File: SpringApp.cpp

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#include "StdAfx.h"
#include "Rendering/GL/myGL.h"

#include <iostream>

#include <signal.h>
#include <SDL.h>
#include <SDL_syswm.h>

#include "mmgr.h"

#include "SpringApp.h"

#undef KeyPress
#undef KeyRelease

#include "Sim/Misc/GlobalSynced.h"
#include "Game/GameVersion.h"
#include "Game/GameSetup.h"
#include "Game/ClientSetup.h"
#include "Game/GameController.h"
#include "Menu/SelectMenu.h"
#include "Game/PreGame.h"
#include "Game/Game.h"
#include "Sim/Misc/Team.h"
#include "Game/UI/KeyBindings.h"
#include "Game/UI/MouseHandler.h"
#include "Lua/LuaOpenGL.h"
#include "Platform/BaseCmd.h"
#include "Platform/Misc.h"
#include "ConfigHandler.h"
#include "Platform/errorhandler.h"
#include "Platform/CrashHandler.h"
#include "FileSystem/FileSystemHandler.h"
#include "FileSystem/FileHandler.h"
#include "ExternalAI/IAILibraryManager.h"
#include "Rendering/glFont.h"
#include "Rendering/GLContext.h"
#include "Rendering/VerticalSync.h"
#include "Rendering/Textures/TAPalette.h"
#include "Rendering/Textures/NamedTextures.h"
#include "Rendering/Textures/TextureAtlas.h"
#include "aGui/Gui.h"
#include "Sim/Projectiles/ExplosionGenerator.h"
#include "Sim/Misc/GlobalConstants.h"
#include "LogOutput.h"
#include "MouseInput.h"
#include "InputHandler.h"
#include "Joystick.h"
#include "bitops.h"
#include "GlobalUnsynced.h"
#include "Util.h"
#include "myMath.h"
#include "FPUCheck.h"
#include "Exceptions.h"
#include "System/TimeProfiler.h"
#include "System/Sound/Sound.h"

#include "mmgr.h"

#ifdef WIN32
	#include "Platform/Win/win32.h"
	#include <winreg.h>
	#include <direct.h>
	#include "Platform/Win/WinVersion.h"
#endif // WIN32

#ifdef USE_GML
#include "lib/gml/gmlsrv.h"
extern gmlClientServer<void, int,CUnit*> *gmlProcessor;
#endif

using std::string;

CGameController* activeController = 0;
bool globalQuit = false;
boost::uint8_t *keys = 0;
boost::uint16_t currentUnicode = 0;
bool fullscreen = true;

/**
 * @brief xres default
 *
 * Defines the default X resolution as 1024
 */
const int XRES_DEFAULT = 1024;

/**
 * @brief yres default
 *
 * Defines the default Y resolution as 768
 */
const int YRES_DEFAULT = 768;


/**
 * Initializes SpringApp variables
 */
SpringApp::SpringApp()
{
	cmdline = 0;
	screenWidth = screenHeight = 0;
	FSAA = false;
	lastRequiredDraw=0;
}

/**
 * Destroys SpringApp variables
 */
SpringApp::~SpringApp()
{
	if (cmdline) delete cmdline;
	if (keys) delete[] keys;

	creg::System::FreeClasses ();
}

/**
 * @brief Initializes the SpringApp instance
 * @return whether initialization was successful
 */
bool SpringApp::Initialize()
{
#if defined(_WIN32) && defined(__GNUC__)
	// load QTCreator's gdb helper dll; a variant of this should also work on other OSes
	{
		// don't display a dialog box if gdb helpers aren't found
		UINT olderrors = SetErrorMode(SEM_FAILCRITICALERRORS);
		if(LoadLibrary("gdbmacros.dll")) {
			LogObject() << "QT Creator's gdbmacros.dll loaded";
		}
		SetErrorMode(olderrors);
	}
#endif

	// Initialize class system
	creg::System::InitializeClasses();

	// Initialize crash reporting
	CrashHandler::Install();

	ParseCmdLine();
	CMyMath::Init();
	good_fpu_control_registers("::Run");

	// log OS version
	// TODO: improve version logging of non-Windows OSes
	logOutput.Print("OS: %s", Platform::GetOS().c_str());
	if (Platform::Is64Bit())
		logOutput.Print("OS: 64bit native mode");
	else if (Platform::Is32BitEmulation())
		logOutput.Print("OS: emulated 32bit mode");
	else
		logOutput.Print("OS: 32bit native mode");

	FileSystemHandler::Initialize(true);

	UpdateOldConfigs();

	if (!InitWindow(("Spring " + SpringVersion::Get()).c_str())) {
		SDL_Quit();
		return false;
	}

	mouseInput = IMouseInput::Get();

	// Global structures
	gs = new CGlobalSyncedStuff();
	gu = new CGlobalUnsyncedStuff();

	if (cmdline->IsSet("minimise")) {
		gu->active = false;
		SDL_WM_IconifyWindow();
	}

	InitOpenGL();
	agui::InitGui();
	palette.Init();

