scummvm/base/main.cpp
Max Horn c07fc494d2 oops
svn-id: r21910
2006-04-15 13:51:49 +00:00

359 lines
11 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2006 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., 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 "common/stdafx.h"
#include "base/engine.h"
#include "base/gameDetector.h"
#include "base/plugins.h"
#include "base/version.h"
#include "common/config-manager.h"
#include "common/file.h"
#include "common/system.h"
#include "common/timer.h"
#include "gui/newgui.h"
#include "gui/message.h"
#include "sound/mididrv.h"
#if defined(_WIN32_WCE)
#include "backends/wince/CELauncherDialog.h"
#elif defined(__DC__)
#include "backends/dc/DCLauncherDialog.h"
#else
#include "gui/launcher.h"
#endif
#ifdef PALMOS_68K
#include "args.h"
#endif
#ifdef __SYMBIAN32__
#include "gui/Actions.h"
#endif
/** List all supported game IDs, i.e. all games which any loaded plugin supports. */
void listGames() {
const PluginList &plugins = PluginManager::instance().getPlugins();
printf("Game ID Full Title \n"
"-------------------- ------------------------------------------------------\n");
PluginList::const_iterator iter = plugins.begin();
for (iter = plugins.begin(); iter != plugins.end(); ++iter) {
GameList list = (*iter)->getSupportedGames();
for (GameList::iterator v = list.begin(); v != list.end(); ++v) {
printf("%-20s %s\n", v->gameid.c_str(), v->description.c_str());
}
}
}
/** List all targets which are configured in the config file. */
void listTargets() {
using namespace Common;
const ConfigManager::DomainMap &domains = ConfMan.getGameDomains();
printf("Target Description \n"
"-------------------- ------------------------------------------------------\n");
ConfigManager::DomainMap::const_iterator iter = domains.begin();
for (iter = domains.begin(); iter != domains.end(); ++iter) {
String name(iter->_key);
String description(iter->_value.get("description"));
if (description.empty()) {
// FIXME: At this point, we should check for a "gameid" override
// to find the proper desc. In fact, the platform probably should
// be taken into account, too.
String gameid(name);
GameDescriptor g = GameDetector::findGame(gameid);
if (g.description.size() > 0)
description = g.description;
}
printf("%-20s %s\n", name.c_str(), description.c_str());
}
}
static void setupDummyPalette(OSystem &system) {
// 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 setMouseCursor_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.setPalette(dummy_palette, 0, 16);
}
static bool launcherDialog(GameDetector &detector, OSystem &system) {
system.beginGFXTransaction();
// Set the user specified graphics mode (if any).
system.setGraphicsMode(ConfMan.get("gfx_mode").c_str());
// Make GUI 640 x 400
system.initSize(320, 200, (ConfMan.getBool("force_1x_overlay") ? 1 : 2));
system.endGFXTransaction();
// Clear the main screen
system.clearScreen();
// Setup a dummy palette, for the mouse cursor
setupDummyPalette(system);
#if defined(_WIN32_WCE)
CELauncherDialog dlg(detector);
#elif defined(__DC__)
DCLauncherDialog dlg(detector);
#else
GUI::LauncherDialog dlg(detector);
#endif
return (dlg.runModal() != -1);
}
static int runGame(GameDetector &detector, OSystem &system, const Common::String &edebuglevels) {
// We add it here, so MD5-based detection will be able to
// read mixed case files
if (ConfMan.hasKey("path"))
Common::File::addDefaultDirectory(ConfMan.get("path"));
else
Common::File::addDefaultDirectory(".");
// Create the game engine
Engine *engine = detector.createEngine(&system);
if (!engine) {
// TODO: Show an error dialog or so?
//GUI::MessageDialog alert("ScummVM could not find any game in the specified directory!");
//alert.runModal();
warning("Failed to instantiate engine for target %s", detector._targetName.c_str());
return 0;
}
// Now the engine should've set up all debug levels so we can use the command line arugments here
Common::enableSpecialDebugLevelList(edebuglevels);
// Set the window caption to the game name
Common::String caption(ConfMan.get("description", detector._targetName));
Common::String desc = GameDetector::findGame(detector._gameid).description;
if (caption.empty() && !desc.empty())
caption = desc;
if (caption.empty())
caption = detector._targetName;
if (!caption.empty()) {
system.setWindowCaption(caption.c_str());
}
if (ConfMan.hasKey("path"))
Common::File::addDefaultDirectoryRecursive(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));
// As a last resort add current directory
Common::File::addDefaultDirectory(".");
int result;
// Init the engine (this might change the screen parameters
result = engine->init(detector);
// Run the game engine if the initialization was successful.
if (result == 0) {
result = engine->go();
}
// We clear all debug levels again even though the engine should do it
Common::clearAllSpecialDebugLevels();
// Free up memory
delete engine;
// Stop all sound processing now (this prevents some race conditions later on)
system.clearSoundCallback();
// Reset the file/directory mappings
Common::File::resetDefaultDirectories();
return result;
}
extern "C" int scummvm_main(int argc, char *argv[]) {
Common::String specialDebug;
Common::String command;
bool running = true;
// Verify that the backend has been initialized (i.e. g_system has been set).
assert(g_system);
OSystem &system = *g_system;
// Parse the command line
Common::StringMap settings;
command = GameDetector::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);
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");
// Look for special debug flags
if (settings.contains("debugflags")) {
specialDebug = settings["debugflags"];
settings.erase("debugflags");
}
// Load the plugins
PluginManager::instance().loadPlugins();
// Handle commands passed via the command line (like --list-targets and
// --list-games). This must be done after the config file and the plugins
// have been loaded.
// FIXME: The way are are doing this is rather arbitrary at this time.
// E.g. --version and --help are very similar, but are still handled
// inside parseCommandLine. This should be unified.
if (command == "list-targets") {
listTargets();
return 0;
} else if (command == "list-games") {
listGames();
return 0;
}
// Process the remaining command line settings
GameDetector detector;
detector.processSettings(command, settings);
#if defined(__SYMBIAN32__) || defined(_WIN32_WCE)
// init keymap support here: we wanna move this somewhere else?
GUI::Actions::init(detector._gameid);
#endif
#ifdef PALMOS_68K
ArgsFree(argv);
#endif
// Init the backend. Must take place after all config data (including
// the command line params) was read.
system.initBackend();
// Create the timer services
Common::g_timer = new Common::Timer(&system);
// Set initial window caption
system.setWindowCaption(gScummVMFullVersion);
// Setup a dummy palette, for the mouse cursor, in case an error
// dialog has to be shown. See bug #1097467.
setupDummyPalette(system);
// Unless a game was specified, show the launcher dialog
if (detector._targetName.empty()) {
running = launcherDialog(detector, 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 (running) {
// Verify the given game name is a valid supported game
if (detector.detectMain()) {
// Unload all plugins not needed for this game,
// to save memory
PluginManager::instance().unloadPluginsExcept(detector._plugin);
int result = runGame(detector, system, specialDebug);
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();
// TODO: Reset the game detector fully
// PluginManager::instance().unloadPlugins();
PluginManager::instance().loadPlugins();
}
running = launcherDialog(detector, system);
}
// Deinit the timer
delete Common::g_timer;
return 0;
}