[Scummvm-cvs-logs] SF.net SVN: scummvm:[34018] scummvm/branches/gsoc2008-tfmx/base/main.cpp

marwanhilmi at users.sourceforge.net marwanhilmi at users.sourceforge.net
Tue Aug 19 05:04:56 CEST 2008


Revision: 34018
          http://scummvm.svn.sourceforge.net/scummvm/?rev=34018&view=rev
Author:   marwanhilmi
Date:     2008-08-19 03:04:55 +0000 (Tue, 19 Aug 2008)

Log Message:
-----------
SVN deleted main.cpp last update.

Added Paths:
-----------
    scummvm/branches/gsoc2008-tfmx/base/main.cpp

Copied: scummvm/branches/gsoc2008-tfmx/base/main.cpp (from rev 34016, scummvm/branches/gsoc2008-tfmx/base/main.cpp)
===================================================================
--- scummvm/branches/gsoc2008-tfmx/base/main.cpp	                        (rev 0)
+++ scummvm/branches/gsoc2008-tfmx/base/main.cpp	2008-08-19 03:04:55 UTC (rev 34018)
@@ -0,0 +1,364 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+/*! \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/config-manager.h"
+#include "common/file.h"
+#include "common/fs.h"
+#include "common/system.h"
+#include "gui/newgui.h"
+#include "gui/message.h"
+
+#include "sound/mods/tfmx.h"
+#include "sound/mixer.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 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());
+	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("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) {
+		printf("failed\n");
+		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 int runGame(const EnginePlugin *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 = EngineMan.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();
+
+	// Init the engine (this might change the screen parameters)
+	// TODO: We should specify what return values
+	int 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();
+	EngineMan.getPlugins();
+
+	// 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();
+	
+	//Tfmx test creation.
+	Audio::SoundHandle _handle;
+	Audio::Tfmx _aTfmx;
+	_aTfmx.load();
+	_aTfmx.loadSamples();
+	_aTfmx.playSong(0);
+	//_aTfmx.testPattern(0x00);
+	//_aTfmx.testMacro(0x00);
+
+	system.getMixer()->playInputStream( Audio::Mixer::kMusicSoundType, &_handle, &_aTfmx, -1, 255, 0, false);
+	system.delayMillis( 999999 );
+	//Tfmx test end.
+
+
+/*
+	// 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 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
+			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 {
+			// 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");
+		}
+
+		launcherDialog(system);
+	}
+	PluginManager::instance().unloadPlugins();
+	PluginManager::destroy();
+
+*/
+	Common::ConfigManager::destroy();
+	GUI::NewGui::destroy();
+
+	return 0;
+}


This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.




More information about the Scummvm-git-logs mailing list