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|
/* 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.
*
*/
/*! \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.
*/
// FIXME: Avoid using printf
#define FORBIDDEN_SYMBOL_EXCEPTION_printf
#include "engines/engine.h"
#include "engines/metaengine.h"
#include "base/commandLine.h"
#include "base/plugins.h"
#include "base/version.h"
#include "common/archive.h"
#include "common/config-manager.h"
#include "common/debug.h"
#include "common/debug-channels.h" /* for debug manager */
#include "common/events.h"
#include "gui/EventRecorder.h"
#include "common/fs.h"
#ifdef ENABLE_EVENTRECORDER
#include "common/recorderfile.h"
#endif
#include "common/system.h"
#include "common/textconsole.h"
#include "common/tokenizer.h"
#include "common/translation.h"
#include "gui/gui-manager.h"
#include "gui/error.h"
#include "audio/mididrv.h"
#include "audio/musicplugin.h" /* for music manager */
#include "graphics/cursorman.h"
#include "graphics/fontman.h"
#include "graphics/yuv_to_rgb.h"
#ifdef USE_FREETYPE2
#include "graphics/fonts/ttf.h"
#endif
#include "backends/keymapper/keymapper.h"
#ifdef USE_CLOUD
#include "backends/cloud/cloudmanager.h"
#endif
#ifdef USE_LIBCURL
#include "backends/networking/curl/connectionmanager.h"
#endif
#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
#ifdef USE_UPDATES
#include "gui/updates-dialog.h"
#endif
static bool launcherDialog() {
// Discard any command line options. Those that affect the graphics
// mode 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();
#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");
// Set last selected game, that the game will be highlighted
// on RTL
ConfMan.set("lastselectedgame", ConfMan.getActiveDomainName(), Common::ConfigManager::kApplicationDomain);
ConfMan.flushToDisk();
}
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());
} else {
printf("%s\n Starting '%s'\n", plugin->getName(), game.description().c_str());
}
return plugin;
}
// TODO: specify the possible return values here
static Common::Error runGame(const EnginePlugin *plugin, OSystem &system, const Common::String &edebuglevels) {
// Determine the game data path, for validation and error messages
Common::FSNode dir(ConfMan.get("path"));
Common::Error err = Common::kNoError;
Engine *engine = 0;
#if defined(SDL_BACKEND) && defined(USE_OPENGL) && defined(USE_RGB_COLOR)
// HACK: We set up the requested graphics mode setting here to allow the
// backend to switch from Surface SDL to OpenGL if necessary. This is
// needed because otherwise the g_system->getSupportedFormats might return
// bad values.
g_system->beginGFXTransaction();
g_system->setGraphicsMode(ConfMan.get("gfx_mode").c_str());
if (g_system->endGFXTransaction() != OSystem::kTransactionSuccess) {
warning("Switching graphics mode to '%s' failed", ConfMan.get("gfx_mode").c_str());
return Common::kUnknownError;
}
#endif
// Verify that the game path refers to an actual directory
if (!dir.exists()) {
err = Common::kPathDoesNotExist;
} else if (!dir.isDirectory()) {
err = Common::kPathNotDirectory;
}
// Create the game engine
if (err.getCode() == Common::kNoError) {
// Set default values for all of the custom engine options
// Appareantly some engines query them in their constructor, thus we
// need to set this up before instance creation.
const ExtraGuiOptions engineOptions = (*plugin)->getExtraGuiOptions(Common::String());
for (uint i = 0; i < engineOptions.size(); i++) {
ConfMan.registerDefault(engineOptions[i].configOption, engineOptions[i].defaultState);
}
err = (*plugin)->createInstance(&system, &engine);
}
// Check for errors
if (!engine || err.getCode() != Common::kNoError) {
// Print a warning; note that scummvm_main will also
// display an error dialog, so we don't have to do this here.
warning("%s failed to instantiate engine: %s (target '%s', path '%s')",
plugin->getName(),
err.getDesc().c_str(),
ConfMan.getActiveDomainName().c_str(),
dir.getPath().c_str()
);
// Autoadded is set only when no path was provided and
// the game is run from command line.