	// Initialize keyboard
	SDL_EnableUNICODE(1);
	SDL_EnableKeyRepeat (SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
	SDL_SetModState (KMOD_NONE);

	input.AddHandler(boost::bind(&SpringApp::MainEventHandler, this, _1));
	keys = new boost::uint8_t[SDLK_LAST];
	memset (keys,0,sizeof(boost::uint8_t)*SDLK_LAST);

	LoadFonts();

	// Initialize GLEW
	LoadExtensions();
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	SDL_GL_SwapBuffers();

	// Runtime compress textures?
	if (GLEW_ARB_texture_compression) {
		// we don't even need to check it, 'cos groundtextures must have that extension
		// default to off because it reduces quality (smallest mipmap level is bigger)
		gu->compressTextures = !!configHandler->Get("CompressTextures", 0);
	}

	// use some ATI bugfixes?
	if ((gu->atiHacks = !!configHandler->Get("AtiHacks", gu->haveATI? 1: 0))) {
		logOutput.Print("ATI hacks enabled\n");
	}

	// Initialize named texture handler
	CNamedTextures::Init();

	// Initialize Lua GL
	LuaOpenGL::Init();

#ifdef WIN32
	int affinity = configHandler->Get("SetCoreAffinity", 0);

	if (affinity>0) {
		//! Get the available cores
		DWORD curMask;
		DWORD cores;
		GetProcessAffinityMask(GetCurrentProcess(), &curMask, &cores);

		DWORD wantedCore = 0xff;

		//! Find an useable core
		cores /= 0x1;
		while( (wantedCore & cores) == 0x0 ) {
			wantedCore >>= 0x1;
		}

		//! Set the affinity
		HANDLE thread = GetCurrentThread();
		if (affinity==1) {
			SetThreadIdealProcessor(thread,wantedCore);
		} else if (affinity>=2) {
			SetThreadAffinityMask(thread,wantedCore);
		}
	}
#endif // WIN32

	InitJoystick();
	// Create CGameSetup and CPreGame objects
	Startup();

	return true;
}

/**
 * @brief multisample test
 * @return whether the multisampling test was successful
 *
 * Tests if a user has requested FSAA, if it's a valid
 * FSAA mode, and if it's supported by the current GL context
 */
static bool MultisampleTest(void)
{
	if (!GL_ARB_multisample)
		return false;
	GLuint fsaa = configHandler->Get("FSAA",0);
	if (!fsaa)
		return false;
	SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS,1);
	GLuint fsaalevel = std::max(std::min(configHandler->Get("FSAALevel", 2), 8), 0);

	make_even_number(fsaalevel);

	SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES,fsaalevel);
	return true;
}

/**
 * @brief multisample verify
 * @return whether verification passed
 *
 * Tests whether FSAA was actually enabled
 */
static bool MultisampleVerify(void)
{
	GLint buffers, samples;
	glGetIntegerv(GL_SAMPLE_BUFFERS_ARB, &buffers);
	glGetIntegerv(GL_SAMPLES_ARB, &samples);
	if (buffers && samples) {
		return true;
	}
	return false;
}


/**
 * @return whether window initialization succeeded
 * @param title char* string with window title
 *
 * Initializes the game window
 */
bool SpringApp::InitWindow(const char* title)
{
	unsigned int sdlInitFlags = SDL_INIT_VIDEO | SDL_INIT_TIMER;
#ifdef WIN32
	// the crash reporter should be catching the errors
	sdlInitFlags |= SDL_INIT_NOPARACHUTE;
#endif
	if ((SDL_Init(sdlInitFlags) == -1)) {
		logOutput.Print("Could not initialize SDL: %s", SDL_GetError());
		return false;
	}

	// Sets window manager properties
	SDL_WM_SetIcon(SDL_LoadBMP("spring.bmp"),NULL);
	SDL_WM_SetCaption(title, title);

	if (!SetSDLVideoMode()) {
		logOutput.Print("Failed to set SDL video mode: %s", SDL_GetError());
		return false;
	}

	RestoreWindowPosition();

	glClearColor(0.0f,0.0f,0.0f,0.0f);
	glClear(GL_COLOR_BUFFER_BIT);
	SDL_GL_SwapBuffers();

	return true;
}

/**
 * @return whether setting the video mode was successful
 *
 * Sets SDL video mode options/settings
 */
bool SpringApp::SetSDLVideoMode()
{
	int sdlflags = SDL_OPENGL | SDL_RESIZABLE;

	//conditionally_set_flag(sdlflags, SDL_FULLSCREEN, fullscreen);
	sdlflags |= fullscreen ? SDL_FULLSCREEN : 0;

	SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8); // enable alpha channel

	depthBufferBits = configHandler->Get("DepthBufferBits", 24);
	if (gu) gu->depthBufferBits = depthBufferBits;

	SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, depthBufferBits);
	SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, configHandler->Get("StencilBufferBits", 8));

	SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);

	FSAA = MultisampleTest();

