224 lines
5.2 KiB
C++
224 lines
5.2 KiB
C++
/*
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** main.cpp
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**
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** This file is part of mkxp.
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**
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** Copyright (C) 2013 Jonas Kulla <Nyocurio@gmail.com>
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**
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** mkxp is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 2 of the License, or
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** (at your option) any later version.
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**
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** mkxp is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with mkxp. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "glew.h"
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#include "SDL.h"
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#include "SDL_image.h"
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#include "SDL_ttf.h"
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#include "sharedstate.h"
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#include "eventthread.h"
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#include "debuglogger.h"
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#include "binding.h"
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#include <QDebug>
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static const char *reqExt[] =
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{
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"GL_ARB_fragment_shader",
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"GL_ARB_shader_objects",
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"GL_ARB_vertex_shader",
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"GL_ARB_shading_language_100",
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"GL_ARB_texture_non_power_of_two",
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"GL_ARB_vertex_array_object",
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"GL_ARB_vertex_buffer_object",
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"GL_EXT_bgra",
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"GL_EXT_blend_func_separate",
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"GL_EXT_blend_subtract",
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"GL_EXT_framebuffer_object",
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"GL_EXT_framebuffer_blit",
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0
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};
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int rgssThreadFun(void *userdata)
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{
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RGSSThreadData *threadData = static_cast<RGSSThreadData*>(userdata);
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SDL_Window *win = threadData->window;
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SDL_GLContext ctx;
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/* Setup GL context */
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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if (threadData->config.debugMode)
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
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ctx = SDL_GL_CreateContext(win);
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if (!ctx)
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{
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threadData->rgssErrorMsg =
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QByteArray("Error creating context: ") + SDL_GetError();
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threadData->ethread->requestTerminate();
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threadData->rqTermAck = true;
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return 0;
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}
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if (glewInit() != GLEW_OK)
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{
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threadData->rgssErrorMsg = "Error initializing glew";
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SDL_GL_DeleteContext(ctx);
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threadData->ethread->requestTerminate();
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threadData->rqTermAck = true;
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return 0;
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}
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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SDL_GL_SwapWindow(win);
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/* Check for required GL extensions */
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for (int i = 0; reqExt[i]; ++i)
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{
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if (!glewIsSupported(reqExt[i]))
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{
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threadData->rgssErrorMsg =
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QByteArray("Required GL extension \"") + reqExt[i] + "\" not present";
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threadData->ethread->requestTerminate();
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threadData->rqTermAck = true;
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return 0;
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}
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}
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SDL_GL_SetSwapInterval(threadData->config.vsync ? 1 : 0);
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DebugLogger dLogger;
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SharedState::initInstance(threadData);
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/* Start script execution */
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scriptBinding->execute();
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threadData->rqTermAck = true;
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threadData->ethread->requestTerminate();
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SharedState::finiInstance();
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SDL_GL_DeleteContext(ctx);
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return 0;
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}
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int main(int, char *argv[])
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{
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Config conf;
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conf.read();
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conf.readGameINI();
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0)
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{
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qDebug() << "Error initializing SDL:" << SDL_GetError();
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return 0;
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}
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int imgFlags = IMG_INIT_PNG | IMG_INIT_JPG;
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if (IMG_Init(imgFlags) != imgFlags)
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{
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qDebug() << "Error initializing SDL_image:" << SDL_GetError();
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SDL_Quit();
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return 0;
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}
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if (TTF_Init() < 0)
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{
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qDebug() << "Error initializing SDL_ttf:" << SDL_GetError();
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IMG_Quit();
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SDL_Quit();
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return 0;
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}
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SDL_SetHint("SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS", "0");
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SDL_Window *win;
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Uint32 winFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN;
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if (conf.winResizable)
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winFlags |= SDL_WINDOW_RESIZABLE;
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if (conf.fullscreen)
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winFlags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
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win = SDL_CreateWindow(conf.game.title.constData(),
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SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
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conf.defScreenW, conf.defScreenH, winFlags);
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if (!win)
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{
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qDebug() << "Error creating window";
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return 0;
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}
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EventThread eventThread;
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RGSSThreadData rtData(&eventThread, argv[0], win);
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rtData.config = conf;
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/* Start RGSS thread */
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SDL_Thread *rgssThread =
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SDL_CreateThread(rgssThreadFun, "rgss", &rtData);
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/* Start event processing */
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eventThread.process(rtData);
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/* Request RGSS thread to stop */
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rtData.rqTerm = true;
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/* Wait for RGSS thread response */
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for (int i = 0; i < 1000; ++i)
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{
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/* We can stop waiting when the request was ack'd */
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if (rtData.rqTermAck)
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{
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qDebug() << "RGSS thread ack'd request after" << i*10 << "ms";
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break;
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}
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/* Give RGSS thread some time to respond */
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SDL_Delay(10);
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}
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/* If RGSS thread ack'd request, wait for it to shutdown,
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* otherwise abandon hope and just end the process as is. */
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if (rtData.rqTermAck)
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SDL_WaitThread(rgssThread, 0);
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else
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, conf.game.title.constData(),
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"The RGSS script seems to be stuck and mkxp will now force quit", win);
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if (!rtData.rgssErrorMsg.isEmpty())
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, conf.game.title.constData(),
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rtData.rgssErrorMsg.constData(), win);
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/* Clean up any remainin events */
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eventThread.cleanup();
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qDebug() << "Shutting down.";
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SDL_DestroyWindow(win);
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TTF_Quit();
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IMG_Quit();
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SDL_Quit();
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return 0;
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}
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