//
// Thus, we remove this garbage entry
//
// Fixes bug #1544799
if (ConfMan.hasKey("autoadded")) {
ConfMan.removeGameDomain(ConfMan.getActiveDomainName().c_str());
}
return err;
}
// Set the window caption to the game name
Common::String caption(ConfMan.get("description"));
if (caption.empty()) {
caption = EngineMan.findGame(ConfMan.get("gameid")).description();
}
if (caption.empty())
caption = ConfMan.getActiveDomainName(); // Use the domain (=target) name
if (!caption.empty()) {
system.setWindowCaption(caption.c_str());
}
//
// Setup various paths in the SearchManager
//
// Add the game path to the directory search list
engine->initializePath(dir);
// Add extrapath (if any) to the directory search list
if (ConfMan.hasKey("extrapath")) {
dir = Common::FSNode(ConfMan.get("extrapath"));
SearchMan.addDirectory(dir.getPath(), dir);
}
// If a second extrapath is specified on the app domain level, add that as well.
// However, since the default hasKey() and get() check the app domain level,
// verify that it's not already there before adding it. The search manager will
// check for that too, so this check is mostly to avoid a warning message.
if (ConfMan.hasKey("extrapath", Common::ConfigManager::kApplicationDomain)) {
Common::String extraPath = ConfMan.get("extrapath", Common::ConfigManager::kApplicationDomain);
if (!SearchMan.hasArchive(extraPath)) {
dir = Common::FSNode(extraPath);
SearchMan.addDirectory(dir.getPath(), dir);
}
}
// On creation the engine should have set up all debug levels so we can use
// the command line arguments here
Common::StringTokenizer tokenizer(edebuglevels, " ,");
while (!tokenizer.empty()) {
Common::String token = tokenizer.nextToken();
if (token.equalsIgnoreCase("all"))
DebugMan.enableAllDebugChannels();
else if (!DebugMan.enableDebugChannel(token))
warning(_("Engine does not support debug level '%s'"), token.c_str());
}
// Initialize any game-specific keymaps
engine->initKeymap();
// Inform backend that the engine is about to be run
system.engineInit();
// Run the engine
Common::Error result = engine->run();
// Inform backend that the engine finished
system.engineDone();
// Clean up any game-specific keymaps
engine->deinitKeymap();
// Free up memory
delete engine;
// We clear all debug levels again even though the engine should do it
DebugMan.clearAllDebugChannels();
// Reset the file/directory mappings
SearchMan.clear();
// Return result (== 0 means no error)
return result;
}
static void setupGraphics(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();
// When starting up launcher for the first time, the user might have specified
// a --gui-theme option, to allow that option to be working, we need to initialize
// GUI here.
// FIXME: Find a nicer way to allow --gui-theme to be working
GUI::GuiManager::instance();
// Set initial window caption
system.setWindowCaption(gScummVMFullVersion);
// Clear the main screen
system.fillScreen(0);
}
static void setupKeymapper(OSystem &system) {
#ifdef ENABLE_KEYMAPPER
using namespace Common;
Keymapper *mapper = system.getEventManager()->getKeymapper();
HardwareInputSet *inputSet = system.getHardwareInputSet();
// Query backend for hardware keys and register them
mapper->registerHardwareInputSet(inputSet);
// Now create the global keymap
Keymap *primaryGlobalKeymap = new Keymap(kGlobalKeymapName);
Action *act;
act = new Action(primaryGlobalKeymap, "MENU", _("Menu"));
act->addEvent(EVENT_MAINMENU);
act = new Action(primaryGlobalKeymap, "SKCT", _("Skip"));
act->addKeyEvent(KeyState(KEYCODE_ESCAPE, ASCII_ESCAPE, 0));
act = new Action(primaryGlobalKeymap, "PAUS", _("Pause"));
act->addKeyEvent(KeyState(KEYCODE_SPACE, ' ', 0));
act = new Action(primaryGlobalKeymap, "SKLI", _("Skip line"));
