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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*! \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 "common/text-to-speech.h"
#include "common/osd_message_queue.h"
#include "gui/gui-manager.h"
#include "gui/error.h"
#include "gui/message.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 "graphics/scalerplugin.h"
#include "backends/keymapper/action.h"
#include "backends/keymapper/keymap.h"
#include "backends/keymapper/keymapper.h"
#ifdef USE_CLOUD
#ifdef USE_LIBCURL
#include "backends/cloud/cloudmanager.h"
#include "backends/networking/curl/connectionmanager.h"
#endif
#ifdef USE_SDL_NET
#include "backends/networking/sdl_net/localwebserver.h"
#endif
#endif
#if defined(__DC__)
#include "backends/platform/dc/DCLauncherDialog.h"
#else
#include "gui/launcher.h"
#endif
#ifdef USE_UPDATES
#include "gui/updates-dialog.h"
#endif
#ifdef ANDROID_BACKEND
#include "backends/fs/android/android-fs-factory.h"
#endif
#include "gui/dump-all-dialogs.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.
ConfMan.getDomain(Common::ConfigManager::kTransientDomain)->clear();
// If the backend does not allow quitting, loop on the launcher until a game is started
bool noQuit = g_system->hasFeature(OSystem::kFeatureNoQuit);
bool status = true;
do {
#if defined(__DC__)
DCLauncherDialog dlg;
#else
GUI::LauncherChooser dlg;
dlg.selectLauncher();
#endif
status = (dlg.runModal() != -1);
} while (noQuit && nullptr == ConfMan.getActiveDomain());
return status;
}
static Common::Error identifyGame(const Common::String &debugLevels, const Plugin **detectionPlugin, DetectedGame &game, const void **descriptor) {
assert(detectionPlugin);
// Figure out the engine ID and game ID
Common::String engineId = ConfMan.get("engineid");
Common::String gameId = ConfMan.get("gameid");
// Print text saying what's going on
printf("User picked target '%s' (engine ID '%s', game ID '%s')...\n", ConfMan.getActiveDomainName().c_str(), engineId.c_str(), gameId.c_str());
// At this point the engine ID and game ID must be known
if (engineId.empty()) {
warning("The engine ID is not set for target '%s'", ConfMan.getActiveDomainName().c_str());
return Common::kUnknownError;
}
if (gameId.empty()) {
warning("The game ID is not set for target '%s'", ConfMan.getActiveDomainName().c_str());
return Common::kUnknownError;
}
*detectionPlugin = EngineMan.findDetectionPlugin(engineId);
if (!*detectionPlugin) {
warning("'%s' is an invalid engine ID. Use the --list-engines command to list supported engine IDs", engineId.c_str());
return Common::kMetaEnginePluginNotFound;
}
// Query the plugin for the game descriptor
MetaEngineDetection &metaEngine = (*detectionPlugin)->get<MetaEngineDetection>();
// before doing anything, we register the debug channels of the (Meta)Engine(Detection)
DebugMan.addAllDebugChannels(metaEngine.getDebugChannels());
// Setup now the debug channels
Common::StringTokenizer tokenizer(debugLevels, " ,");
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());
}
Common::Error result = metaEngine.identifyGame(game, descriptor);
if (result.getCode() != Common::kNoError) {
warning("Couldn't identify game '%s' for the engine '%s'.", gameId.c_str(), engineId.c_str());
}
return result;
}
void saveLastLaunchedTarget(const Common::String &target) {
if (ConfMan.hasGameDomain(target)) {
// Set the last selected game, so the game will be highlighted next time the user
// returns to the launcher.
ConfMan.set("lastselectedgame", target, Common::ConfigManager::kApplicationDomain);
ConfMan.flushToDisk();
}
}
// TODO: specify the possible return values here
static Common::Error runGame(const Plugin *enginePlugin, OSystem &system, const DetectedGame &game, const void *meDescriptor) {
assert(enginePlugin);
// Determine the game data path, for validation and error messages
Common::FSNode dir(ConfMan.getPath("path"));
Common::String target = ConfMan.getActiveDomainName();
Common::Error err = Common::kNoError;
Engine *engine = nullptr;
#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's MetaEngine.
