scummvm/base/main.cpp
Eugene Sandulenko 859212df25 Implement translation support for ScummVM GUI.
Based on patch #2903830: "Updated Translation Prototype" by alexbevi
which in turn is based on patch #1739965 by jvprat.

Currently it builds all translations right into ScummVM. Once the
feature will be accepted more widely, i.e. more translations will
pop up, it will be trivial to move translation strings to external
file.

Finished translation: Russian
Unfinished translation: Hungarian

Things which are nice to do:
 - Language code -> language mapping for more user friendness
 - Specifying fonts to be used with language
 - Updating of interface language without restart. It will require
   moving of much code to reflowLayout() methods for each dialog

The .po files must be in single byte encodings. I.e. no support
for Unicode.

svn-id: r49759
2010-06-15 10:44:51 +00:00

444 lines
14 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 "engines/metaengine.h"
#include "base/commandLine.h"
#include "base/plugins.h"
#include "base/version.h"
#include "common/archive.h"
#include "common/config-manager.h"
#include "common/debug.h"
#include "common/debug-channels.h"
#include "common/events.h"
#include "common/EventRecorder.h"
#include "common/file.h"
#include "common/fs.h"
#include "common/system.h"
#include "common/tokenizer.h"
#include "common/translation.h"
#include "gui/GuiManager.h"
#include "gui/message.h"
#include "gui/error.h"
#include "sound/audiocd.h"
#include "backends/keymapper/keymapper.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() {
// Discard any command line options. Those that affect the graphics
// mode 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();
#if defined(_WIN32_WCE)
CELauncherDialog dlg;
#elif defined(__DC__)
DCLauncherDialog dlg;
#else
GUI::LauncherDialog dlg;
#endif
return (dlg.runModal() != -1);
}
static const EnginePlugin *detectPlugin() {
const EnginePlugin *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");
// Set last selected game, that the game will be highlighted
// on RTL
ConfMan.set("lastselectedgame", ConfMan.getActiveDomainName(), Common::ConfigManager::kApplicationDomain);
ConfMan.flushToDisk();
}
gameid.toLowercase();
ConfMan.set("gameid", gameid);
// Query the plugins and find one that will handle the specified gameid
printf(_t("User picked target '%s' (gameid '%s')...\n"), ConfMan.getActiveDomainName().c_str(), gameid.c_str());
printf(_t(" Looking for a plugin supporting this gameid... "));
GameDescriptor game = EngineMan.findGame(gameid, &plugin);
if (plugin == 0) {
printf(_t("failed\n"));
warning(_t("%s is an invalid gameid. Use the --list-games option to list supported gameid"), gameid.c_str());
return 0;
} else {
printf("%s\n", plugin->getName());
}
// FIXME: Do we really need this one?
printf(_t(" Starting '%s'\n"), game.description().c_str());
return plugin;
}
// TODO: specify the possible return values here
static Common::Error runGame(const EnginePlugin *plugin, OSystem &system, const Common::String &edebuglevels) {
// Determine the game data path, for validation and error messages
Common::FSNode dir(ConfMan.get("path"));
Common::Error err = Common::kNoError;
Engine *engine = 0;
// Verify that the game path refers to an actual directory
if (!(dir.exists() && dir.isDirectory()))
err = Common::kInvalidPathError;
// Create the game engine
if (err == Common::kNoError)
err = (*plugin)->createInstance(&system, &engine);
// Check for errors
if (!engine || err != Common::kNoError) {
// TODO: An errorDialog for this and engine related errors is displayed already in the scummvm_main function
// Is a separate dialog here still required?
//GUI::displayErrorDialog("ScummVM could not find any game in the specified directory!");
const char *errMsg = _(Common::errorToString(err));
warning(_t("%s failed to instantiate engine: %s (target '%s', path '%s')"),
plugin->getName(),
errMsg,
ConfMan.getActiveDomainName().c_str(),
dir.getPath().c_str()
);
// Autoadded is set only when no path was provided and
// the game is run from command line.
//
// Thus, we remove this garbage entry
//
// Fixes bug #1544799
if (ConfMan.hasKey("autoadded")) {
ConfMan.removeGameDomain(ConfMan.getActiveDomainName().c_str());
}
return err;
}
// Set the window caption to the game name
Common::String caption(ConfMan.get("description"));
if (caption.empty()) {
caption = EngineMan.findGame(ConfMan.get("gameid")).description();
}
if (caption.empty())
caption = ConfMan.getActiveDomainName(); // Use the domain (=target) name
if (!caption.empty()) {
system.setWindowCaption(caption.c_str());
}
//
// Setup various paths in the SearchManager
//
// Add the game path to the directory search list
SearchMan.addDirectory(dir.getPath(), dir, 0, 4);
// Add extrapath (if any) to the directory search list
if (ConfMan.hasKey("extrapath")) {
dir = Common::FSNode(ConfMan.get("extrapath"));
SearchMan.addDirectory(dir.getPath(), dir);
}
// If a second extrapath is specified on the app domain level, add that as well.
if (ConfMan.hasKey("extrapath", Common::ConfigManager::kApplicationDomain)) {
dir = Common::FSNode(ConfMan.get("extrapath", Common::ConfigManager::kApplicationDomain));
SearchMan.addDirectory(dir.getPath(), dir);
}
// On creation the engine should have set up all debug levels so we can use
// the command line arugments here
Common::StringTokenizer tokenizer(edebuglevels, " ,");
while (!tokenizer.empty()) {
Common::String token = tokenizer.nextToken();
if (!DebugMan.enableDebugChannel(token))
warning(_("Engine does not support debug level '%s'"), token.c_str());
}
// Inform backend that the engine is about to be run
