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/* 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/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
/*
* 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
;
/** List all supported game IDs, i.e. all games which any loaded plugin supports. */
void listGames() {
const PluginList &plugins = PluginManager::instance().getPlugins();
printf("Game ID Full Title \n"
"-------------------- ------------------------------------------------------\n");
PluginList::const_iterator iter = plugins.begin();
for (iter = plugins.begin(); iter != plugins.end(); ++iter) {
GameList list = (*iter)->getSupportedGames();
for (GameList::iterator v = list.begin(); v != list.end(); ++v) {
printf("%-20s %s\n", v->gameid.c_str(), v->description.c_str());
}
}
}
/** List all targets which are configured in the config file. */
void listTargets() {
using namespace Common;
const ConfigManager::DomainMap &domains = ConfMan.getGameDomains();
printf("Target Description \n"
"-------------------- ------------------------------------------------------\n");
ConfigManager::DomainMap::const_iterator iter = domains.begin();
for (iter = domains.begin(); iter != domains.end(); ++iter) {
String name(iter->_key);
String description(iter->_value.get("description"));
if (description.empty()) {
// FIXME: At this point, we should check for a "gameid" override
// to find the proper desc. In fact, the platform probably should
// be taken into account, too.
String gameid(name);
GameDescriptor g = GameDetector::findGame(gameid);
if (g.description.size() > 0)
description = g.description;
}
printf("%-20s %s\n", name.c_str(), description.c_str());
}
}
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
Common::String specialDebug;
Common::String command;
bool running = true;
// Verify that the backend has been initialized (i.e. g_system has been set).
assert(g_system);
OSystem &system = *g_system;
// Parse the command line
Common::StringMap settings;
command = GameDetector::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();
}
if (ConfMan.hasKey("debuglevel"))
gDebugLevel = ConfMan.getInt("debuglevel");
// Update the config file
ConfMan.set("versioninfo", gScummVMVersion, Common::ConfigManager::kApplicationDomain);
// Look for special debug flags
if (settings.contains("debugflags")) {
specialDebug = settings["debugflags"];
settings.erase("debugflags");
}
// Load the plugins
PluginManager::instance().loadPlugins();
// Handle commands passed via the command line (like --list-targets and
// --list-games). This must be done after the config file and the plugins
// have been loaded.
// FIXME: The way are are doing this is rather arbitrary at this time.
// E.g. --version and --help are very similar, but are still handled
// inside parseCommandLine. This should be unified.
if (command == "list-targets") {
listTargets();
exit(0);
} else if (command == "list-games") {
listGames();
exit(0);
}
// Process the command line settings
#ifndef _WIN32_WCE
GameDetector detector;
#endif
detector.processSettings(settings);
#ifdef __SYMBIAN32__
// init keymap support here: we wanna move this somewhere else?
GUI::Actions::init(detector);
#endif
#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);
// 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 (detector._targetName.empty())
running = launcherDialog(detector, 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);
}
// Deinit the timer
delete Common::g_timer;
return 0;
}
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