MetaEngine &metaEngine = enginePlugin->get<MetaEngine>();
if (err.getCode() == Common::kNoError) {
// Set default values for all of the custom engine options
// Apparently some engines query them in their constructor, thus we
// need to set this up before instance creation.
metaEngine.registerDefaultSettings(target);
err = metaEngine.createInstance(&system, &engine, game, meDescriptor);
}
// 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')",
game.engineId.c_str(),
err.getDesc().c_str(),
target.c_str(),
dir.getPath().toString(Common::Path::kNativeSeparator).c_str()
);
// If a temporary target failed to launch, remove it from the configuration manager
// so it not visible in the launcher.
// Temporary targets are created when starting games from the command line using the game id.
if (ConfMan.hasKey("id_came_from_command_line")) {
ConfMan.removeGameDomain(target.c_str());
}
return err;
}
// Set up the metaengine
engine->setMetaEngine(&metaEngine);
// Set the window caption to the game name
Common::String caption(ConfMan.get("description"));
if (caption.empty())
caption = game.description;
if (caption.empty())
caption = target;
if (!caption.empty()) {
system.setWindowCaption(caption.decode());
}
//
// 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.getPath("extrapath"));
SearchMan.addDirectory(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::Path extraPath = ConfMan.getPath("extrapath", Common::ConfigManager::kApplicationDomain);
dir = Common::FSNode(extraPath);
if (!SearchMan.hasArchive(dir.getPath().toString())) {
SearchMan.addDirectory(dir);
}
}
#ifdef USE_TRANSLATION
Common::String previousLanguage = TransMan.getCurrentLanguage();
if (ConfMan.hasKey("gui_use_game_language")
&& ConfMan.getBool("gui_use_game_language")
&& ConfMan.hasKey("language")) {
TransMan.setLanguage(ConfMan.get("language"));
Common::TextToSpeechManager *ttsMan;
if ((ttsMan = g_system->getTextToSpeechManager()) != nullptr) {
ttsMan->setLanguage(ConfMan.get("language"));
}
}
#endif // USE_TRANSLATION
// Initialize any game-specific keymaps
Common::KeymapArray gameKeymaps = metaEngine.initKeymaps(target.c_str());
Common::Keymapper *keymapper = system.getEventManager()->getKeymapper();
for (uint i = 0; i < gameKeymaps.size(); i++) {
keymapper->addGameKeymap(gameKeymaps[i]);
}
system.applyBackendSettings();
// Inform backend that the engine is about to be run
system.engineInit();
// Purge queued input events that may remain from the GUI (such as key-up)
system.getEventManager()->purgeKeyboardEvents();
system.getEventManager()->purgeMouseEvents();
// Run the engine
Common::Error result = engine->run();
// Make sure we do not return to the launcher if this is not possible.
if (!engine->hasFeature(Engine::kSupportsReturnToLauncher))
ConfMan.setBool("gui_return_to_launcher_at_exit", false, Common::ConfigManager::kTransientDomain);
// Inform backend that the engine finished
system.engineDone();
// Clean up any game-specific keymaps
keymapper->cleanupGameKeymaps();
// Free up memory
metaEngine.deleteInstance(engine, game, meDescriptor);
// Reset the file/directory mappings
SearchMan.clear();
#ifdef USE_TRANSLATION
TransMan.setLanguage(previousLanguage);
Common::TextToSpeechManager *ttsMan;
if ((ttsMan = g_system->getTextToSpeechManager()) != nullptr) {
ttsMan->setLanguage(ConfMan.get("language"));
}
#endif // USE_TRANSLATION
// 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.setStretchMode(ConfMan.get("stretch_mode").c_str());
system.setScaler(ConfMan.get("scaler").c_str(), ConfMan.getInt("scale_factor"));
system.setShader(ConfMan.getPath("shader"));
#if defined(OPENDINGUX) || defined(MIYOO) || defined(MIYOOMINI) || defined(ATARI)
// 0, 0 means "autodetect" but currently only SDL supports
// it and really useful only on Opendingux. When more platforms
// support it we will switch to it.