	SDL_Surface *screen = SDL_SetVideoMode(screenWidth, screenHeight, 32, sdlflags);
	if (!screen) {
		char buf[1024];
		SNPRINTF(buf, sizeof(buf), "Could not set video mode:\n%s", SDL_GetError());
		handleerror(NULL, buf, "ERROR", MBF_OK|MBF_EXCL);
		return false;
	}

#ifdef STREFLOP_H
	// Something in SDL_SetVideoMode (OpenGL drivers?) messes with the FPU control word.
	// Set single precision floating point math.
	streflop_init<streflop::Simple>();
#endif

	if (FSAA) {
 		FSAA = MultisampleVerify();
	}

	// setup GL smoothing
	const int defaultSmooth = 0; // FSAA ? 0 : 3;  // until a few things get fixed
	const int lineSmoothing = configHandler->Get("SmoothLines", defaultSmooth);
	if (lineSmoothing > 0) {
		GLenum hint = GL_FASTEST;
		if (lineSmoothing >= 3) {
			hint = GL_NICEST;
		} else if (lineSmoothing >= 2) {
			hint = GL_DONT_CARE;
		}
		glEnable(GL_LINE_SMOOTH);
		glHint(GL_LINE_SMOOTH_HINT, hint);
	}
	const int pointSmoothing = configHandler->Get("SmoothPoints", defaultSmooth);
	if (pointSmoothing > 0) {
		GLenum hint = GL_FASTEST;
		if (pointSmoothing >= 3) {
			hint = GL_NICEST;
		} else if (pointSmoothing >= 2) {
			hint = GL_DONT_CARE;
		}
		glEnable(GL_POINT_SMOOTH);
		glHint(GL_POINT_SMOOTH_HINT, hint);
	}

	// setup LOD bias factor
	const float lodBias = std::max(std::min( configHandler->Get("TextureLODBias", 0.0f) , 4.0f), -4.0f);
	if (fabs(lodBias)>0.01f) {
		glTexEnvf(GL_TEXTURE_FILTER_CONTROL,GL_TEXTURE_LOD_BIAS, lodBias );
	}

	// there must be a way to see if this is necessary, compare old/new context pointers?
	if (!!configHandler->Get("FixAltTab", 0)) {
		// free GL resources
		GLContext::Free();

		// initialize any GL resources that were lost
		GLContext::Init();
	}

	int bits;
	SDL_GL_GetAttribute(SDL_GL_BUFFER_SIZE, &bits);
	logOutput.Print("Video mode set to  %i x %i / %i bit", screenWidth, screenHeight, bits );
	VSync.Init();

	return true;
}



// origin for our coordinates is the bottom left corner
bool SpringApp::GetDisplayGeometry()
{
	SDL_SysWMinfo info;
	SDL_VERSION(&info.version);

	if (!SDL_GetWMInfo(&info)) {
		return false;
	}

#ifdef __APPLE__
	// todo: enable this function, RestoreWindowPosition() and SaveWindowPosition() on Mac
	return false;


#elif !defined(_WIN32)
	info.info.x11.lock_func();
	{
		Display* display = info.info.x11.display;
		Window   window  = info.info.x11.window;

		XWindowAttributes attrs;
		XGetWindowAttributes(display, window, &attrs);
		const Screen* screen = attrs.screen;

		gu->screenSizeX = WidthOfScreen(screen);
		gu->screenSizeY = HeightOfScreen(screen);
		gu->winSizeX = attrs.width;
		gu->winSizeY = attrs.height;

		Window tmp;
		int xp, yp;
		XTranslateCoordinates(display, window, attrs.root, 0, 0, &xp, &yp, &tmp);
		windowPosX = xp;
		windowPosY = yp;
	}
	info.info.x11.unlock_func();

#else
	gu->screenSizeX = GetSystemMetrics(SM_CXFULLSCREEN);
	gu->screenSizeY = GetSystemMetrics(SM_CYFULLSCREEN);

	RECT rect;
	if (!GetClientRect(info.window, &rect)) {
		return false;
	}

	if ((rect.right - rect.left) == 0 || (rect.bottom - rect.top) == 0)
		return false;

	gu->winSizeX = rect.right - rect.left;
	gu->winSizeY = rect.bottom - rect.top;

	// translate from client coords to screen coords
	MapWindowPoints(info.window, HWND_DESKTOP, (LPPOINT)&rect, 2);

