scummvm/base/main.cpp
Thierry Crozat 3ae52a61af COMMON: Add referencing and destruction of the OSDMessageQueue instance
Registering the OSDMessageQueue instance as an event source is now done
right after the event manager is initialised. This ensures that it is created in a
sensible place and not for example in another thread). Also registering the
event source is moved to a separate function instead of being in the constructor
to remove any issue in case some code tries to display a OSD Message very early
on (the instance would be created then, but it would be registered as an event
source later).
2016-10-29 15:13:32 +01:00

640 lines
21 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.
*
*/
/*! \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.
*/
// FIXME: Avoid using printf
#define FORBIDDEN_SYMBOL_EXCEPTION_printf
#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" /* for debug manager */
#include "common/events.h"
#include "gui/EventRecorder.h"
#include "common/fs.h"
#ifdef ENABLE_EVENTRECORDER
#include "common/recorderfile.h"
#endif
#include "common/system.h"
#include "common/textconsole.h"
#include "common/tokenizer.h"
#include "common/translation.h"
#include "common/osd_message_queue.h"
#include "gui/gui-manager.h"
#include "gui/error.h"
#include "audio/mididrv.h"
#include "audio/musicplugin.h" /* for music manager */
#include "graphics/cursorman.h"
#include "graphics/fontman.h"
#include "graphics/yuv_to_rgb.h"
#ifdef USE_FREETYPE2
#include "graphics/fonts/ttf.h"
#endif
#include "backends/keymapper/keymapper.h"
#ifdef USE_CLOUD
#ifdef USE_LIBCURL
#include "backends/cloud/cloudmanager.h"
#include "backends/networking/curl/connectionmanager.h"
#endif
#ifdef USE_SDL_NET
#include "backends/networking/sdl_net/localwebserver.h"
#endif
#endif
#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
#ifdef USE_UPDATES
#include "gui/updates-dialog.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("User picked target '%s' (gameid '%s')...\n", ConfMan.getActiveDomainName().c_str(), gameid.c_str());
printf(" Looking for a plugin supporting this gameid... ");
GameDescriptor game = EngineMan.findGame(gameid, &plugin);
if (plugin == 0) {
printf("failed\n");
warning("%s is an invalid gameid. Use the --list-games option to list supported gameid", gameid.c_str());
} else {
printf("%s\n Starting '%s'\n", plugin->getName(), 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;
#if defined(SDL_BACKEND) && defined(USE_OPENGL) && defined(USE_RGB_COLOR)
// HACK: We set up the requested graphics mode setting here to allow the
// backend to switch from Surface SDL to OpenGL if necessary. This is
// needed because otherwise the g_system->getSupportedFormats might return
// bad values.
g_system->beginGFXTransaction();
g_system->setGraphicsMode(ConfMan.get("gfx_mode").c_str());
if (g_system->endGFXTransaction() != OSystem::kTransactionSuccess) {
warning("Switching graphics mode to '%s' failed", ConfMan.get("gfx_mode").c_str());
return Common::kUnknownError;
}
#endif
// Verify that the game path refers to an actual directory
if (!dir.exists()) {
err = Common::kPathDoesNotExist;
} else if (!dir.isDirectory()) {
err = Common::kPathNotDirectory;
}
// Create the game engine
if (err.getCode() == Common::kNoError) {
// Set default values for all of the custom engine options
// Appareantly some engines query them in their constructor, thus we
// need to set this up before instance creation.
const ExtraGuiOptions engineOptions = (*plugin)->getExtraGuiOptions(Common::String());
for (uint i = 0; i < engineOptions.size(); i++) {
ConfMan.registerDefault(engineOptions[i].configOption, engineOptions[i].defaultState);
}
err = (*plugin)->createInstance(&system, &engine);
}
// Check for errors
if (!engine || err.getCode() != Common::kNoError) {
// Print a warning; note that scummvm_main will also
// display an error dialog, so we don't have to do this here.
warning("%s failed to instantiate engine: %s (target '%s', path '%s')",
plugin->getName(),
err.getDesc().c_str(),
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
engine->initializePath(dir);
// 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.