system.initSize(0, 0);
#else
system.initSize(320, 200);
#endif
// Parse graphics configuration, implicit fallback to defaults set with RegisterDefaults()
system.setFeatureState(OSystem::kFeatureAspectRatioCorrection, ConfMan.getBool("aspect_ratio"));
system.setFeatureState(OSystem::kFeatureFullscreenMode, ConfMan.getBool("fullscreen"));
system.setFeatureState(OSystem::kFeatureFilteringMode, ConfMan.getBool("filtering"));
system.setFeatureState(OSystem::kFeatureVSync, ConfMan.getBool("vsync"));
system.endGFXTransaction();
system.applyBackendSettings();
// Set initial window caption
system.setWindowCaption(Common::U32String(gScummVMFullVersion));
// Clear the main screen
system.fillScreen(0);
}
static void setupKeymapper(OSystem &system) {
using namespace Common;
Keymapper *mapper = system.getEventManager()->getKeymapper();
mapper->clear();
// Query the backend for hardware keys and default bindings and register them
HardwareInputSet *inputSet = system.getHardwareInputSet();
KeymapperDefaultBindings *backendDefaultBindings = system.getKeymapperDefaultBindings();
mapper->registerHardwareInputSet(inputSet, backendDefaultBindings);
Keymap *primaryGlobalKeymap = system.getEventManager()->getGlobalKeymap();
if (primaryGlobalKeymap) {
mapper->addGlobalKeymap(primaryGlobalKeymap);
}
// Get the platform-specific global keymap (if it exists)
KeymapArray platformKeymaps = system.getGlobalKeymaps();
for (uint i = 0; i < platformKeymaps.size(); i++) {
mapper->addGlobalKeymap(platformKeymaps[i]);
}
}
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();
system.registerDefaultSettings(Common::ConfigManager::kApplicationDomain);
// Parse the command line
Common::StringMap settings;
command = Base::parseCommandLine(settings, argc, argv);
// Check for backend start settings
Common::String executable;
if (argc && argv && argv[0]) {
const char *s = strrchr(argv[0], '/');
if (!s)
s = strrchr(argv[0], '\\');
executable = s ? (s + 1) : argv[0];
}
Common::StringArray additionalArgs;
system.updateStartSettings(executable, command, settings, additionalArgs);
if (!additionalArgs.empty()) {
// Parse those additional command line arguments.
additionalArgs.insert_at(0, executable);
uint argumentsSize = additionalArgs.size();
char **arguments = (char **)malloc(argumentsSize * sizeof(char *));
for (uint i = 0; i < argumentsSize; i++) {
arguments[i] = (char *)malloc(additionalArgs[i].size() + 1);
Common::strlcpy(arguments[i], additionalArgs[i].c_str(), additionalArgs[i].size() + 1);
}
Common::StringMap additionalSettings;
Common::String additionalCommand = Base::parseCommandLine(additionalSettings, argumentsSize, arguments);
for (uint i = 0; i < argumentsSize; i++)
free(arguments[i]);
free(arguments);
// Merge additional settings and command with command line. Command line has priority.
