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Main.cpp
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Main.cpp
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/*
* Copyright (C) 2011-2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow 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.
*
* Me and My Shadow 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 Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#include
"Functions.h"
#include
"Timer.h"
#include
"Objects.h"
#include
"Globals.h"
#include
"TitleMenu.h"
#include
"GUIObject.h"
#include
"InputManager.h"
#include
"MD5.h"
#include
"StatisticsManager.h"
#include
<SDL/SDL.h>
#include
<stdlib.h>
#include
<time.h>
#include
<stdio.h>
#include
<string.h>
#ifdef HARDWARE_ACCELERATION
#include
<GL/gl.h>
#include
<GL/glu.h>
#endif
//Variables for recording.
//To enable picture recording uncomment the next line:
//#define RECORD_PICUTRE_SEQUENCE
#ifdef RECORD_PICUTRE_SEQUENCE
bool
recordPictureSequence
=
false
;
int
recordPictureIndex
=
0
;
#endif
#ifdef __APPLE__
int
SDL_main
(
int
argc
,
char
**
argv
)
{
#else
int
main
(
int
argc
,
char
**
argv
)
{
#endif
#ifdef _MSC_VER
//Fix the non-latin file name bug under Visual Studio
setlocale
(
LC_ALL
,
""
);
#endif
//First parse the comand line arguments.
int
s
=
parseArguments
(
argc
,
argv
);
if
(
s
==
-1
){
printf
(
"Usage: %s [OPTIONS] ...
\n
"
,
argv
[
0
]);
printf
(
"%s"
,
"Available options:
\n
"
);
printf
(
" %-5s%-30s %s
\n
"
,
""
,
"--data-dir <dir>"
,
"Specifies the data directory."
);
printf
(
" %-5s%-30s %s
\n
"
,
""
,
"--user-dir <dir>"
,
"Specifies the user preferences directory."
);
printf
(
" %-5s%-30s %s
\n
"
,
"-f,"
,
"--fullscreen"
,
"Run the game fullscreen."
);
printf
(
" %-5s%-30s %s
\n
"
,
"-w,"
,
"--windowed"
,
"Run the game windowed."
);
printf
(
" %-5s%-30s %s
\n
"
,
"-mv,"
,
"--music <volume>"
,
"Set the music volume."
);
printf
(
" %-5s%-30s %s
\n
"
,
"-sv,"
,
"--sound <volume>"
,
"Set the sound volume."
);
printf
(
" %-5s%-30s %s
\n
"
,
"-s,"
,
"--set <setting> <value>"
,
"Change a setting to a given value."
);
printf
(
" %-5s%-30s %s
\n
"
,
"-v,"
,
"--version"
,
"Display the version and quit."
);
printf
(
" %-5s%-30s %s
\n
"
,
"-h,"
,
"--help"
,
"Display this help message."
);
return
0
;
}
else
if
(
s
==
0
){
return
0
;
}
//Try to configure the dataPath, userPath, etc...
if
(
configurePaths
()
==
false
){
fprintf
(
stderr
,
"FATAL ERROR: Failed to configure paths.
\n
"
);
return
1
;
}
//Load the settings.
if
(
loadSettings
()
==
false
){
fprintf
(
stderr
,
"FATAL ERROR: Failed to load config file.
\n
"
);
return
1
;
}
//Initialise some stuff like SDL, the window, SDL_Mixer.
if
(
init
()
==
false
)
{
fprintf
(
stderr
,
"FATAL ERROR: Failed to initalize game.
\n
"
);
return
1
;
}
//Load some important files like the background music, default theme.
if
(
loadFiles
()
==
false
){
fprintf
(
stderr
,
"FATAL ERROR: Failed to load necessary files.
\n
"
);
return
1
;
}
//Set the currentState id to the main menu and create it.
stateID
=
STATE_MENU
;
currentState
=
new
Menu
();
//Seed random.
srand
((
unsigned
)
time
(
NULL
));
//Set the fadeIn value to zero.
int
fadeIn
=
0
;
//Keep the last resize event, this is to only process one.
SDL_Event
lastResize
=
{};
//Start the game loop.
while
(
stateID
!=
STATE_EXIT
){
//We start the timer.
