/* 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 "backends/fs/fs.h" #include "base/engine.h" #include "base/commandLine.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 namespace Base { // TODO: Find a better place for this function. GameDescriptor findGame(const Common::String &gameName, const Plugin **plugin) { // Find the GameDescriptor for this target const PluginList &plugins = PluginManager::instance().getPlugins(); GameDescriptor result; if (plugin) *plugin = 0; PluginList::const_iterator iter = plugins.begin(); for (iter = plugins.begin(); iter != plugins.end(); ++iter) { result = (*iter)->findGame(gameName.c_str()); if (!result.gameid.empty()) { if (plugin) *plugin = *iter; break; } } return result; } } // End of namespace Base 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(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); system.endGFXTransaction(); // Clear the main screen system.clearScreen(); // Setup a dummy palette, for the mouse cursor setupDummyPalette(system); #if defined(_WIN32_WCE) CELauncherDialog dlg; #elif defined(__DC__) DCLauncherDialog dlg; #else GUI::LauncherDialog dlg; #endif return (dlg.runModal() != -1); } static const Plugin *detectMain() { const Plugin *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"); gameid.toLowercase(); ConfMan.set("gameid", gameid); // Query the plugins and find one that will handle the specified gameid printf("Looking for %s\n", gameid.c_str()); GameDescriptor game = Base::findGame(gameid, &plugin); if (plugin == 0) { printf("Failed game detection\n"); warning("%s is an invalid gameid. Use the --list-games option to list supported gameid", gameid.c_str()); return 0; } // FIXME: Do we really need this one? printf("Trying to start game '%s'\n", game.description.c_str()); return plugin; } static int runGame(const Plugin *plugin, OSystem &system, const Common::String &edebuglevels) { Common::String gameDataPath(ConfMan.get("path")); if (gameDataPath.empty()) { } else if (gameDataPath.lastChar() != '/' #if defined(__MORPHOS__) || defined(__amigaos4__) && gameDataPath.lastChar() != ':' #endif && gameDataPath.lastChar() != '\\') { gameDataPath += '/'; ConfMan.set("path", gameDataPath, Common::ConfigManager::kTransientDomain); } // We add it here, so MD5-based detection will be able to // read mixed case files if (ConfMan.hasKey("path")) { Common::String path(ConfMan.get("path")); FilesystemNode dir(path); if (!dir.isDirectory()) { warning("Game directory does not exist (%s)", path.c_str()); return 0; } Common::File::addDefaultDirectory(path); } else { warning("No path was provided. Assuming the data files are in the current directory"); Common::File::addDefaultDirectory("."); } // Create the game engine Engine *engine = 0; PluginError err = plugin->createInstance(&system, &engine); if (!engine || err != kNoError) { // TODO: Show an error dialog or so? // TODO: Also take 'err' into consideration... //GUI::MessageDialog alert("ScummVM could not find any game in the specified directory!"); //alert.runModal(); warning("Failed to instantiate engine for target %s", ConfMan.getActiveDomainName().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")); Common::String desc = Base::findGame(ConfMan.get("gameid")).description; if (caption.empty() && !desc.empty()) caption = desc; if (caption.empty()) caption = ConfMan.getActiveDomainName(); // Use the domain (=target) name 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(); // 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; // 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); #ifdef PALMOS_68K ArgsFree(argv); #endif // 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); // 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. if (!Base::processSettings(command, settings)) return 0; #if defined(__SYMBIAN32__) || defined(_WIN32_WCE) // Init keymap support. // FIXME: Fingolfin seez: Now that we don't use a detector anymore, this // could and should be moved to your OSystem::initBackend() method :-) GUI::Actions::init(); #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 (0 == ConfMan.getActiveDomain()) { launcherDialog(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 (0 != ConfMan.getActiveDomain()) { // Verify the given game name is a valid supported game const Plugin *plugin = detectMain(); if (plugin) { // Unload all plugins not needed for this game, // to save memory PluginManager::instance().unloadPluginsExcept(plugin); int result = runGame(plugin, 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(); // Clear the active config domain ConfMan.setActiveDomain(""); // PluginManager::instance().unloadPlugins(); PluginManager::instance().loadPlugins(); } launcherDialog(system); } // Deinit the timer delete Common::g_timer; return 0; }