// However, since the default hasKey() and get() check the app domain level,
// verify that it's not already there before adding it. The search manager will
// check for that too, so this check is mostly to avoid a warning message.
if (ConfMan.hasKey("extrapath", Common::ConfigManager::kApplicationDomain)) {
Common::String extraPath = ConfMan.get("extrapath", Common::ConfigManager::kApplicationDomain);
if (!SearchMan.hasArchive(extraPath)) {
dir = Common::FSNode(extraPath);
SearchMan.addDirectory(dir.getPath(), dir);
}
}
// On creation the engine should have set up all debug levels so we can use
// the command line arguments here
Common::StringTokenizer tokenizer(edebuglevels, " ,");
while (!tokenizer.empty()) {
Common::String token = tokenizer.nextToken();
if (token.equalsIgnoreCase("all"))
DebugMan.enableAllDebugChannels();
else if (!DebugMan.enableDebugChannel(token))
warning(_("Engine does not support debug level '%s'"), token.c_str());
}
// Initialize any game-specific keymaps
engine->initKeymap();
// 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();
// Clean up any game-specific keymaps
engine->deinitKeymap();
// Free up memory
delete engine;
// We clear all debug levels again even though the engine should do it
DebugMan.clearAllDebugChannels();
// 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"));
if (ConfMan.hasKey("filtering"))
system.setFeatureState(OSystem::kFeatureFilteringMode, ConfMan.getBool("filtering"));
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();
HardwareInputSet *inputSet = system.getHardwareInputSet();
// Query backend for hardware keys and register them
mapper->registerHardwareInputSet(inputSet);
// Now create the global keymap
Keymap *primaryGlobalKeymap = new Keymap(kGlobalKeymapName);
Action *act;
act = new Action(primaryGlobalKeymap, "MENU", _("Menu"));
act->addEvent(EVENT_MAINMENU);
act = new Action(primaryGlobalKeymap, "SKCT", _("Skip"));
act->addKeyEvent(KeyState(KEYCODE_ESCAPE, ASCII_ESCAPE, 0));
act = new Action(primaryGlobalKeymap, "PAUS", _("Pause"));
act->addKeyEvent(KeyState(KEYCODE_SPACE, ' ', 0));
act = new Action(primaryGlobalKeymap, "SKLI", _("Skip line"));
act->addKeyEvent(KeyState(KEYCODE_PERIOD, '.', 0));
#ifdef ENABLE_VKEYBD
act = new Action(primaryGlobalKeymap, "VIRT", _("Display keyboard"));
act->addEvent(EVENT_VIRTUAL_KEYBOARD);
#endif
act = new Action(primaryGlobalKeymap, "REMP", _("Remap keys"));
act->addEvent(EVENT_KEYMAPPER_REMAP);
act = new Action(primaryGlobalKeymap, "FULS", _("Toggle fullscreen"));
act->addKeyEvent(KeyState(KEYCODE_RETURN, ASCII_RETURN, KBD_ALT));
mapper->addGlobalKeymap(primaryGlobalKeymap);
mapper->pushKeymap(kGlobalKeymapName, true);
// Get the platform-specific global keymap (if it exists)
Keymap *platformGlobalKeymap = system.getGlobalKeymap();
if (platformGlobalKeymap) {
String platformGlobalKeymapName = platformGlobalKeymap->getName();
mapper->addGlobalKeymap(platformGlobalKeymap);
mapper->pushKeymap(platformGlobalKeymapName, true);
}
#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 overridden 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");
} else if (ConfMan.hasKey("debugflags"))
specialDebug = ConfMan.get("debugflags");
if (settings.contains("debug-channels-only"))
gDebugChannelsOnly = true;
PluginManager::instance().init();
PluginManager::instance().loadAllPlugins(); // load plugins for cached plugin manager
// If we received an invalid music parameter via command line we check this here.
// We can't check this before loading the music plugins.
// On the other hand we cannot load the plugins before we know the file paths (in case of external plugins).
if (settings.contains("music-driver")) {
if (MidiDriver::getMusicType(MidiDriver::getDeviceHandle(settings["music-driver"])) == MT_INVALID) {
warning("Unrecognized music driver '%s'. Switching to default device", settings["music-driver"].c_str());
settings["music-driver"] = "auto";
}
}
// Process the remaining command line settings. Must be done after the
// config file and the plugins have been loaded.
Common::Error res;
// TODO: deal with settings that require plugins to be loaded
if (Base::processSettings(command, settings, res)) {
if (res.getCode() != Common::kNoError)
warning("%s", res.getDesc().c_str());
return res.getCode();
}
// Init the backend. Must take place after all config data (including
// the command line params) was read.
system.initBackend();
// If we received an invalid graphics mode parameter via command line
// we check this here. We can't do it until after the backend is inited,
// or there won't be a graphics manager to ask for the supported modes.
if (settings.contains("gfx-mode")) {
const OSystem::GraphicsMode *gm = g_system->getSupportedGraphicsModes();
Common::String option = settings["gfx-mode"];
bool isValid = false;
while (gm->name && !isValid) {
isValid = !scumm_stricmp(gm->name, option.c_str());
gm++;
}
if (!isValid) {
warning("Unrecognized graphics mode '%s'. Switching to default mode", option.c_str());
settings["gfx-mode"] = "default";
}
}
if (settings.contains("disable-display")) {
ConfMan.setInt("disable-display", 1, Common::ConfigManager::kTransientDomain);
}
setupGraphics(system);
// Init the different managers that are used by the engines.
