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/* ScummVM - Scumm Interpreter
 * Copyright (C) 2001  Ludvig Strigeus
 * Copyright (C) 2001-2003 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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 *
 * $Header$
 *
 */

/*! \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 "stdafx.h"
#include "common/config-file.h"
#include "common/engine.h"
#include "common/gameDetector.h"
#include "common/scaler.h"	// For GFX_NORMAL
#include "gui/newgui.h"
#include "gui/launcher.h"
#include "gui/message.h"

Config *g_config = 0;
NewGui *g_gui = 0;

#if defined(QTOPIA)
// FIXME - why exactly is this needed?
extern "C" int main(int argc, char *argv[]);
#endif

#if defined(MACOSX) || defined(QTOPIA)
#include <SDL.h>
#elif !defined(__MORPHOS__) && !defined(__DC__)
#undef main
#endif

#if defined(UNIX)
#include <sys/param.h>
#ifndef MAXPATHLEN
#define MAXPATHLEN 256
#endif
#ifdef MACOSX
#define DEFAULT_CONFIG_FILE "Library/Preferences/ScummVM Preferences"
#else
#define DEFAULT_CONFIG_FILE ".scummvmrc"
#endif
#else
#define DEFAULT_CONFIG_FILE "scummvm.ini"
#endif

#if defined(UNIX)
#include <signal.h>

#ifndef SCUMM_NEED_ALIGNMENT
static void handle_errors(int sig_num) {
	error("Your system does not support unaligned memory accesses. Please rebuild with SCUMM_NEED_ALIGNMENT (signal %d)", sig_num);
}
#endif

/* This function is here to test if the endianness / alignement compiled it is matching
   with the one at run-time. */
static void do_memory_test(void) {
	unsigned char test[8] = { 0x11, 0x22, 0x33, 0x44, 0x55, 0x66, 0x77, 0x88 };
	unsigned int value;
	/* First test endianness */
#ifdef SCUMM_LITTLE_ENDIAN
	if (*((int *) test) != 0x44332211) {
		error("Compiled as LITTLE_ENDIAN on a big endian system. Please rebuild ");
	}
	value = 0x55443322;
#else
	if (*((int *) test) != 0x11223344) {
		error("Compiled as BIG_ENDIAN on a little endian system. Please rebuild ");
	}
	value = 0x22334455;
#endif
	/* Then check if one really supports unaligned memory accesses */
#ifndef SCUMM_NEED_ALIGNMENT
	signal(SIGBUS, handle_errors);
	signal(SIGABRT, handle_errors);
	signal(SIGSEGV, handle_errors);
	if (*((unsigned int *) ((char *) test + 1)) != value) {
		error("Your system does not support unaligned memory accesses. Please rebuild with SCUMM_NEED_ALIGNMENT ");
	}
	signal(SIGBUS, SIG_DFL);
	signal(SIGABRT, SIG_DFL);
	signal(SIGSEGV, SIG_DFL);
#endif
}

#endif

static void launcherDialog(GameDetector &detector, OSystem *system) {
	// FIXME - we need to call init_size() here so that we can display for example
	// the launcher dialog. But the Engine object will also call it again (possibly
	// with a different widht/height!9 However, this method is not for all OSystem 
	// implementations reentrant (it is so now for the SDL backend). Thus we need
	// to fix all backends to support it, if they don't already.
	system->init_size(320, 200);
	
	// 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 set_mouse_cursor_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->set_palette(dummy_palette, 0, 16);

	// FIXME - hack we use because LauncherDialog accesses g_system
	extern OSystem *g_system;
	g_system = system;

	LauncherDialog dlg(g_gui, detector);
	dlg.runModal();
}

int main(int argc, char *argv[]) {
	GameDetector detector;
	OSystem::Property prop;

#if defined(UNIX)
	/* On Unix, do a quick endian / alignement check before starting */
	do_memory_test();

	char scummhome[MAXPATHLEN];
	if(getenv("HOME") != NULL)
		sprintf(scummhome,"%s/%s", getenv("HOME"), DEFAULT_CONFIG_FILE);
	else strcpy(scummhome,DEFAULT_CONFIG_FILE);
#else
	char scummhome[256];
	#if defined (WIN32) && !defined(_WIN32_WCE)
		GetWindowsDirectory(scummhome, 256);
		strcat(scummhome, "\\");
		strcat(scummhome, DEFAULT_CONFIG_FILE);
	#elif defined(__PALM_OS__)
		strcpy(scummhome,"/PALM/Programs/ScummVM/");
		strcat(scummhome, DEFAULT_CONFIG_FILE);
	#else
		strcpy(scummhome, DEFAULT_CONFIG_FILE);
	#endif
#endif

	// Read the config file
	g_config = new Config(scummhome, "scummvm");
	g_config->set("versioninfo", gScummVMVersion);

	// Parse the command line information
	detector._saveconfig = false;
	detector.updateconfig();
	detector.parseCommandLine(argc, argv);	

	// Create the system object
	OSystem *system = detector.createSystem();

	// Set initial window caption
	prop.caption = "ScummVM";
	system->property(OSystem::PROP_SET_WINDOW_CAPTION, &prop);

	// Create the GUI manager
	g_gui = new NewGui(system);

	// Unless a game was specified, show the launcher dialog
	if (detector._gameFileName.isEmpty())
		launcherDialog(detector, system);

	// Verify the given game name
	if (!detector.detectMain()) {
		// Set the window caption to the game name
		prop.caption = g_config->get("description", detector._gameFileName);
		if (prop.caption == NULL)	
			prop.caption = detector.getGameName().c_str();
		system->property(OSystem::PROP_SET_WINDOW_CAPTION, &prop);

		// See if the game should default to 1x scaler
		if ((detector._default_gfx_mode) && 
		   (detector._game.features & GF_DEFAULT_TO_1X_SCALER)) {
			prop.gfx_mode = GFX_NORMAL;
			system->property(OSystem::PROP_SET_GFX_MODE, &prop);
		}

		// Create the game engine
		Engine *engine = Engine::createFromDetector(&detector, system);

		// print a message if gameid is invalid
		if (engine == NULL)
			error("%s is an invalid target. Use the -z parameter to list targets\n", 
					detector._gameFileName.c_str());

		// Run the game engine
		engine->go();

		// Stop all sound processing now (this prevents some race conditions later on)
		system->clear_sound_proc();

		// Free up memory
		delete engine;
	}

	delete g_gui;
	delete g_config;

	// ...and quit (the return 0 should never be reached)
	system->quit();
	delete system;
	return 0;
}

#ifndef __PALM_OS__
void *operator new(size_t size) {
	return memset(malloc(size), 0xE7, size);
}

void operator delete(void *ptr) {
	free(ptr);
}

#undef free
void free_check(void *ptr) {
	if ((uint)ptr == 0xE7E7E7E7UL) {
		printf("ERROR: freeing 0xE7E7E7E7\n");
		exit(1);
	}
	if ((int)ptr & 1) {
		warning("Freeing odd address 0x%x\n", ptr);
	}
	free(ptr);
}
#endif