose(stdout);
fclose(stderr);
/* Redirect standard input and standard output */
FILE *newfp = freopen(STDOUT_FILE, "w", stdout);
if (newfp == NULL) { /* This happens on NT */
#if !defined(stdout)
stdout = fopen(STDOUT_FILE, "w");
#else
newfp = fopen(STDOUT_FILE, "w");
if (newfp) {
*stdout = *newfp;
}
#endif
}
newfp = freopen(STDERR_FILE, "w", stderr);
if (newfp == NULL) { /* This happens on NT */
#if !defined(stderr)
stderr = fopen(STDERR_FILE, "w");
#else
newfp = fopen(STDERR_FILE, "w");
if (newfp) {
*stderr = *newfp;
}
#endif
}
setlinebuf(stdout); /* Line buffered */
setbuf(stderr, NULL); /* No buffering */
#endif //defined(WIN32) && defined(USE_CONSOLE)
// Update the config file
ConfMan.set("versioninfo", gScummVMVersion, Common::ConfigManager::kApplicationDomain);
// Load the plugins
PluginManager::instance().loadPlugins();
// Parse the command line information
#ifndef _WIN32_WCE
GameDetector detector;
#endif
detector.parseCommandLine(argc, argv);
// Create the system object
OSystem *system = OSystem::instance();
// Create the timer services
g_timer = new Timer(system);
// Set initial window caption
prop.caption = gScummVMFullVersion;
system->property(OSystem::PROP_SET_WINDOW_CAPTION, &prop);
// Unless a game was specified, show the launcher dialog
if (detector._targetName.isEmpty())
launcherDialog(detector, system);
// Uncomment the while loop, and the launcherDialog call, to allow
// returning to the Launcher after an engine quit. Disabled currently
// as it probably leaks memory like a sieve.
//while(1) {
// Verify the given game name is a valid supported game
if (detector.detectMain()) {
runGame(detector, system);
// launcherDialog(detector, system);
}
//}
// ...and quit (the return 0 should never be reached)
system->quit();
delete system;
return 0;
}
// allegro needs this for some reason...
#if defined(ALLEGRO_BACKEND)
END_OF_MAIN();
#endif
/*
#if !defined(__PALM_OS__) && !defined(_WIN32_WCE)
void *operator new(size_t size) {
return memset(malloc(size), 0xE7, size);
}
void operator delete(void *ptr) {
free(ptr);
}
#undef free
void free_check(void *ptr) {
if ((unsigned long)ptr == 0xE7E7E7E7UL) {
printf("ERROR: freeing 0xE7E7E7E7\n");
exit(1);
}
if ((unsigned long)ptr & 1) {
warning("Freeing odd address 0x%x", ptr);
}
free(ptr);
}
#endif
*/