mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 18:02:05 +00:00
a6bee87990
I reduced memory fragmentation using 2 principles: Plugins should be loaded for as little time as possible, and long lasting memory allocations should be allocated before plugins are loaded. There might still be a little fragmentation left. Note that command line settings that require plugins to be loaded don't work yet, but they didn't work (properly) before either. svn-id: r54097
469 lines
15 KiB
C++
469 lines
15 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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/*! \mainpage %ScummVM Source Reference
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*
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* These pages contains a cross referenced documentation for the %ScummVM source code,
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* generated with Doxygen (http://www.doxygen.org) directly from the source.
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* Currently not much is actually properly documented, but at least you can get an overview
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* of almost all the classes, methods and variables, and how they interact.
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*/
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#include "engines/engine.h"
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#include "engines/metaengine.h"
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#include "base/commandLine.h"
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#include "base/plugins.h"
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#include "base/version.h"
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#include "common/archive.h"
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#include "common/config-manager.h"
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#include "common/debug.h"
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#include "common/debug-channels.h"
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#include "common/events.h"
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#include "common/EventRecorder.h"
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#include "common/file.h"
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#include "common/fs.h"
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#include "common/system.h"
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#include "common/tokenizer.h"
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#include "common/translation.h"
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#include "gui/GuiManager.h"
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#include "gui/message.h"
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#include "gui/error.h"
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#include "sound/audiocd.h"
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#include "sound/mididrv.h"
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#include "backends/keymapper/keymapper.h"
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#if defined(_WIN32_WCE)
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#include "backends/platform/wince/CELauncherDialog.h"
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#elif defined(__DC__)
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#include "backends/platform/dc/DCLauncherDialog.h"
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#else
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#include "gui/launcher.h"
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#endif
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static bool launcherDialog() {
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// Discard any command line options. Those that affect the graphics
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// mode and the others (like bootparam etc.) should not
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// blindly be passed to the first game launched from the launcher.
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ConfMan.getDomain(Common::ConfigManager::kTransientDomain)->clear();
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#if defined(_WIN32_WCE)
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CELauncherDialog dlg;
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#elif defined(__DC__)
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DCLauncherDialog dlg;
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#else
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GUI::LauncherDialog dlg;
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#endif
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return (dlg.runModal() != -1);
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}
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static const EnginePlugin *detectPlugin() {
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const EnginePlugin *plugin = 0;
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// Make sure the gameid is set in the config manager, and that it is lowercase.
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Common::String gameid(ConfMan.getActiveDomainName());
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assert(!gameid.empty());
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if (ConfMan.hasKey("gameid")) {
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gameid = ConfMan.get("gameid");
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// Set last selected game, that the game will be highlighted
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// on RTL
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ConfMan.set("lastselectedgame", ConfMan.getActiveDomainName(), Common::ConfigManager::kApplicationDomain);
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ConfMan.flushToDisk();
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}
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gameid.toLowercase();
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ConfMan.set("gameid", gameid);
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// Query the plugins and find one that will handle the specified gameid
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printf("User picked target '%s' (gameid '%s')...\n", ConfMan.getActiveDomainName().c_str(), gameid.c_str());
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printf("%s", " Looking for a plugin supporting this gameid... ");
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#if defined(ONE_PLUGIN_AT_A_TIME) && defined(DYNAMIC_MODULES)
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GameDescriptor game = EngineMan.findGameOnePluginAtATime(gameid, &plugin);
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#else
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GameDescriptor game = EngineMan.findGame(gameid, &plugin);
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#endif
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if (plugin == 0) {
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printf("failed\n");
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warning("%s is an invalid gameid. Use the --list-games option to list supported gameid", gameid.c_str());
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return 0;
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} else {
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printf("%s\n", plugin->getName());
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}
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// FIXME: Do we really need this one?
