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Main.cpp
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Main.cpp

/*
* 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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