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Main.cpp
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Main.cpp

/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. 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 <SDL/SDL.h>
#include <stdlib.h>
#include <time.h>
#include <stdio.h>
#include <string.h>
//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
int main(int argc, char** argv) {
#ifdef _MSC_VER
//Fix the non-latin file name bug under Visual Studio
setlocale(LC_ALL, "");
#endif
//now run some MD5 tests :)
{
char *s;
s="";
printf("MD5(\"%s\")=%s\n",s,Md5::toString(Md5::calc(s,strlen(s),NULL)));
s="The quick brown fox jumps over the lazy dog";
printf("MD5(\"%s\")=%s\n",s,Md5::toString(Md5::calc(s,strlen(s),NULL)));
s="The quick brown fox jumps over the lazy dog.";
printf("MD5(\"%s\")=%s\n",s,Md5::toString(Md5::calc(s,strlen(s),NULL)));
}
//First parse the comand line arguments.
if(!parseArguments(argc,argv)){
printf("Usage: %s [OPTIONS] ...\n",argv[0]);
printf("Avaliable options:\n");
printf(" %-20s %s\n","--data-dir <dir>","Specifies the data directory.");
printf(" %-20s %s\n","--user-dir <dir>","Specifies the user preferences directory.");
printf(" %-20s %s\n","--version","Display the version and quit.");
printf(" %-20s %s\n","--help","Display this help.");
return 0;
}
//Initialise some stuff like SDL, the window, SDL_Mixer.
if(init()==false) {
fprintf(stderr,"FATAL ERROR: Failed to initalize game.\n");
return 1;
}
//Try to configure the dataPath, userPath, etc...
if(configurePaths()==false){
fprintf(stderr,"FATAL ERROR: Failed to configure paths.\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;
}
//Load the settings.
if(loadSettings()==false){
fprintf(stderr,"FATAL ERROR: Failed to load config file.\n");
return 1;
}
//Load key config. Then initalize joystick support.
inputMgr.loadConfig();
inputMgr.openAllJoysitcks();
//Set the currentState id to the main menu and create it.
stateID=STATE_MENU;
currentState=new Menu();
//Seed random.
srand((unsigned)time(NULL));
//Check if sound is enabled.
if(getSettings()->getBoolValue("sound"))
Mix_PlayMusic(music, -1);
//Check if we should go fullscreen.
if(getSettings()->getBoolValue("fullscreen"))
SDL_SetVideoMode(screen->w,screen->h,screen->format->BitsPerPixel, SDL_FULLSCREEN | SDL_HWSURFACE);
tempSurface=SDL_CreateRGBSurface(SDL_HWSURFACE|SDL_SRCALPHA,
screen->w,screen->h,screen->format->BitsPerPixel,
screen->format->Rmask,screen->format->Gmask,screen->format->Bmask,0);
int fadeIn=0;
//Start the game loop.
while(stateID!=STATE_EXIT){
//We start the timer.
FPS.start();
//Loop the SDL events.
while(SDL_PollEvent(&event)){
#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();
}
//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();
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()+s).c_str());
}
#endif
SDL_Flip(screen);
if(nextState!=STATE_NULL){
fadeIn=17;
changeState();
}
int t=FPS.getTicks();
t=(1000/g_FPS)-t;
if(t>0){
SDL_Delay(t);
}
}
//close all joysticks.
inputMgr.closeAllJoysticks();
//The game has ended, save the settings just to be sure.
saveSettings();
SDL_FreeSurface(tempSurface);
levels.saveLevelProgress();
clean();
//End of program.
return 0;
}

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