FPS
.
start
();
//Loop the SDL events.
while
(
SDL_PollEvent
(
&
event
)){
//Check if user resizes the window.
if
(
event
.
type
==
SDL_VIDEORESIZE
){
lastResize
=
event
;
//Don't let other objects process this event (?)
continue
;
}
//Check if the fullscreen toggle shortcut is pressed (Alt+Enter).
if
(
event
.
type
==
SDL_KEYUP
&&
event
.
key
.
keysym
.
sym
==
SDLK_RETURN
&&
(
event
.
key
.
keysym
.
mod
&
KMOD_ALT
)){
getSettings
()
->
setValue
(
"fullscreen"
,
getSettings
()
->
getBoolValue
(
"fullscreen"
)
?
"0"
:
"1"
);
//We need to create a new screen.
if
(
!
createScreen
()){
//Screen creation failed so set to safe settings.
getSettings
()
->
setValue
(
"fullscreen"
,
"0"
);
getSettings
()
->
setValue
(
"width"
,
"800"
);
getSettings
()
->
setValue
(
"height"
,
"600"
);
//Try it with the safe settings.
if
(
!
createScreen
()){
//Everything fails so quit.
setNextState
(
STATE_EXIT
);
cerr
<<
"ERROR: Unable to create screen."
<<
endl
;
}
}
//The screen is created, now load the (menu) theme.
if
(
!
loadTheme
(
""
)){
//Loading the theme failed so quit.
setNextState
(
STATE_EXIT
);
cerr
<<
"ERROR: Unable to load theme after toggling fullscreen."
<<
endl
;
}
//Don't let other objects process this event.
continue
;
}
#ifdef RECORD_PICUTRE_SEQUENCE
if
(
event
.
type
==
SDL_KEYDOWN
&&
event
.
key
.
keysym
.
sym
==
SDLK_F10
){
recordPictureSequence
=!
recordPictureSequence
;
printf
(
"Record Picture Sequence %s
\n
"
,
recordPictureSequence
?
"ON"
:
"OFF"
);
}
#endif
//Let the input manager handle the events.
inputMgr
.
updateState
(
true
);
//Let the currentState handle the events.
currentState
->
handleEvents
();
//Also pass the events to the GUI.
GUIObjectHandleEvents
();
}
//Process the resize event.
if
(
lastResize
.
type
==
SDL_VIDEORESIZE
){
event
=
lastResize
;
onVideoResize
();
//After resize we erase the event type
lastResize
.
type
=
SDL_NOEVENT
;
}
//maybe we should add a check here (??) to fix some bugs (ticket #47)
if
(
nextState
!=
STATE_NULL
){
fadeIn
=
17
;
changeState
();
}
if
(
stateID
==
STATE_EXIT
)
break
;
//update input state (??)
inputMgr
.
updateState
(
false
);
//Now it's time for the state to do his logic.
currentState
->
logic
();
currentState
->
render
();
//TODO: Shouldn't the gamestate take care of rendering the GUI?
if
(
GUIObjectRoot
)
GUIObjectRoot
->
render
();
//draw new achievements (if any)
statsMgr
.
render
();
//draw fading effect
if
(
fadeIn
>
0
&&
fadeIn
<
255
){
SDL_BlitSurface
(
screen
,
NULL
,
tempSurface
,
NULL
);
SDL_FillRect
(
screen
,
NULL
,
0
);
SDL_SetAlpha
(
tempSurface
,
SDL_SRCALPHA
,
fadeIn
);
SDL_BlitSurface
(
tempSurface
,
NULL
,
screen
,
NULL
);
fadeIn
+=
17
;
}
#ifdef RECORD_PICUTRE_SEQUENCE
if
(
recordPictureSequence
){
char
s
[
64
];
recordPictureIndex
++
;
sprintf
(
s
,
"pic%08d.bmp"
,
recordPictureIndex
);
printf
(
"Save screen to %s
\n
"
,
s
);
SDL_SaveBMP
(
screen
,(
getUserPath
(
USER_CACHE
)
+
s
).
c_str
());
}
#endif
//And draw the screen surface to the actual screen.
flipScreen
();
//Check if nextState is set, meaning we should fade in and change state.
if
(
nextState
!=
STATE_NULL
){
fadeIn
=
17
;
changeState
();
}
//Now calcualte how long we need to wait to keep a constant framerate.
int
t
=
FPS
.
getTicks
();
t
=
(
1000
/
g_FPS
)
-
t
;
if
(
t
>
0
){
SDL_Delay
(
t
);
}
}
//The game has ended, save the settings just to be sure.
saveSettings
();
//Clean everything up.
clean
();
//End of program.
return
0
;
}
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