system.engineInit();
// Run the engine
Common::Error result = engine->run();
// Inform backend that the engine finished
system.engineDone();
// We clear all debug levels again even though the engine should do it
DebugMan.clearAllDebugChannels();
// Free up memory
delete engine;
// Reset the file/directory mappings
SearchMan.clear();
// Return result (== 0 means no error)
return result;
}
static void setupGraphics(OSystem &system) {
system.beginGFXTransaction();
// Set the user specified graphics mode (if any).
system.setGraphicsMode(ConfMan.get("gfx_mode").c_str());
system.initSize(320, 200);
if (ConfMan.hasKey("aspect_ratio"))
system.setFeatureState(OSystem::kFeatureAspectRatioCorrection, ConfMan.getBool("aspect_ratio"));
if (ConfMan.hasKey("fullscreen"))
system.setFeatureState(OSystem::kFeatureFullscreenMode, ConfMan.getBool("fullscreen"));
system.endGFXTransaction();
// When starting up launcher for the first time, the user might have specified
// a --gui-theme option, to allow that option to be working, we need to initialize
// GUI here.
// FIXME: Find a nicer way to allow --gui-theme to be working
GUI::GuiManager::instance();
// Set initial window caption
system.setWindowCaption(gScummVMFullVersion);
// Clear the main screen
system.fillScreen(0);
}
static void setupKeymapper(OSystem &system) {
#ifdef ENABLE_KEYMAPPER
using namespace Common;
Keymapper *mapper = system.getEventManager()->getKeymapper();
Keymap *globalMap = new Keymap("global");
Action *act;
HardwareKeySet *keySet;
keySet = system.getHardwareKeySet();
// Query backend for hardware keys and register them
mapper->registerHardwareKeySet(keySet);
// Now create the global keymap
act = new Action(globalMap, "MENU", _("Menu"), kGenericActionType, kSelectKeyType);
act->addKeyEvent(KeyState(KEYCODE_F5, ASCII_F5, 0));
act = new Action(globalMap, "SKCT", _("Skip"), kGenericActionType, kActionKeyType);
act->addKeyEvent(KeyState(KEYCODE_ESCAPE, ASCII_ESCAPE, 0));
act = new Action(globalMap, "PAUS", _("Pause"), kGenericActionType, kStartKeyType);
act->addKeyEvent(KeyState(KEYCODE_SPACE, ' ', 0));
act = new Action(globalMap, "SKLI", _("Skip line"), kGenericActionType, kActionKeyType);
act->addKeyEvent(KeyState(KEYCODE_PERIOD, '.', 0));
act = new Action(globalMap, "VIRT", _("Display keyboard"), kVirtualKeyboardActionType);
act->addKeyEvent(KeyState(KEYCODE_F7, ASCII_F7, 0));
act = new Action(globalMap, "REMP", _("Remap keys"), kKeyRemapActionType);
act->addKeyEvent(KeyState(KEYCODE_F8, ASCII_F8, 0));
mapper->addGlobalKeymap(globalMap);
mapper->pushKeymap("global");
#endif
}
extern "C" int scummvm_main(int argc, const char * const 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);
// Enable translation
TransMan.setLanguage(ConfMan.get("gui_language").c_str());
// 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.
Common::Error res;
if ((res = Base::processSettings(command, settings)) != Common::kArgumentNotProcessed)
return res;
// Init the backend. Must take place after all config data (including
// the command line params) was read.
system.initBackend();
setupGraphics(system);
// Init the event manager. As the virtual keyboard is loaded here, it must
// take place after the backend is initiated and the screen has been setup
system.getEventManager()->init();
// Directly after initializing the event manager, we will initialize our
// event recorder.
//
// TODO: This is just to match the current behavior, when we further extend
// our event recorder, we might do this at another place. Or even change
// the whole API for that ;-).
g_eventRec.init();
// Now as the event manager is created, setup the keymapper
setupKeymapper(system);
// Unless a game was specified, show the launcher dialog
if (0 == ConfMan.getActiveDomain())
launcherDialog();
// 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 EnginePlugin *plugin = detectPlugin();
if (plugin) {
// Unload all plugins not needed for this game,
// to save memory
PluginManager::instance().unloadPluginsExcept(PLUGIN_TYPE_ENGINE, plugin);
// Try to run the game
Common::Error result = runGame(plugin, system, specialDebug);
// Did an error occur ?
if (result != Common::kNoError) {
// Shows an informative error dialog if starting the selected game failed.
GUI::displayErrorDialog(result, _("Error running game:"));
}
// Quit unless an error occurred, or Return to launcher was requested
#ifndef FORCE_RTL
if (result == 0 && !g_system->getEventManager()->shouldRTL())
break;
#endif
// Reset RTL flag in case we want to load another engine
g_system->getEventManager()->resetRTL();
#ifdef FORCE_RTL
g_system->getEventManager()->resetQuit();
#endif
// 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 {
// A dialog would be nicer, but we don't have any
// screen to draw on yet.
warning(_("Could not find any engine capable of running the selected game"));
GUI::displayErrorDialog(_("Could not find any engine capable of running the selected game"));
}
// We will destroy the AudioCDManager singleton here to save some memory.
// This will not make the CD audio stop, one would have to enable this:
//AudioCD.stop();
// but the engine is responsible for stopping CD playback anyway and
// this way we catch engines not doing it properly. For some more
// information about why AudioCDManager::destroy does not stop the CD
// playback read the FIXME in sound/audiocd.h
Audio::AudioCDManager::destroy();
// reset the graphics to default
setupGraphics(system);
launcherDialog();
}
PluginManager::instance().unloadPlugins();
PluginManager::destroy();
Common::ConfigManager::destroy();
Common::SearchManager::destroy();
GUI::GuiManager::destroy();
return 0;
}