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printf(" Starting '%s'\n", game.description().c_str());
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return plugin;
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}
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// TODO: specify the possible return values here
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static Common::Error runGame(const EnginePlugin *plugin, OSystem &system, const Common::String &edebuglevels) {
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// Determine the game data path, for validation and error messages
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Common::FSNode dir(ConfMan.get("path"));
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Common::Error err = Common::kNoError;
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Engine *engine = 0;
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// Verify that the game path refers to an actual directory
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if (!(dir.exists() && dir.isDirectory()))
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err = Common::kInvalidPathError;
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// Create the game engine
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if (err == Common::kNoError)
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err = (*plugin)->createInstance(&system, &engine);
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// Check for errors
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if (!engine || err != Common::kNoError) {
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// TODO: An errorDialog for this and engine related errors is displayed already in the scummvm_main function
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// Is a separate dialog here still required?
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//GUI::displayErrorDialog("ScummVM could not find any game in the specified directory!");
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const char *errMsg = _(Common::errorToString(err));
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warning("%s failed to instantiate engine: %s (target '%s', path '%s')",
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plugin->getName(),
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errMsg,
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ConfMan.getActiveDomainName().c_str(),
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dir.getPath().c_str()
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);
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// Autoadded is set only when no path was provided and
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// the game is run from command line.
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//
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// Thus, we remove this garbage entry
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//
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// Fixes bug #1544799
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if (ConfMan.hasKey("autoadded")) {
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ConfMan.removeGameDomain(ConfMan.getActiveDomainName().c_str());
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}
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return err;
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}
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// Set the window caption to the game name
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Common::String caption(ConfMan.get("description"));
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if (caption.empty()) {
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caption = EngineMan.findGame(ConfMan.get("gameid")).description();
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}
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if (caption.empty())
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caption = ConfMan.getActiveDomainName(); // Use the domain (=target) name
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if (!caption.empty()) {
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system.setWindowCaption(caption.c_str());
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}
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//
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// Setup various paths in the SearchManager
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//
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// Add the game path to the directory search list
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SearchMan.addDirectory(dir.getPath(), dir, 0, 4);
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// Add extrapath (if any) to the directory search list
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if (ConfMan.hasKey("extrapath")) {
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dir = Common::FSNode(ConfMan.get("extrapath"));
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SearchMan.addDirectory(dir.getPath(), dir);
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}
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// If a second extrapath is specified on the app domain level, add that as well.
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if (ConfMan.hasKey("extrapath", Common::ConfigManager::kApplicationDomain)) {
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dir = Common::FSNode(ConfMan.get("extrapath", Common::ConfigManager::kApplicationDomain));
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SearchMan.addDirectory(dir.getPath(), dir);
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}
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// On creation the engine should have set up all debug levels so we can use
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// the command line arugments here
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Common::StringTokenizer tokenizer(edebuglevels, " ,");
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while (!tokenizer.empty()) {
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Common::String token = tokenizer.nextToken();
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if (!DebugMan.enableDebugChannel(token))
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warning(_("Engine does not support debug level '%s'"), token.c_str());
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}
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// Inform backend that the engine is about to be run
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system.engineInit();
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// Run the engine
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Common::Error result = engine->run();
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#if defined(ONE_PLUGIN_AT_A_TIME) && defined(DYNAMIC_MODULES)
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// do our best to prevent fragmentation by unloading as soon as we can
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PluginManager::instance().unloadPluginsExcept(PLUGIN_TYPE_ENGINE, NULL, false);
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#endif
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// Inform backend that the engine finished
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system.engineDone();
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// We clear all debug levels again even though the engine should do it
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DebugMan.clearAllDebugChannels();
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// Free up memory
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delete engine;
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// Reset the file/directory mappings
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SearchMan.clear();
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// Return result (== 0 means no error)
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return result;
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}
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static void setupGraphics(OSystem &system) {
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system.beginGFXTransaction();
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// Set the user specified graphics mode (if any).
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system.setGraphicsMode(ConfMan.get("gfx_mode").c_str());
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system.initSize(320, 200);
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if (ConfMan.hasKey("aspect_ratio"))
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system.setFeatureState(OSystem::kFeatureAspectRatioCorrection, ConfMan.getBool("aspect_ratio"));
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if (ConfMan.hasKey("fullscreen"))
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system.setFeatureState(OSystem::kFeatureFullscreenMode, ConfMan.getBool("fullscreen"));
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system.endGFXTransaction();
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// When starting up launcher for the first time, the user might have specified
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// a --gui-theme option, to allow that option to be working, we need to initialize
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// GUI here.