	// GetClientRect doesn't do the right thing for restoring window position
	if (!fullscreen) {
		GetWindowRect(info.window, &rect);
	}

	windowPosX = rect.left;
	windowPosY = rect.top;
#endif // _WIN32

	gu->winPosX = windowPosX;
	gu->winPosY = gu->screenSizeY - gu->winSizeY - windowPosY; //! origin BOTTOMLEFT

	return true;
}



void SpringApp::SetupViewportGeometry()
{
	if (!GetDisplayGeometry()) {
		gu->screenSizeX = screenWidth;
		gu->screenSizeY = screenHeight;
		gu->winSizeX = screenWidth;
		gu->winSizeY = screenHeight;
		gu->winPosX = 0;
		gu->winPosY = 0;
	}

	gu->dualScreenMode = !!configHandler->Get("DualScreenMode", 0);
	if (gu->dualScreenMode) {
		gu->dualScreenMiniMapOnLeft =
			!!configHandler->Get("DualScreenMiniMapOnLeft", 0);
	} else {
		gu->dualScreenMiniMapOnLeft = false;
	}

	if (!gu->dualScreenMode) {
		gu->viewSizeX = gu->winSizeX;
		gu->viewSizeY = gu->winSizeY;
		gu->viewPosX = 0;
		gu->viewPosY = 0;
	}
	else {
		gu->viewSizeX = gu->winSizeX / 2;
		gu->viewSizeY = gu->winSizeY;
		if (gu->dualScreenMiniMapOnLeft) {
			gu->viewPosX = gu->winSizeX / 2;
			gu->viewPosY = 0;
		} else {
			gu->viewPosX = 0;
			gu->viewPosY = 0;
		}
	}

	agui::gui->UpdateScreenGeometry(
			gu->viewSizeX,
			gu->viewSizeY,
			gu->viewPosX,
			(gu->winSizeY - gu->viewSizeY - gu->viewPosY) );
	gu->pixelX = 1.0f / (float)gu->viewSizeX;
	gu->pixelY = 1.0f / (float)gu->viewSizeY;

	// NOTE:  gu->viewPosY is not currently used

	gu->aspectRatio = (float)gu->viewSizeX / (float)gu->viewSizeY;
}



/**
 * Initializes OpenGL
 */
void SpringApp::InitOpenGL()
{
	SetupViewportGeometry();

	glViewport(gu->viewPosX, gu->viewPosY, gu->viewSizeX, gu->viewSizeY);

	gluPerspective(45.0f, (GLfloat)gu->viewSizeX / (GLfloat)gu->viewSizeY, 2.8f, MAX_VIEW_RANGE);

	// Initialize some GL states
	glShadeModel(GL_SMOOTH);
	glClearDepth(1.0f);
	glEnable(GL_DEPTH_TEST);
	glDepthFunc(GL_LEQUAL);
}


void SpringApp::UpdateOldConfigs()
{
	// not very neat, should be done in the installer someday
	const int cfgVersion = configHandler->Get("Version",0);
	if (cfgVersion < 2) {
		// force an update to new defaults
		configHandler->Delete("FontFile");
		configHandler->Delete("FontSize");
		configHandler->Delete("SmallFontSize");
		configHandler->Delete("StencilBufferBits"); //! update to 8 bits
		configHandler->Delete("DepthBufferBits"); //! update to 24bits
		configHandler->Set("Version",2);
	}
}


void SpringApp::LoadFonts()
{
	// Initialize font
	const std::string fontFile = configHandler->GetString("FontFile", "fonts/FreeSansBold.otf");
	const std::string smallFontFile = configHandler->GetString("SmallFontFile", "fonts/FreeSansBold.otf");
	const int fontSize = configHandler->Get("FontSize", 23);
	const int smallFontSize = configHandler->Get("SmallFontSize", 14);
	const int outlineWidth = configHandler->Get("FontOutlineWidth", 3);
	const float outlineWeight = configHandler->Get("FontOutlineWeight", 25.0f);
	const int smallOutlineWidth = configHandler->Get("SmallFontOutlineWidth", 2);
	const float smallOutlineWeight = configHandler->Get("SmallFontOutlineWeight", 10.0f);

	SafeDelete(font);
	SafeDelete(smallFont);
	font = CglFont::LoadFont(fontFile, fontSize, outlineWidth, outlineWeight);
	smallFont = CglFont::LoadFont(smallFontFile, smallFontSize, smallOutlineWidth, smallOutlineWeight);

	if (!font || !smallFont) {
		std::vector<std::string> fonts = CFileHandler::DirList("fonts/", "*.*tf", SPRING_VFS_RAW_FIRST);
		std::vector<std::string>::iterator fi = fonts.begin();
		while (fi != fonts.end()) {
			SafeDelete(font);
			SafeDelete(smallFont);
			font = CglFont::LoadFont(*fi, fontSize, outlineWidth, outlineWeight);
			smallFont = CglFont::LoadFont(*fi, smallFontSize, smallOutlineWidth, smallOutlineWeight);
			if (font && smallFont) {
				break;
			} else {
				fi++;
			}
		}
		if (!font) {
			throw content_error(std::string("Failed to load font: ") + fontFile);
		} else if (!smallFont) {
			throw content_error(std::string("Failed to load font: ") + smallFontFile);
		}
		configHandler->SetString("FontFile", *fi);
		configHandler->SetString("SmallFontFile", *fi);
	}
}