act->addKeyEvent(KeyState(KEYCODE_PERIOD, '.', 0));
#ifdef ENABLE_VKEYBD
act = new Action(primaryGlobalKeymap, "VIRT", _("Display keyboard"));
act->addEvent(EVENT_VIRTUAL_KEYBOARD);
#endif
act = new Action(primaryGlobalKeymap, "REMP", _("Remap keys"));
act->addEvent(EVENT_KEYMAPPER_REMAP);
act = new Action(primaryGlobalKeymap, "FULS", _("Toggle fullscreen"));
act->addKeyEvent(KeyState(KEYCODE_RETURN, ASCII_RETURN, KBD_ALT));
mapper->addGlobalKeymap(primaryGlobalKeymap);
mapper->pushKeymap(kGlobalKeymapName, true);
// Get the platform-specific global keymap (if it exists)
Keymap *platformGlobalKeymap = system.getGlobalKeymap();
if (platformGlobalKeymap) {
String platformGlobalKeymapName = platformGlobalKeymap->getName();
mapper->addGlobalKeymap(platformGlobalKeymap);
mapper->pushKeymap(platformGlobalKeymapName, true);
}
#endif
}
extern "C" int scummvm_main(int argc, const char * const 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 overridden 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");
} else if (ConfMan.hasKey("debugflags"))
specialDebug = ConfMan.get("debugflags");
if (settings.contains("debug-channels-only"))
gDebugChannelsOnly = true;
PluginManager::instance().init();
PluginManager::instance().loadAllPlugins(); // load plugins for cached plugin manager
// If we received an invalid music parameter via command line we check this here.
// We can't check this before loading the music plugins.
// On the other hand we cannot load the plugins before we know the file paths (in case of external plugins).
if (settings.contains("music-driver")) {
if (MidiDriver::getMusicType(MidiDriver::getDeviceHandle(settings["music-driver"])) == MT_INVALID) {
warning("Unrecognized music driver '%s'. Switching to default device", settings["music-driver"].c_str());
settings["music-driver"] = "auto";
}
}
// Process the remaining command line settings. Must be done after the
// config file and the plugins have been loaded.
Common::Error res;
// TODO: deal with settings that require plugins to be loaded
if (Base::processSettings(command, settings, res)) {
if (res.getCode() != Common::kNoError)
warning("%s", res.getDesc().c_str());
return res.getCode();
}
// Init the backend. Must take place after all config data (including
// the command line params) was read.
system.initBackend();
// If we received an invalid graphics mode parameter via command line
// we check this here. We can't do it until after the backend is inited,
// or there won't be a graphics manager to ask for the supported modes.
if (settings.contains("gfx-mode")) {
const OSystem::GraphicsMode *gm = g_system->getSupportedGraphicsModes();
Common::String option = settings["gfx-mode"];
bool isValid = false;
while (gm->name && !isValid) {
isValid = !scumm_stricmp(gm->name, option.c_str());
gm++;
}
if (!isValid) {
warning("Unrecognized graphics mode '%s'. Switching to default mode", option.c_str());
settings["gfx-mode"] = "default";
}
}
if (settings.contains("disable-display")) {
ConfMan.setInt("disable-display", 1, Common::ConfigManager::kTransientDomain);
}
setupGraphics(system);
// Init the different managers that are used by the engines.
// Do it here to prevent fragmentation later
system.getAudioCDManager();
MusicManager::instance();
Common::DebugManager::instance();
// Init the event manager. As the virtual keyboard is loaded here, it must
// take place after the backend is initiated and the screen has been setup
system.getEventManager()->init();
#ifdef ENABLE_EVENTRECORDER
// Directly after initializing the event manager, we will initialize our
// event recorder.
//
// TODO: This is just to match the current behavior, when we further extend
// our event recorder, we might do this at another place. Or even change
// the whole API for that ;-).