if (command.empty())
command = additionalCommand;
for (Common::StringMap::const_iterator x = additionalSettings.begin(); x != additionalSettings.end(); ++x) {
if (!settings.contains(x->_key))
settings[x->_key] = x->_value;
}
}
// Load the config file (possibly overridden via command line):
Common::Path initConfigFilename;
if (settings.contains("initial-cfg"))
initConfigFilename = Common::Path(settings["initial-cfg"], Common::Path::kNativeSeparator);
bool configLoadStatus;
if (settings.contains("config")) {
configLoadStatus = ConfMan.loadConfigFile(
Common::Path(settings["config"], Common::Path::kNativeSeparator), initConfigFilename);
} else {
configLoadStatus = ConfMan.loadDefaultConfigFile(initConfigFilename);
}
// 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(), nullptr, 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;
// Now we want to enable global flags if any
Common::StringTokenizer tokenizer(specialDebug, " ,");
while (!tokenizer.empty()) {
Common::String token = tokenizer.nextToken();
if (token.equalsIgnoreCase("all"))
DebugMan.enableAllDebugChannels();
else
DebugMan.enableDebugChannel(token);
}
ConfMan.registerDefault("always_run_fallback_detection_extern", true);
PluginManager::instance().init();
PluginManager::instance().loadAllPlugins(); // load plugins for cached plugin manager
PluginManager::instance().loadDetectionPlugin(); // load detection plugin for uncached 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());
PluginManager::destroy();
return res.getCode();
}
if (settings.contains("dump-midi")) {
// Store this command line setting in ConfMan, since all transient settings are destroyed
ConfMan.registerDefault("dump_midi", true);
}
#ifdef USE_OPENGL
if (settings.contains("last_window_width")) {
ConfMan.setInt("last_window_width", atoi(settings["last_window_width"].c_str()), Common::ConfigManager::kApplicationDomain);
ConfMan.setInt("last_window_height", atoi(settings["last_window_height"].c_str()), Common::ConfigManager::kApplicationDomain);
}
#endif
// If we received an old style graphics mode parameter via command line
// override it to default at this stage, so that the backend init won't
// pass it onto updateOldSettings(). If it happened to be a valid new
// graphics mode, we'll put it back after initBackend().
Common::String gfxModeSetting;
if (settings.contains("gfx-mode")) {
gfxModeSetting = settings["gfx-mode"];
if (ScalerMan.isOldGraphicsSetting(gfxModeSetting)) {
settings["gfx-mode"] = "default";
ConfMan.set("gfx_mode", settings["gfx-mode"], Common::ConfigManager::kSessionDomain);
}
}
// 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 (!gfxModeSetting.empty()) {
const OSystem::GraphicsMode *gm = g_system->getSupportedGraphicsModes();
bool isValid = false;
while (gm->name && !isValid) {
isValid = !scumm_stricmp(gm->name, gfxModeSetting.c_str());
gm++;
}
if (!isValid) {
// We will actually already have switched to default, but couldn't be sure that it was right until now.
warning("Unrecognized graphics mode '%s'. Switching to default mode", gfxModeSetting.c_str());
} else {
settings["gfx-mode"] = gfxModeSetting;
system.beginGFXTransaction();
system.setGraphicsMode(gfxModeSetting.c_str());
system.endGFXTransaction();
}
ConfMan.set("gfx_mode", gfxModeSetting, Common::ConfigManager::kSessionDomain);
}
if (settings.contains("disable-display")) {
ConfMan.setInt("disable-display", 1, Common::ConfigManager::kTransientDomain);
}
setupGraphics(system);
if (!configLoadStatus) {
GUI::MessageDialog alert(_("Bad config file format. overwrite?"), _("Yes"), _("Cancel"));
if (alert.runModal() != GUI::kMessageOK)
return 0;
}
// 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
Common::OSDMessageQueue::instance().registerEventSource();
// Now as the event manager is created, setup the keymapper
setupKeymapper(system);
#ifdef USE_UPDATES
if (!ConfMan.hasKey("updates_check") && g_system->getUpdateManager()) {
GUI::UpdatesDialog dlg;
dlg.runModal();
}
#endif
#ifdef ANDROID_BACKEND
// This early popup message for Android, informing the users about important
// changes to file access, needs to be *after* language for the GUI has been selected.
// Hence, we instantiate GUI Manager here, to take care of this.
GUI::GuiManager::instance();
if (AndroidFilesystemFactory::instance().hasSAF()
&& !ConfMan.hasKey("android_saf_dialog_shown")) {
bool cancelled = false;
if (!ConfMan.getGameDomains().empty()) {
GUI::MessageDialog alert(_(
// I18N: <Add a new folder> must match the translation done in backends/fs/android/android-saf-fs.h
"In this new version of ScummVM for Android, significant changes were made to "
"the file access system to allow support for modern versions of the Android "
"Operating System.\n"
"If you find that your existing added games or custom paths no longer work, "
"please edit those paths:"
"\n"
" 1. From the Launcher, go to **Game Options > Paths**."