/**
 * @return whether commandline parsing was successful
 *
 * Parse command line arguments
 */
void SpringApp::ParseCmdLine()
{
	cmdline->AddSwitch('f', "fullscreen",         "Run in fullscreen mode");
	cmdline->AddSwitch('w', "window",             "Run in windowed mode");
	cmdline->AddInt(   'x', "xresolution",        "Set X resolution");
	cmdline->AddInt(   'y', "yresolution",        "Set Y resolution");
	cmdline->AddSwitch('m', "minimise",           "Start minimised");
	cmdline->AddSwitch('s', "server",             "Run as a server");
	cmdline->AddSwitch('c', "client",             "Run as a client");
	cmdline->AddSwitch('p', "projectiledump",     "Dump projectile class info in projectiles.txt");
	cmdline->AddSwitch('t', "textureatlas",       "Dump each finalized textureatlas in textureatlasN.tga");
	cmdline->AddString('n', "name",               "Set your player name");
	cmdline->AddString('C', "config",             "Configuration file");
	cmdline->AddSwitch(0,   "list-ai-interfaces", "Dump a list of available AI Interfaces to stdout");
	cmdline->AddSwitch(0,   "list-skirmish-ais",  "Dump a list of available Skirmish AIs to stdout");

	try
	{
		cmdline->Parse();
	}
	catch (const std::exception& err)
	{
		std::cerr << err.what() << std::endl << std::endl;
		cmdline->PrintUsage("Spring", SpringVersion::GetFull());
		exit(1);
	}

	// mutually exclusive options that cause spring to quit immediately
	if (cmdline->IsSet("help")) {
		cmdline->PrintUsage("Spring",SpringVersion::GetFull());
		exit(0);
	} else if (cmdline->IsSet("version")) {
		std::cout << "Spring " << SpringVersion::GetFull() << std::endl;
		exit(0);
	} else if (cmdline->IsSet("projectiledump")) {
		CCustomExplosionGenerator::OutputProjectileClassInfo();
		exit(0);
	}

	if (cmdline->IsSet("config")) {
		string configSource = cmdline->GetString("config");
		logOutput.Print("using configuration source \"" + ConfigHandler::Instantiate(configSource) + "\"");
	} else {
		logOutput.Print("using default configuration source \"" + ConfigHandler::Instantiate() + "\"");
	}

	// mutually exclusive options that cause spring to quit immediately
	// and require the configHandler
	if (cmdline->IsSet("list-ai-interfaces")) {
		IAILibraryManager::OutputAIInterfacesInfo();
		exit(0);
	} else if (cmdline->IsSet("list-skirmish-ais")) {
		IAILibraryManager::OutputSkirmishAIInfo();
		exit(0);
	}

#ifdef _DEBUG
	fullscreen = false;
#else
	fullscreen = !!configHandler->Get("Fullscreen", 1);
#endif
	// flags
	if (cmdline->IsSet("window")) {
		fullscreen = false;
	} else if (cmdline->IsSet("fullscreen")) {
		fullscreen = true;
	}

	if (cmdline->IsSet("textureatlas")) {
		CTextureAtlas::debug = true;
	}

	if (cmdline->IsSet("name")) {
		const string name = cmdline->GetString("name");
		if (!name.empty()) {
			configHandler->SetString("name", StringReplace(name, " ", "_"));
		}
	}

	screenWidth = configHandler->Get("XResolution", XRES_DEFAULT);
	if (cmdline->IsSet("xresolution"))
		screenWidth = std::max(cmdline->GetInt("xresolution"), 640);

	screenHeight = configHandler->Get("YResolution", YRES_DEFAULT);
	if (cmdline->IsSet("yresolution"))
		screenHeight = std::max(cmdline->GetInt("yresolution"), 480);

	windowPosX  = configHandler->Get("WindowPosX", 32);
	windowPosY  = configHandler->Get("WindowPosY", 32);
	windowState = configHandler->Get("WindowState", 0);

#ifdef USE_GML
	gmlThreadCountOverride = configHandler->Get("HardwareThreadCount", 0);
	gmlThreadCount=GML_CPU_COUNT;
#if GML_ENABLE_SIM
	extern volatile int gmlMultiThreadSim;
	gmlMultiThreadSim=configHandler->Get("MultiThreadSim", 1);
#endif
#endif
}


/**
 * Initializes instance of GameSetup
 */
void SpringApp::Startup()
{
	std::string inputFile = cmdline->GetInputFile();
	if (inputFile.empty())
	{
		bool server = !cmdline->IsSet("client") || cmdline->IsSet("server");
#ifdef SYNCDEBUG
		CSyncDebugger::GetInstance()->Initialize(server, 64);
#endif
		activeController = new SelectMenu(server);
	}
	else if (inputFile.rfind("sdf") == inputFile.size() - 3)
	{
		std::string demoFileName = inputFile;
		std::string demoPlayerName = configHandler->GetString("name", "UnnamedPlayer");

		if (demoPlayerName.empty()) {
			demoPlayerName = "UnnamedPlayer";
		} else {
			demoPlayerName = StringReplaceInPlace(demoPlayerName, ' ', '_');
		}

		demoPlayerName += " (spec)";