// Do it here to prevent fragmentation later
system.getAudioCDManager();
MusicManager::instance();
Common::DebugManager::instance();
// 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();
#ifdef ENABLE_EVENTRECORDER
// 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.RegisterEventSource();
#endif
Common::OSDMessageQueue::instance().registerEventSource();
// Now as the event manager is created, setup the keymapper
setupKeymapper(system);
#ifdef USE_UPDATES
if (!ConfMan.hasKey("updates_check")) {
GUI::UpdatesDialog dlg;
dlg.runModal();
}
#endif
#if defined(USE_CLOUD) && defined(USE_LIBCURL)
CloudMan.init();
CloudMan.syncSaves();
#endif
// 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);
#ifdef ENABLE_EVENTRECORDER
Common::String recordMode = ConfMan.get("record_mode");
Common::String recordFileName = ConfMan.get("record_file_name");
if (recordMode == "record") {
g_eventRec.init(g_eventRec.generateRecordFileName(ConfMan.getActiveDomainName()), GUI::EventRecorder::kRecorderRecord);
} else if (recordMode == "playback") {
g_eventRec.init(recordFileName, GUI::EventRecorder::kRecorderPlayback);
} else if ((recordMode == "info") && (!recordFileName.empty())) {
Common::PlaybackFile record;
record.openRead(recordFileName);
debug("info:author=%s name=%s description=%s", record.getHeader().author.c_str(), record.getHeader().name.c_str(), record.getHeader().description.c_str());
break;
}
#endif
// Try to run the game
Common::Error result = runGame(plugin, system, specialDebug);
#ifdef ENABLE_EVENTRECORDER
// Flush Event recorder file. The recorder does not get reinitialized for next game
// which is intentional. Only single game per session is allowed.
g_eventRec.deinit();
#endif
#if defined(UNCACHED_PLUGINS) && defined(DYNAMIC_MODULES)
// do our best to prevent fragmentation by unloading as soon as we can
PluginManager::instance().unloadPluginsExcept(PLUGIN_TYPE_ENGINE, NULL, false);
// reallocate the config manager to get rid of any fragmentation
ConfMan.defragment();
#endif
// Did an error occur ?
if (result.getCode() != Common::kNoError && result.getCode() != Common::kUserCanceled) {
// 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.getCode() == Common::kNoError && !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
#ifdef ENABLE_EVENTRECORDER
if (g_eventRec.checkForContinueGame()) {
continue;
}
#endif
// At this point, we usually return to the launcher. However, the
// game may have requested that one or more other games be "chained"
// to the current one, with optional save slots to start the games
// at. At the time of writing, this is used for the Maniac Mansion
// easter egg in Day of the Tentacle.
Common::String chainedGame;
int saveSlot = -1;
ChainedGamesMan.pop(chainedGame, saveSlot);
// 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();
if (!chainedGame.empty()) {
if (saveSlot != -1) {
ConfMan.setInt("save_slot", saveSlot, Common::ConfigManager::kTransientDomain);
}
// Start the chained game
ConfMan.setActiveDomain(chainedGame);
} else {
// Clear the active config domain
ConfMan.setActiveDomain("");
}
PluginManager::instance().loadAllPlugins(); // only for cached manager
} else {
GUI::displayErrorDialog(_("Could not find any engine capable of running the selected game"));
// Clear the active domain
ConfMan.setActiveDomain("");
}
// reset the graphics to default
setupGraphics(system);
if (0 == ConfMan.getActiveDomain()) {
launcherDialog();
}
}
#ifdef USE_CLOUD
#ifdef USE_SDL_NET
Networking::LocalWebserver::destroy();
#endif
#ifdef USE_LIBCURL
Networking::ConnectionManager::destroy();
//I think it's important to destroy it after ConnectionManager
Cloud::CloudManager::destroy();
#endif
#endif
PluginManager::instance().unloadAllPlugins();
PluginManager::destroy();
GUI::GuiManager::destroy();
Common::ConfigManager::destroy();
Common::DebugManager::destroy();
Common::OSDMessageQueue::destroy();
#ifdef ENABLE_EVENTRECORDER
GUI::EventRecorder::destroy();
#endif
Common::SearchManager::destroy();
#ifdef USE_TRANSLATION
Common::TranslationManager::destroy();
#endif
MusicManager::destroy();
Graphics::CursorManager::destroy();
Graphics::FontManager::destroy();
#ifdef USE_FREETYPE2
Graphics::shutdownTTF();
#endif
EngineManager::destroy();
Graphics::YUVToRGBManager::destroy();
return 0;
}