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main.cpp

/* 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: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-11-1/base/main.cpp $
 * $Id: main.cpp 30944 2008-02-23 22:50:18Z sev $
 *
 */

/*! \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 "base/commandLine.h"
#include "base/plugins.h"
#include "base/version.h"

#include "common/config-manager.h"
#include "common/file.h"
#include "common/fs.h"
#include "common/system.h"
#include "gui/newgui.h"
#include "gui/message.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);
      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 Plugin *detectPlugin() {
      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;
}

// TODO: specify the possible return values here
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 the game "path" to the file search path via File::addDefaultDirectory(),
      // so that MD5-based detection will be able to properly find files with mixed case
      // filenames.
      // FIXME/TODO: Fingolfin still doesn't like this; if those MD5-based detectors used
      // FSNodes instead of File::open, they wouldn't have to do this.
      Common::String path;
      if (ConfMan.hasKey("path")) {
            path = ConfMan.get("path");
            FilesystemNode dir(path);
            if (!dir.isDirectory()) {
                  warning("Game directory does not exist (%s)", path.c_str());
                  return 0;
            }
      } else {
            path = ".";
            warning("No path was provided. Assuming the data files are in the current directory");
      }
      Common::File::addDefaultDirectory(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 = 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::addDefaultDirectory(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));

#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();

      int result;

      // Init the engine (this might change the screen parameters)
      // TODO: We should specify what return values
      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 0;
}


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();

      // 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()) {
            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()) {
            // Try to find a plugin which feels responsible for the specified game.
            const Plugin *plugin = detectPlugin();
            if (plugin) {
                  // Unload all plugins not needed for this game,
                  // to save memory
                  PluginManager::instance().unloadPluginsExcept(plugin);

                  // Try to run the game
                  int result = runGame(plugin, system, specialDebug);
                  // TODO: We should keep running if starting the selected game failed
                  // (so instead of just quitting, show a nice error dialog to the
                  // user and let him pick another game).
                  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();
            } else {
                  GUI::MessageDialog alert("Could not find any engine capable of running the selected game!");
                  alert.runModal();
            }

            launcherDialog(system);
      }

      return 0;
}

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