		ClientSetup* startsetup = new ClientSetup();
			startsetup->isHost       = true; // local demo play
			startsetup->myPlayerName = demoPlayerName;

#ifdef SYNCDEBUG
		CSyncDebugger::GetInstance()->Initialize(true, 64); //FIXME: add actual number of player
#endif

		pregame = new CPreGame(startsetup);
		pregame->LoadDemo(demoFileName);
	}
	else if (inputFile.rfind("ssf") == inputFile.size() - 3)
	{
		std::string savefile = inputFile;
		ClientSetup* startsetup = new ClientSetup();
		startsetup->isHost = true;
		startsetup->myPlayerName = configHandler->GetString("name", "unnamed");
#ifdef SYNCDEBUG
		CSyncDebugger::GetInstance()->Initialize(true, 64); //FIXME: add actual number of player
#endif
		pregame = new CPreGame(startsetup);
		pregame->LoadSavefile(savefile);
	}
	else
	{
		LogObject() << "Loading startscript from: " << inputFile;
		std::string startscript = inputFile;
		CFileHandler fh(startscript);
		if (!fh.FileExists())
			throw content_error("Setup-script does not exist in given location: "+startscript);

		std::string buf;
		if (!fh.LoadStringData(buf))
			throw content_error("Setup-script cannot be read: " + startscript);
		ClientSetup* startsetup = new ClientSetup();
		startsetup->Init(buf);

		// commandline parameters overwrite setup
		if (cmdline->IsSet("client"))
			startsetup->isHost = false;
		else if (cmdline->IsSet("server"))
			startsetup->isHost = true;

#ifdef SYNCDEBUG
		CSyncDebugger::GetInstance()->Initialize(startsetup->isHost, 64); //FIXME: add actual number of player
#endif
		pregame = new CPreGame(startsetup);
		if (startsetup->isHost)
			pregame->LoadSetupscript(buf);
	}
}




#if defined(USE_GML) && GML_ENABLE_SIM
volatile int gmlMultiThreadSim;
volatile int gmlStartSim;

int SpringApp::Sim()
{
	while(gmlKeepRunning && !gmlStartSim)
		SDL_Delay(100);

	while(gmlKeepRunning) {
		if(!gmlMultiThreadSim) {
			CrashHandler::ClearSimWDT(true);
			while(!gmlMultiThreadSim && gmlKeepRunning)
				SDL_Delay(200);
		}
		else if (activeController) {
			CrashHandler::ClearSimWDT();
			gmlProcessor->ExpandAuxQueue();

			{
				GML_STDMUTEX_LOCK(sim); // Sim

				if (!activeController->Update()) {
					return 0;
				}
			}

			gmlProcessor->GetQueue();
		}
		boost::thread::yield();
	}
	return 1;
}
#endif




/**
 * @return return code of activecontroller draw function
 *
 * Draw function repeatedly called, it calls all the
 * other draw functions
 */
int SpringApp::Update()
{
	if (FSAA)
		glEnable(GL_MULTISAMPLE_ARB);

	int ret = 1;
	if (activeController) {
#if !defined(USE_GML) || !GML_ENABLE_SIM
		if (!activeController->Update()) {
			ret = 0;
		} else {
#else
			if(gmlMultiThreadSim) {
				if(!gs->frameNum) {

					GML_STDMUTEX_LOCK(sim); // Update

					activeController->Update();
					if(gs->frameNum)
						gmlStartSim=1;
				}
			}
			else {

				GML_STDMUTEX_LOCK(sim); // Update

				activeController->Update();
			}
#endif
			if(game)
				CrashHandler::ClearDrawWDT();

			gu->drawFrame++;
			if (gu->drawFrame == 0) {
				gu->drawFrame++;
			}
			if(
#if defined(USE_GML) && GML_ENABLE_SIM
				!gmlMultiThreadSim &&
#endif
				gs->frameNum-lastRequiredDraw >= (float)MAX_CONSECUTIVE_SIMFRAMES * gs->userSpeedFactor) {

				ScopedTimer cputimer("CPU load"); // Update

				ret = activeController->Draw();
				lastRequiredDraw=gs->frameNum;
			}
			else {
				ret = activeController->Draw();
			}
#if defined(USE_GML) && GML_ENABLE_SIM
			gmlProcessor->PumpAux();
#else
		}
#endif
	}

	VSync.Delay();
	SDL_GL_SwapBuffers();

	if (FSAA)
		glDisable(GL_MULTISAMPLE_ARB);

	return ret;
}


/**
 * Tests SDL keystates and sets values
 * in key array
 */
void SpringApp::UpdateSDLKeys ()
{
	int numkeys;
	boost::uint8_t *state;
	state = SDL_GetKeyState(&numkeys);
	memcpy(keys, state, sizeof(boost::uint8_t) * numkeys);

	const SDLMod mods = SDL_GetModState();
	keys[SDLK_LALT]   = (mods & KMOD_ALT)   ? 1 : 0;
	keys[SDLK_LCTRL]  = (mods & KMOD_CTRL)  ? 1 : 0;
	keys[SDLK_LMETA]  = (mods & KMOD_META)  ? 1 : 0;
	keys[SDLK_LSHIFT] = (mods & KMOD_SHIFT) ? 1 : 0;
}