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// FIXME: Find a nicer way to allow --gui-theme to be working
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GUI::GuiManager::instance();
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// Set initial window caption
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system.setWindowCaption(gScummVMFullVersion);
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// Clear the main screen
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system.fillScreen(0);
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}
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static void setupKeymapper(OSystem &system) {
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#ifdef ENABLE_KEYMAPPER
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using namespace Common;
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Keymapper *mapper = system.getEventManager()->getKeymapper();
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Keymap *globalMap = new Keymap("global");
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Action *act;
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HardwareKeySet *keySet;
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keySet = system.getHardwareKeySet();
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// Query backend for hardware keys and register them
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mapper->registerHardwareKeySet(keySet);
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// Now create the global keymap
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act = new Action(globalMap, "MENU", _("Menu"), kGenericActionType, kSelectKeyType);
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act->addKeyEvent(KeyState(KEYCODE_F5, ASCII_F5, 0));
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act = new Action(globalMap, "SKCT", _("Skip"), kGenericActionType, kActionKeyType);
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act->addKeyEvent(KeyState(KEYCODE_ESCAPE, ASCII_ESCAPE, 0));
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act = new Action(globalMap, "PAUS", _("Pause"), kGenericActionType, kStartKeyType);
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act->addKeyEvent(KeyState(KEYCODE_SPACE, ' ', 0));
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act = new Action(globalMap, "SKLI", _("Skip line"), kGenericActionType, kActionKeyType);
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act->addKeyEvent(KeyState(KEYCODE_PERIOD, '.', 0));
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act = new Action(globalMap, "VIRT", _("Display keyboard"), kVirtualKeyboardActionType);
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act->addKeyEvent(KeyState(KEYCODE_F7, ASCII_F7, 0));
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act = new Action(globalMap, "REMP", _("Remap keys"), kKeyRemapActionType);
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act->addKeyEvent(KeyState(KEYCODE_F8, ASCII_F8, 0));
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mapper->addGlobalKeymap(globalMap);
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mapper->pushKeymap("global");
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#endif
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}
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extern "C" int scummvm_main(int argc, const char * const argv[]) {
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Common::String specialDebug;
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Common::String command;
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// Verify that the backend has been initialized (i.e. g_system has been set).
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assert(g_system);
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OSystem &system = *g_system;
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// Register config manager defaults
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Base::registerDefaults();
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// Parse the command line
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Common::StringMap settings;
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command = Base::parseCommandLine(settings, argc, argv);
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// Load the config file (possibly overridden via command line):
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if (settings.contains("config")) {
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ConfMan.loadConfigFile(settings["config"]);
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settings.erase("config");
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} else {
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ConfMan.loadDefaultConfigFile();
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}
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// Update the config file
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ConfMan.set("versioninfo", gScummVMVersion, Common::ConfigManager::kApplicationDomain);
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// Load and setup the debuglevel and the debug flags. We do this at the
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// soonest possible moment to ensure debug output starts early on, if
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// requested.
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if (settings.contains("debuglevel")) {
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gDebugLevel = (int)strtol(settings["debuglevel"].c_str(), 0, 10);
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printf("Debuglevel (from command line): %d\n", gDebugLevel);
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settings.erase("debuglevel"); // This option should not be passed to ConfMan.
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} else if (ConfMan.hasKey("debuglevel"))
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gDebugLevel = ConfMan.getInt("debuglevel");
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if (settings.contains("debugflags")) {
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specialDebug = settings["debugflags"];
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settings.erase("debugflags");
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}
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#if defined(ONE_PLUGIN_AT_A_TIME) && defined(DYNAMIC_MODULES)
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// Only load non-engine plugins and first engine plugin initially in this case.
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PluginManager::instance().loadNonEnginePluginsAndEnumerate();
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#else
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// Load the plugins.
