Logo Search packages:      
Sourcecode: scummvm version File versions  Download package


/* 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
 * 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-1-1-1/base/main.cpp $
 * $Id: main.cpp 47541 2010-01-25 01:39:44Z lordhoto $

/*! \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/archive.h"
#include "common/config-manager.h"
#include "common/debug.h"
#include "common/events.h"
#include "common/EventRecorder.h"
#include "common/file.h"
#include "common/fs.h"
#include "common/system.h"

#include "gui/GuiManager.h"
#include "gui/message.h"

#include "sound/audiocd.h"

#include "backends/keymapper/keymapper.h"

#if defined(_WIN32_WCE)
#include "backends/platform/wince/CELauncherDialog.h"
#elif defined(__DC__)
#include "backends/platform/dc/DCLauncherDialog.h"
#include "gui/launcher.h"

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.

#if defined(_WIN32_WCE)
      CELauncherDialog dlg;
#elif defined(__DC__)
      DCLauncherDialog dlg;
      GUI::LauncherDialog dlg;
      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());
      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.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) {
            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 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;

      // Verify that the game path refers to an actual directory
      if (!(dir.exists() && dir.isDirectory()))
            err = Common::kInvalidPathError;

      // Create the game engine
      if (err == Common::kNoError)
            err = (*plugin)->createInstance(&system, &engine);

      // Check for errors
      if (!engine || err != Common::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!");
            const char *errMsg = 0;
            switch (err) {
            case Common::kInvalidPathError:
                  errMsg = "Invalid game path";
            case Common::kNoGameDataFoundError:
                  errMsg = "Unable to locate game data";
                  errMsg = "Unknown error";

            warning("%s failed to instantiate engine: %s (target '%s', path '%s')",

            // 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")) {

            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())   {

      // Setup various paths in the SearchManager

      // Add the game path to the directory search list
      SearchMan.addDirectory(dir.getPath(), dir, 0, 4);

      // 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.
      if (ConfMan.hasKey("extrapath", Common::ConfigManager::kApplicationDomain)) {
            dir = Common::FSNode(ConfMan.get("extrapath", Common::ConfigManager::kApplicationDomain));
            SearchMan.addDirectory(dir.getPath(), dir);

      // On creation the engine should have set up all debug levels so we can use
      // the command line arugments here
      Common::StringTokenizer tokenizer(edebuglevels, " ,");
      while (!tokenizer.empty()) {
            Common::String token = tokenizer.nextToken();
            if (!enableDebugChannel(token))
                  warning("Engine does not support debug level '%s'", token.c_str());

      // Inform backend that the engine is about to be run

      // Run the engine
      Common::Error result = engine->run();

      // Inform backend that the engine finished

      // We clear all debug levels again even though the engine should do it

      // Free up memory
      delete engine;

      // Reset the file/directory mappings

      // Return result (== 0 means no error)
      return result;

static void setupGraphics(OSystem &system) {

            // Set the user specified graphics mode (if any).

            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"));

      // 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

      // Set initial window caption

      // Clear the main screen

static void setupKeymapper(OSystem &system) {

      using namespace Common;

      Keymapper *mapper = system.getEventManager()->getKeymapper();
      Keymap *globalMap = new Keymap("global");
      Action *act;
      HardwareKeySet *keySet;

      keySet = system.getHardwareKeySet();

      // Query backend for hardware keys and register them

      // Now create the global keymap
      act = new Action(globalMap, "MENU", "Menu", kGenericActionType, kSelectKeyType);
      act->addKeyEvent(KeyState(KEYCODE_F5, ASCII_F5, 0));

      act = new Action(globalMap, "SKCT", "Skip", kGenericActionType, kActionKeyType);
      act->addKeyEvent(KeyState(KEYCODE_ESCAPE, ASCII_ESCAPE, 0));

      act = new Action(globalMap, "PAUS", "Pause", kGenericActionType, kStartKeyType);
      act->addKeyEvent(KeyState(KEYCODE_SPACE, ' ', 0));

      act = new Action(globalMap, "SKLI", "Skip line", kGenericActionType, kActionKeyType);
      act->addKeyEvent(KeyState(KEYCODE_PERIOD, '.', 0));

      act = new Action(globalMap, "VIRT", "Display keyboard", kVirtualKeyboardActionType);
      act->addKeyEvent(KeyState(KEYCODE_F7, ASCII_F7, 0));

      act = new Action(globalMap, "REMP", "Remap keys", kKeyRemapActionType);
      act->addKeyEvent(KeyState(KEYCODE_F8, ASCII_F8, 0));




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).
      OSystem &system = *g_system;

      // Register config manager defaults

      // 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")) {
      } else {

      // 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"];

      // Load the plugins.

      // 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.


      // 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

      // 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 ;-).

      // Now as the event manager is created, setup the keymapper

      // Unless a game was specified, show the launcher dialog
      if (0 == ConfMan.getActiveDomain())

      // 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
                  Common::Error result = runGame(plugin, system, specialDebug);

                  // Did an error occur ?
                  if (result != Common::kNoError) {
                        // TODO: Show an informative error dialog if starting the selected game failed.

                  // Quit unless an error occurred, or Return to launcher was requested
                  #ifndef FORCE_RTL
                  if (result == 0 && !g_system->getEventManager()->shouldRTL())
                  // Reset RTL flag in case we want to load another engine
                  #ifdef FORCE_RTL

                  // Discard any command line options. It's unlikely that the user
                  // wanted to apply them to *all* games ever launched.

                  // Clear the active config domain

                  // PluginManager::instance().unloadPlugins();
            } 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");

            // We will destroy the AudioCDManager singleton here to save some memory.
            // This will not make the CD audio stop, one would have to enable this:
            // but the engine is responsible for stopping CD playback anyway and
            // this way we catch engines not doing it properly. For some more
            // information about why AudioCDManager::destroy does not stop the CD
            // playback read the FIXME in sound/audiocd.h

            // reset the graphics to default

      return 0;

Generated by  Doxygen 1.6.0   Back to index