/**
 * @param argc argument count
 * @param argv array of argument strings
 *
 * Executes the application
 * (contains main game loop)
 */
int SpringApp::Run(int argc, char *argv[])
{
	cmdline = new BaseCmd(argc, argv);

	if (!Initialize())
		return -1;

#ifdef WIN32
	//SDL_EventState (SDL_SYSWMEVENT, SDL_ENABLE);
#endif
	CrashHandler::InstallHangHandler();

#ifdef USE_GML
	gmlProcessor=new gmlClientServer<void, int, CUnit*>;
#	if GML_ENABLE_SIM
	gmlKeepRunning=1;
	gmlStartSim=0;
	gmlProcessor->AuxWork(&SpringApp::Simcb,this); // start sim thread
#	endif
#endif
	while (true) // end is handled by globalQuit
	{
#ifdef WIN32
		static unsigned lastreset = 0;
		unsigned curreset = SDL_GetTicks();
		if(gu->active && (curreset - lastreset > 1000)) {
			lastreset = curreset;
			int timeout; // reset screen saver timer
			if(SystemParametersInfo(SPI_GETSCREENSAVETIMEOUT, 0, &timeout, 0))
				SystemParametersInfo(SPI_SETSCREENSAVETIMEOUT, timeout, NULL, 0);
		}
#endif
		{
			SCOPED_TIMER("Input");
			mouseInput->Update();
			SDL_Event event;
			while (SDL_PollEvent(&event)) {
				input.PushEvent(event);
			}
		}
		if (globalQuit)
			break;

		try {
			if (!Update())
				break;
		} catch (content_error &e) {
			LogObject() << "Caught content exception: " << e.what() << "\n";
			handleerror(NULL, e.what(), "Content error", MBF_OK | MBF_EXCL);
		}
	}

#ifdef USE_GML
	#if GML_ENABLE_SIM
	gmlKeepRunning=0; // wait for sim to finish
	while(!gmlProcessor->PumpAux())
		boost::thread::yield();
	#endif
	if(gmlProcessor)
		delete gmlProcessor;
#endif

	CrashHandler::UninstallHangHandler();

	// Shutdown
	Shutdown();
	return 0;
}



/**
 * Restores position of the window, if we're not in fullscreen
 */
void SpringApp::RestoreWindowPosition()
{
#ifdef __APPLE__
	return;
#else
	if (!fullscreen) {
		SDL_SysWMinfo info;
		SDL_VERSION(&info.version);

		if (SDL_GetWMInfo(&info)) {
#ifdef _WIN32
			bool stateChanged = false;

			if (windowState > 0) {
				WINDOWPLACEMENT wp;
				memset(&wp,0,sizeof(WINDOWPLACEMENT));
				wp.length = sizeof(WINDOWPLACEMENT);
				stateChanged = true;
				int wState;
				switch (windowState) {
					case 1: wState = SW_SHOWMAXIMIZED; break;
					case 2: wState = SW_SHOWMINIMIZED; break;
					default: stateChanged = false;
				}
				if (stateChanged) {
					ShowWindow(info.window, wState);
					RECT rect;
					if (GetClientRect(info.window, &rect)) {
						//! translate from client coords to screen coords
						MapWindowPoints(info.window, HWND_DESKTOP, (LPPOINT)&rect, 2);
						screenWidth = rect.right - rect.left;
						screenHeight = rect.bottom - rect.top;
						windowPosX = rect.left;
						windowPosY = rect.top;
					}
				}
			}

			if (!stateChanged) {
				MoveWindow(info.window, windowPosX, windowPosY, screenWidth, screenHeight, true);
			}
#else
			info.info.x11.lock_func();

			{
				XMoveWindow(info.info.x11.display, info.info.x11.wmwindow, windowPosX, windowPosY);
			}

			info.info.x11.unlock_func();
#endif
		}
	}
#endif // ifdef __APPLE__
}

/**
 * Saves position of the window, if we're not in fullscreen
 */
void SpringApp::SaveWindowPosition()
{
#ifdef __APPLE__
	return;
#else
	if (!fullscreen) {
  #if defined(_WIN32)
		SDL_SysWMinfo info;
		SDL_VERSION(&info.version);

		if (SDL_GetWMInfo(&info)) {
			WINDOWPLACEMENT wp;
			wp.length = sizeof(WINDOWPLACEMENT);
			if (GetWindowPlacement(info.window, &wp)) {
				switch (wp.showCmd) {
					case SW_SHOWMAXIMIZED:
						windowState = 1;
						break;
					case SW_SHOWMINIMIZED:
						windowState = 2;
						break;
					default:
						configHandler->Set("WindowPosX", windowPosX);
						configHandler->Set("WindowPosY", windowPosY);
						windowState = 0;
				}
			}
		}
		configHandler->Set("WindowState", windowState);
  #else
		configHandler->Set("WindowPosX", windowPosX);
		configHandler->Set("WindowPosY", windowPosY);
  #endif
	}
#endif
}