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PluginManager::instance().loadPlugins();
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#endif
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// If we received an invalid music parameter via command line we check this here.
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// We can't check this before loading the music plugins.
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// On the other hand we cannot load the plugins before we know the file paths (in case of external plugins).
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if (settings.contains("music-driver")) {
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if (MidiDriver::getMusicType(MidiDriver::getDeviceHandle(settings["music-driver"])) == MT_INVALID) {
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warning("Unrecognized music driver '%s'. Switching to default device", settings["music-driver"].c_str());
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settings["music-driver"] = "auto";
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}
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}
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// Process the remaining command line settings. Must be done after the
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// config file and the plugins have been loaded.
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Common::Error res;
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// TODO: deal with settings that require plugins to be loaded
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if ((res = Base::processSettings(command, settings)) != Common::kArgumentNotProcessed)
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return res;
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// Init the backend. Must take place after all config data (including
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// the command line params) was read.
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system.initBackend();
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setupGraphics(system);
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// Init the event manager. As the virtual keyboard is loaded here, it must
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// take place after the backend is initiated and the screen has been setup
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system.getEventManager()->init();
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// Directly after initializing the event manager, we will initialize our
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// event recorder.
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//
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// TODO: This is just to match the current behavior, when we further extend
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// our event recorder, we might do this at another place. Or even change
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// the whole API for that ;-).
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g_eventRec.init();
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// Now as the event manager is created, setup the keymapper
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setupKeymapper(system);
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// Unless a game was specified, show the launcher dialog
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if (0 == ConfMan.getActiveDomain())
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launcherDialog();
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// FIXME: We're now looping the launcher. This, of course, doesn't
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// work as well as it should. In theory everything should be destroyed
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// cleanly, so this is now enabled to encourage people to fix bits :)
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while (0 != ConfMan.getActiveDomain()) {
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// Try to find a plugin which feels responsible for the specified game.
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const EnginePlugin *plugin = detectPlugin();
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if (plugin) {
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// Unload all plugins not needed for this game,
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// to save memory
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PluginManager::instance().unloadPluginsExcept(PLUGIN_TYPE_ENGINE, plugin);
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// Try to run the game
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Common::Error result = runGame(plugin, system, specialDebug);
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// Did an error occur ?
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if (result != Common::kNoError) {
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// Shows an informative error dialog if starting the selected game failed.
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GUI::displayErrorDialog(result, _("Error running game:"));
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}
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// Quit unless an error occurred, or Return to launcher was requested
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#ifndef FORCE_RTL
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if (result == 0 && !g_system->getEventManager()->shouldRTL())
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break;
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#endif
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// Reset RTL flag in case we want to load another engine
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g_system->getEventManager()->resetRTL();
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#ifdef FORCE_RTL
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g_system->getEventManager()->resetQuit();
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#endif
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// Discard any command line options. It's unlikely that the user
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// wanted to apply them to *all* games ever launched.
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ConfMan.getDomain(Common::ConfigManager::kTransientDomain)->clear();
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// Clear the active config domain
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ConfMan.setActiveDomain("");
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// PluginManager::instance().unloadPlugins();
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#if !defined(ONE_PLUGIN_AT_A_TIME)
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PluginManager::instance().loadPlugins();
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#endif
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} else {
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GUI::displayErrorDialog(_("Could not find any engine capable of running the selected game"));
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}
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// We will destroy the AudioCDManager singleton here to save some memory.
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// This will not make the CD audio stop, one would have to enable this:
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//AudioCD.stop();
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// but the engine is responsible for stopping CD playback anyway and
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// this way we catch engines not doing it properly. For some more
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// information about why AudioCDManager::destroy does not stop the CD
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// playback read the FIXME in sound/audiocd.h
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Audio::AudioCDManager::destroy();
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// reset the graphics to default
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setupGraphics(system);
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launcherDialog();
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}
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PluginManager::instance().unloadPlugins();
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PluginManager::destroy();
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GUI::GuiManager::destroy();
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Common::ConfigManager::destroy();
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Common::SearchManager::destroy();
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Common::TranslationManager::destroy();
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return 0;
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}
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