/* 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. * * $URL$ * $Id$ * */ /*! \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 "engines/engine.h" #include "engines/metaengine.h" #include "base/commandLine.h" #include "base/plugins.h" #include "base/version.h" #include "common/config-manager.h" #include "common/events.h" #include "common/file.h" #include "common/fs.h" #include "common/system.h" #include "gui/newgui.h" #include "gui/message.h" #include "gui/ThemeEngine.h" #include "gui/ThemeParser.h" #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 static bool launcherDialog(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")); system.endGFXTransaction(); // Set initial window caption system.setWindowCaption(gScummVMFullVersion); // Clear the main screen system.clearScreen(); #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"); 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()); return 0; } else { printf("%s\n", plugin->getName()); } // FIXME: Do we really need this one? printf(" Starting '%s'\n", game.description().c_str()); return plugin; } // TODO: specify the possible return values here static int runGame(const EnginePlugin *plugin, OSystem &system, const Common::String &edebuglevels) { // Query the game data path, for messages Common::String path = ConfMan.hasKey("path") ? ConfMan.get("path") : "."; // 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(); const char *errMsg = 0; switch (err) { case kInvalidPathError: errMsg = "Invalid game path"; break; case kNoGameDataFoundError: errMsg = "Unable to locate game data"; break; default: errMsg = "Unknown error"; } warning("%s failed to instantiate engine: %s (target '%s', path '%s')", plugin->getName(), errMsg, ConfMan.getActiveDomainName().c_str(), path.c_str() ); return 0; } // Set the window caption to the game name Common::String caption(ConfMan.get("description")); Common::String desc = EngineMan.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()); } // FIXME: at this moment, game path handling is being discussed in the mailing list, // while Common::File is being reworked under the hood. After commit 34444, which // changed the implementation of Common::File (specifically removing usage of fopen // and fOpenNoCase, which implicitly supported backslashes in file names), some games // stopped working. Example of this are the HE games which use subdirectories: Kirben // found this issue on lost-win-demo at first. Thus, in commit 34450, searching the // game path was made recursive as a temporary fix/workaround. // Add the game path to the directory search list Common::File::addDefaultDirectoryRecursive(path); // Add extrapath (if any) to the directory search list if (ConfMan.hasKey("extrapath")) Common::File::addDefaultDirectoryRecursive(ConfMan.get("extrapath")); // If a second extrapath is specified on the app domain level, add that as well. if (ConfMan.hasKey("extrapath", Common::ConfigManager::kApplicationDomain)) Common::File::addDefaultDirectoryRecursive(ConfMan.get("extrapath", Common::ConfigManager::kApplicationDomain)); #ifdef DATA_PATH // Add the global DATA_PATH to the directory search list Common::File::addDefaultDirectoryRecursive(DATA_PATH); #endif // On creation the engine should've set up all debug levels so we can use // the command line arugments here Common::enableSpecialDebugLevelList(edebuglevels); // Inform backend that the engine is about to be run system.engineInit(); // Init the engine (this might change the screen parameters) // TODO: We should specify what return values int result = engine->init(); // Run the game engine if the initialization was successful. if (result == 0) { result = engine->go(); } else { // TODO: Set an error flag, notify user about the problem } // Inform backend that the engine finished system.engineDone(); // We clear all debug levels again even though the engine should do it Common::clearAllSpecialDebugLevels(); // Free up memory delete engine; // Reset the file/directory mappings Common::File::resetDefaultDirectories(); // Return result (== 0 means no error) 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); // 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(); EngineMan.getPlugins(); // 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; // Init the backend. Must take place after all config data (including // the command line params) was read. system.initBackend(); // Unless a game was specified, show the launcher dialog if (0 == ConfMan.getActiveDomain()) { // 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(); launcherDialog(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 (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); // Try to run the game int result = runGame(plugin, system, specialDebug); // Did an error occur ? if (result != 0) { // TODO: Show an informative error dialog if starting the selected game failed. } // Quit unless an error occurred, or Return to launcher was requested if (result == 0 && !g_system->getEventManager()->shouldRTL()) break; // Reset RTL flag in case we want to load another engine g_system->getEventManager()->resetRTL(); // 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(); } else { // A dialog would be nicer, but we don't have any // screen to draw on yet. warning("Could not find any engine capable of running the selected game"); } launcherDialog(system); } PluginManager::instance().unloadPlugins(); PluginManager::destroy(); Common::ConfigManager::destroy(); GUI::NewGui::destroy(); return 0; }