/**
 * Deallocates and shuts down game
 */
void SpringApp::Shutdown()
{
	SaveWindowPosition();

	if (pregame)
		delete pregame;			//in case we exit during init
	if (game)
		delete game;
	delete gameSetup;
	delete font;
	delete smallFont;
	CNamedTextures::Kill();
	GLContext::Free();
	ConfigHandler::Deallocate();
	UnloadExtensions();
	delete mouseInput;
	SDL_WM_GrabInput(SDL_GRAB_OFF);
	SDL_Quit();
	delete gs;
	delete gu;
#ifdef USE_MMGR
	m_dumpMemoryReport();
#endif
}

bool SpringApp::MainEventHandler(const SDL_Event& event)
{
	switch (event.type) {
		case SDL_VIDEORESIZE: {

			GML_STDMUTEX_LOCK(sim); // Run

			CrashHandler::ClearDrawWDT(true);
			screenWidth = event.resize.w;
			screenHeight = event.resize.h;
#ifndef WIN32
			// HACK   We don't want to break resizing on windows (again?),
			//        so someone should test this very well before enabling it.
			SetSDLVideoMode();
#endif
			InitOpenGL();
			activeController->ResizeEvent();
			break;
		}
		case SDL_VIDEOEXPOSE: {

			GML_STDMUTEX_LOCK(sim); // Run

			CrashHandler::ClearDrawWDT(true);
			// re-initialize the stencil
			glClearStencil(0);
			glClear(GL_STENCIL_BUFFER_BIT); SDL_GL_SwapBuffers();
			glClear(GL_STENCIL_BUFFER_BIT); SDL_GL_SwapBuffers();
			SetupViewportGeometry();
			break;
		}
		case SDL_QUIT: {
			globalQuit = true;
			break;
		}
		case SDL_ACTIVEEVENT: {
			CrashHandler::ClearDrawWDT(true);
			if (event.active.state & SDL_APPACTIVE) {
				gu->active = !!event.active.gain;
				if (sound)
					sound->Iconified(!event.active.gain);
			}

			if (mouse && mouse->locked) {
				mouse->ToggleState();
			}
			break;
		}
		case SDL_KEYDOWN: {
			int i = event.key.keysym.sym;
			currentUnicode = event.key.keysym.unicode;

			const bool isRepeat = !!keys[i];

			UpdateSDLKeys ();

			if (activeController) {
				if (i <= SDLK_DELETE) {
					i = tolower(i);
				}
				else if (i == SDLK_RSHIFT) { i = SDLK_LSHIFT; }
				else if (i == SDLK_RCTRL)  { i = SDLK_LCTRL;  }
				else if (i == SDLK_RMETA)  { i = SDLK_LMETA;  }
				else if (i == SDLK_RALT)   { i = SDLK_LALT;   }

				if (keyBindings) {
					const int fakeMetaKey = keyBindings->GetFakeMetaKey();
					if (fakeMetaKey >= 0) {
						keys[SDLK_LMETA] |= keys[fakeMetaKey];
					}
				}

				activeController->KeyPressed(i, isRepeat);

				if (activeController->userWriting){
					// use unicode for printed characters
					i = event.key.keysym.unicode;
					if ((i >= SDLK_SPACE) && (i <= 255)) {
						CGameController* ac = activeController;
						if (ac->ignoreNextChar || ac->ignoreChar == char(i)) {
							ac->ignoreNextChar = false;
						} else {
							if (i < 255 && (!isRepeat || ac->userInput.length()>0)) {
								const int len = (int)ac->userInput.length();
								ac->writingPos = std::max(0, std::min(len, ac->writingPos));
								char str[2] = { char(i), 0 };
								ac->userInput.insert(ac->writingPos, str);
								ac->writingPos++;
							}
						}
					}
				}
			}
			activeController->ignoreNextChar = false;
			break;
		}
		case SDL_KEYUP: {
			int i = event.key.keysym.sym;
			currentUnicode = event.key.keysym.unicode;

			UpdateSDLKeys();

			if (activeController) {
				if (i <= SDLK_DELETE) {
					i = tolower(i);
				}
				else if (i == SDLK_RSHIFT) { i = SDLK_LSHIFT; }
				else if (i == SDLK_RCTRL)  { i = SDLK_LCTRL;  }
				else if (i == SDLK_RMETA)  { i = SDLK_LMETA;  }
				else if (i == SDLK_RALT)   { i = SDLK_LALT;   }

				if (keyBindings) {
					const int fakeMetaKey = keyBindings->GetFakeMetaKey();
					if (fakeMetaKey >= 0) {
						keys[SDLK_LMETA] |= keys[fakeMetaKey];
					}
				}

				activeController->KeyReleased(i);
			}
			break;
		}
		default:
			break;
	}
	return false;
}