/* 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/internal_version.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/launcher.h" #include "gui/message.h" #include "sound/mididrv.h" #ifdef _WIN32_WCE #include "backends/wince/CELauncherDialog.h" #endif #ifdef __DC__ #include "backends/dc/DCLauncherDialog.h" #endif #ifdef PALMOS_68K #include "args.h" #endif #ifdef __SYMBIAN32__ #include "gui/Actions.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 = SCUMMVM_VERSION; const char *gScummVMBuildDate = __DATE__ " " __TIME__; const char *gScummVMVersionDate = SCUMMVM_VERSION " (" __DATE__ " " __TIME__ ")"; const char *gScummVMFullVersion = "ScummVM " SCUMMVM_VERSION " (" __DATE__ " " __TIME__ ")"; const char *gScummVMFeatures = "" #ifdef USE_TREMOR "Tremor " #else #ifdef USE_VORBIS "Vorbis " #endif #endif #ifdef USE_FLAC "FLAC " #endif #ifdef USE_MAD "MP3 " #endif #ifdef USE_ALSA "ALSA " #endif #ifdef USE_ZLIB "zLib " #endif #ifdef USE_MPEG2 "MPEG2 " #endif #ifdef USE_FLUIDSYNTH "FluidSynth " #endif #ifdef __SYMBIAN32__ // we want a list of compiled in engines visible in the program, // because we also release special builds with only one engine #include "backends/symbian/src/main_features.inl" #endif ; /** * The debug level. Initially set to -1, indicating that no debug output * should be shown. Positive values usually imply an increasing number of * debug output shall be generated, the higher the value, the more verbose the * information (although the exact semantics are up to the engines). */ int gDebugLevel = -1; 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, (detector._force1xOverlay ? 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 Common::File::addDefaultDirectory(ConfMan.get("path")); // 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()); } Common::File::addDefaultDirectoryRecursive(ConfMan.get("path")); // 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; } #ifdef _WIN32_WCE extern "C" int scummvm_main(GameDetector &detector, int argc, char *argv[]) { #else extern "C" int scummvm_main(int argc, char *argv[]) { #endif char *cfgFilename = NULL; Common::String specialDebug = ""; char *s=NULL;//argv[1]; SumthinWicked says: cannot assume that argv!=NULL here! eg. Symbian's CEBasicAppUI::SDLStartL() calls as main(0,NULL), if you want to change plz #ifdef __SYMBIAN32__ bool running = true; // Quick preparse of command-line, looking for alt configfile path for (int i = argc - 1; i >= 1; i--) { s = argv[i]; bool shortOpt = !scumm_strnicmp(s, "-c", 2); bool longOpt = !strncmp(s, "--config", 8); if (shortOpt || longOpt) { if (longOpt) { if (strlen(s) < 9) continue; s+=9; } if (shortOpt) { if (strlen(s) < 2) continue; s+=2; } if (*s == '\0') break; cfgFilename = s; break; } } if (cfgFilename != NULL) ConfMan.loadConfigFile(cfgFilename); else ConfMan.loadDefaultConfigFile(); if (ConfMan.hasKey("debuglevel")) gDebugLevel = ConfMan.getInt("debuglevel"); // Update the config file ConfMan.set("versioninfo", gScummVMVersion, Common::ConfigManager::kApplicationDomain); // Quick preparse of command-line, looking for special debug flags for (int ii = argc - 1; ii >= 1; ii--) { s = argv[ii]; bool found = !strncmp(s, "--debugflags", 12); if (found) { if (strlen(s) < 13) continue; s+=13; if (*s == '\0') break; specialDebug = s; break; } } // Load the plugins PluginManager::instance().loadPlugins(); // Parse the command line information #ifndef _WIN32_WCE GameDetector detector; #endif #ifdef __SYMBIAN32__ // init keymap support here: we wanna move this somewhere else? GUI::Actions::init(detector); #endif // Ensure the system object exists (it may have already been created // at an earlier point, though!) OSystem &system = OSystem::instance(); detector.parseCommandLine(argc, argv); #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); // Unless a game was specified, show the launcher dialog if (detector._targetName.empty()) running = launcherDialog(detector, system); else // Setup a dummy palette, for the mouse cursor, in case an error // dialog has to be shown. See bug #1097467. setupDummyPalette(system); // 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; // There are some command-line options that it's // unlikely that we want to preserve now that we're // going to start a different game. ConfMan.removeKey("boot_param", ConfMan.kTransientDomain); ConfMan.removeKey("save_slot", ConfMan.kTransientDomain); // PluginManager::instance().unloadPlugins(); PluginManager::instance().loadPlugins(); } running = launcherDialog(detector, system); } // ...and quit (the return 0 should never be reached) delete Common::g_timer; system.quit(); error("If you are seeing this, your OSystem backend is not working properly"); return 0; }