" Select **Game Path** or **Extra Path**, as appropriate. \n"
" 2. Inside the ScummVM file browser, select **Go Up** until you reach the root folder "
"which has the **<Add a new folder>** option.\n"
" 3. Double-tap **<Add a new folder>**. In your device's file browser, navigate to the folder "
"containing all your game folders. For example, **SD Card > ScummVMgames** \n"
" 4. Select **Use this folder**. \n"
" 5. Select **Allow** to give ScummVM permission to access the folder. \n"
" 6. In the ScummVM file browser, double-tap to browse through your added folder. "
"Select the folder containing the game's files, then tap **Choose**. \n"
"\n"
"Repeat steps 1 and 6 for each game."
), _("Ok"),
// I18N: A button caption to dismiss a message and read it later
_("Read Later"), Graphics::kTextAlignLeft);
if (alert.runModal() != GUI::kMessageOK)
cancelled = true;
} else {
GUI::MessageDialog alert(_(
// I18N: <Add a new folder> must match the translation done in backends/fs/android/android-saf-fs.h
"In this new version of ScummVM for Android, significant changes were made to "
"the file access system to allow support for modern versions of the Android "
"Operating System.\n"
"To add a game:\n"
"\n"
" 1. Select **Add Game...** from the launcher. \n"
" 2. Inside the ScummVM file browser, select **Go Up** until you reach the root folder "
"which has the **<Add a new folder>** option.\n"
" 3. Double-tap **<Add a new folder>**. In your device's file browser, navigate to the folder "
"containing all your game folders. For example, **SD Card > ScummVMgames** \n"
" 4. Select **Use this folder**. \n"
" 5. Select **Allow** to give ScummVM permission to access the folder. \n"
" 6. In the ScummVM file browser, double-tap to browse through your added folder. "
"Select the sub-folder containing the game's files, then tap **Choose**."
"\n"
"Repeat steps 1 and 6 for each game."
), _("Ok"),
// I18N: A button caption to dismiss a message and read it later
_("Read Later"), Graphics::kTextAlignLeft);
if (alert.runModal() != GUI::kMessageOK)
cancelled = true;
}
if (!cancelled)
ConfMan.setBool("android_saf_dialog_shown", true);
}
#endif
#if defined(USE_CLOUD) && defined(USE_LIBCURL)
CloudMan.init();
CloudMan.syncSaves();
#endif
#if 0
GUI::dumpAllDialogs();
#endif
// Print out CPU extension info
// Separate block to keep the stack clean
{
Common::String extensionSupportString[3] = { "not supported", "disabled", "enabled" };
byte sse2Support = 0;
byte avx2Support = 0;
byte neonSupport = 0;
#ifdef SCUMMVM_SSE2
++sse2Support;
if (g_system->hasFeature(OSystem::kFeatureCpuSSE2))
++sse2Support;
#endif
#ifdef SCUMMVM_AVX2
++avx2Support;
if (g_system->hasFeature(OSystem::kFeatureCpuAVX2))
++avx2Support;
#endif
#ifdef SCUMMVM_NEON
++neonSupport;
if (g_system->hasFeature(OSystem::kFeatureCpuNEON))
++neonSupport;
#endif
debug(0, "CPU extensions:");
debug(0, "SSE2(%s) AVX2(%s) NEON(%s)",
extensionSupportString[sse2Support].c_str(),
extensionSupportString[avx2Support].c_str(),
extensionSupportString[neonSupport].c_str());
}
// Unless a game was specified, show the launcher dialog
if (nullptr == 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 (nullptr != ConfMan.getActiveDomain()) {
saveLastLaunchedTarget(ConfMan.getActiveDomainName());
EngineMan.upgradeTargetIfNecessary(ConfMan.getActiveDomainName());
// Try to find a MetaEnginePlugin which feels responsible for the specified game.
const Plugin *enginePlugin = nullptr;
const Plugin *plugin = nullptr;
DetectedGame game;
const void *meDescriptor = nullptr;
Common::Error result = identifyGame(specialDebug, &plugin, game, &meDescriptor);
if (result.getCode() == Common::kNoError) {
Common::String engineId = plugin->getName();
#if defined(UNCACHED_PLUGINS) && defined(DYNAMIC_MODULES) && !defined(DETECTION_STATIC)
// Unload all MetaEnginesDetection if we're using uncached plugins to save extra memory.