g_eventRec.RegisterEventSource();
#endif
// Now as the event manager is created, setup the keymapper
setupKeymapper(system);
#ifdef USE_UPDATES
if (!ConfMan.hasKey("updates_check")) {
GUI::UpdatesDialog dlg;
dlg.runModal();
}
#endif
#ifdef USE_CLOUD
CloudMan.init();
CloudMan.syncSaves();
CloudMan.testFeature(); //TODO: remove later
#endif
// Unless a game was specified, show the launcher dialog
if (0 == ConfMan.getActiveDomain())
launcherDialog();
// 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);
#ifdef ENABLE_EVENTRECORDER
Common::String recordMode = ConfMan.get("record_mode");
Common::String recordFileName = ConfMan.get("record_file_name");
if (recordMode == "record") {
g_eventRec.init(g_eventRec.generateRecordFileName(ConfMan.getActiveDomainName()), GUI::EventRecorder::kRecorderRecord);
} else if (recordMode == "playback") {
g_eventRec.init(recordFileName, GUI::EventRecorder::kRecorderPlayback);
} else if ((recordMode == "info") && (!recordFileName.empty())) {
Common::PlaybackFile record;
record.openRead(recordFileName);
debug("info:author=%s name=%s description=%s", record.getHeader().author.c_str(), record.getHeader().name.c_str(), record.getHeader().description.c_str());
break;
}
#endif
// Try to run the game
Common::Error result = runGame(plugin, system, specialDebug);
#ifdef ENABLE_EVENTRECORDER
// Flush Event recorder file. The recorder does not get reinitialized for next game
// which is intentional. Only single game per session is allowed.
g_eventRec.deinit();
#endif
#if defined(UNCACHED_PLUGINS) && defined(DYNAMIC_MODULES)
// do our best to prevent fragmentation by unloading as soon as we can
PluginManager::instance().unloadPluginsExcept(PLUGIN_TYPE_ENGINE, NULL, false);
// reallocate the config manager to get rid of any fragmentation
ConfMan.defragment();
#endif
// Did an error occur ?
if (result.getCode() != Common::kNoError && result.getCode() != Common::kUserCanceled) {
// Shows an informative error dialog if starting the selected game failed.
GUI::displayErrorDialog(result, _("Error running game:"));
}
// Quit unless an error occurred, or Return to launcher was requested
#ifndef FORCE_RTL
if (result.getCode() == Common::kNoError && !g_system->getEventManager()->shouldRTL())
break;
#endif
// Reset RTL flag in case we want to load another engine
g_system->getEventManager()->resetRTL();
#ifdef FORCE_RTL
g_system->getEventManager()->resetQuit();
#endif
#ifdef ENABLE_EVENTRECORDER
if (g_eventRec.checkForContinueGame()) {
continue;
}
#endif
// At this point, we usually return to the launcher. However, the
// game may have requested that one or more other games be "chained"
// to the current one, with optional save slots to start the games
// at. At the time of writing, this is used for the Maniac Mansion
// easter egg in Day of the Tentacle.
Common::String chainedGame;
int saveSlot = -1;
ChainedGamesMan.pop(chainedGame, saveSlot);
// 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();
if (!chainedGame.empty()) {
if (saveSlot != -1) {
ConfMan.setInt("save_slot", saveSlot, Common::ConfigManager::kTransientDomain);
}
// Start the chained game
ConfMan.setActiveDomain(chainedGame);
} else {
// Clear the active config domain
ConfMan.setActiveDomain("");
}
PluginManager::instance().loadAllPlugins(); // only for cached manager
} else {
GUI::displayErrorDialog(_("Could not find any engine capable of running the selected game"));
// Clear the active domain
ConfMan.setActiveDomain("");
}
// reset the graphics to default
setupGraphics(system);
if (0 == ConfMan.getActiveDomain()) {
launcherDialog();
}
}
#ifdef USE_LIBCURL
Networking::ConnectionManager::destroy();
#endif
#ifdef USE_CLOUD
//I think it's important to destroy it after ConnectionManager
Cloud::CloudManager::destroy();
#endif
PluginManager::instance().unloadAllPlugins();
PluginManager::destroy();
GUI::GuiManager::destroy();
Common::ConfigManager::destroy();
Common::DebugManager::destroy();
#ifdef ENABLE_EVENTRECORDER
GUI::EventRecorder::destroy();
#endif
Common::SearchManager::destroy();
#ifdef USE_TRANSLATION
Common::TranslationManager::destroy();
#endif
MusicManager::destroy();
Graphics::CursorManager::destroy();
Graphics::FontManager::destroy();
#ifdef USE_FREETYPE2
Graphics::shutdownTTF();
#endif
EngineManager::destroy();
Graphics::YUVToRGBManager::destroy();
return 0;
}
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