PluginManager::instance().unloadDetectionPlugin();
#endif
// Then, get the relevant Engine plugin from MetaEngine.
enginePlugin = PluginMan.findEnginePlugin(engineId);
if (enginePlugin == nullptr) {
result = Common::kEnginePluginNotFound;
}
}
if (result.getCode() == Common::kNoError) {
// Unload all plugins not needed for this game, to save memory
// Right now, we have a MetaEngine plugin, and we want to unload all except Engine.
// Pass in the pointer to enginePlugin, with the matching type, so our function behaves as-is.
PluginManager::instance().unloadPluginsExcept(PLUGIN_TYPE_ENGINE, enginePlugin);
#ifdef ENABLE_EVENTRECORDER
Common::String recordMode = ConfMan.get("record_mode");
Common::String recordFileName = ConfMan.get("record_file_name");
if (recordMode == "record") {
Common::String targetFileName = ConfMan.hasKey("record_file_name") ? recordFileName : g_eventRec.generateRecordFileName(ConfMan.getActiveDomainName());
g_eventRec.init(targetFileName, GUI::EventRecorder::kRecorderRecord);
} else if (recordMode == "update") {
g_eventRec.init(recordFileName, GUI::EventRecorder::kRecorderUpdate);
} 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());
DebugMan.removeAllDebugChannels();
break;
}
#endif
Common::TextToSpeechManager *ttsMan = g_system->getTextToSpeechManager();
if (ttsMan != nullptr) {
ttsMan->pushState();
}
// Try to run the game
result = runGame(enginePlugin, system, game, meDescriptor);
if (ttsMan != nullptr) {
ttsMan->popState();
}
DebugMan.removeAllDebugChannels();
#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);
PluginManager::instance().unloadDetectionPlugin();
// reallocate the config manager to get rid of any fragmentation
ConfMan.defragment();
// The keymapper keeps pointers to the configuration domains. It needs to be reinitialized.
setupKeymapper(system);
#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
if (result.getCode() == Common::kNoError && !g_system->getEventManager()->shouldReturnToLauncher() &&
!g_system->hasFeature(OSystem::kFeatureNoQuit) && !ConfMan.getBool("gui_return_to_launcher_at_exit"))
break;
// Reset the return to launcher and quit flags in case we want to load another engine
g_system->getEventManager()->resetReturnToLauncher();
g_system->getEventManager()->resetQuit();
#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().loadAllPluginsOfType(PLUGIN_TYPE_ENGINE); // only for cached manager
PluginManager::instance().loadDetectionPlugin(); // only for uncached manager
} else {
DebugMan.removeAllDebugChannels();
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 (nullptr == ConfMan.getActiveDomain()) {
launcherDialog();
}
}
#ifdef USE_CLOUD
#ifdef USE_SDL_NET
Networking::LocalWebserver::destroy();
#endif
#ifdef USE_LIBCURL
Networking::ConnectionManager::destroy();
//I think it's important to destroy it after ConnectionManager
Cloud::CloudManager::destroy();
#endif
#endif
PluginManager::destroy();
GUI::GuiManager::destroy();
Common::ConfigManager::destroy();
Common::DebugManager::destroy();
Common::OSDMessageQueue::destroy();
#ifdef ENABLE_EVENTRECORDER
GUI::EventRecorder::destroy();
#endif
Common::SearchManager::destroy();
#ifdef USE_TRANSLATION
Common::MainTranslationManager::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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