mkxp/src/main.cpp

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/*
** main.cpp
**
** This file is part of mkxp.
**
** Copyright (C) 2013 Jonas Kulla <Nyocurio@gmail.com>
**
** mkxp 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.
**
** mkxp 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 mkxp. If not, see <http://www.gnu.org/licenses/>.
*/
#include "GL/glew.h"
#include "SDL2/SDL.h"
#include "SDL2/SDL_image.h"
#include "SDL2/SDL_ttf.h"
#include "globalstate.h"
#include "eventthread.h"
#include "debuglogger.h"
#include "binding.h"
#include <QDebug>
static const char *reqExt[] =
{
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"GL_ARB_fragment_shader",
"GL_ARB_shader_objects",
"GL_ARB_vertex_shader",
"GL_ARB_shading_language_100",
"GL_ARB_texture_non_power_of_two",
"GL_ARB_vertex_array_object",
"GL_ARB_vertex_buffer_object",
"GL_EXT_bgra",
"GL_EXT_blend_func_separate",
"GL_EXT_blend_subtract",
"GL_EXT_framebuffer_object",
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"GL_EXT_framebuffer_blit",
0
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};
int rgssThreadFun(void *userdata)
{
RGSSThreadData *threadData = static_cast<RGSSThreadData*>(userdata);
SDL_Window *win = threadData->window;
SDL_GLContext ctx;
/* Setup GL context */
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
if (threadData->config.debugMode)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
ctx = SDL_GL_CreateContext(win);
if (!ctx)
{
threadData->rgssErrorMsg =
QByteArray("Error creating context: ") + SDL_GetError();
threadData->ethread->requestTerminate();
threadData->rqTermAck = true;
return 0;
}
if (glewInit() != GLEW_OK)
{
threadData->rgssErrorMsg = "Error initializing glew";
SDL_GL_DeleteContext(ctx);
threadData->ethread->requestTerminate();
threadData->rqTermAck = true;
return 0;
}
/* 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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{
threadData->rgssErrorMsg =
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QByteArray("Required GL extension \"") + reqExt[i] + "\" not present";
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threadData->ethread->requestTerminate();
threadData->rqTermAck = true;
return 0;
}
}
SDL_GL_SetSwapInterval(threadData->config.vsync ? 1 : 0);
DebugLogger dLogger;
GlobalState::initInstance(threadData);
/* Start script execution */
scriptBinding->execute();
threadData->rqTermAck = true;
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threadData->ethread->requestTerminate();
GlobalState::finiInstance();
SDL_GL_DeleteContext(ctx);
return 0;
}
int main(int, char *argv[])
{
Config conf;
conf.read();
conf.readGameINI();
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK) < 0)
{
qDebug() << "Error initializing SDL:" << SDL_GetError();
return 0;
}
int imgFlags = IMG_INIT_PNG | IMG_INIT_JPG;
if (IMG_Init(imgFlags) != imgFlags)
{
qDebug() << "Error initializing SDL_image:" << SDL_GetError();
SDL_Quit();
return 0;
}
if (TTF_Init() < 0)
{
qDebug() << "Error initializing SDL_ttf:" << SDL_GetError();
IMG_Quit();
SDL_Quit();
return 0;
}
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SDL_SetHint("SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS", "0");
SDL_Window *win;
Uint32 winFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN;
if (conf.winResizable)
winFlags |= SDL_WINDOW_RESIZABLE;
if (conf.fullscreen)
winFlags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
win = SDL_CreateWindow(conf.game.title.constData(),
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
conf.defScreenW, conf.defScreenH, winFlags);
if (!win)
{
qDebug() << "Error creating window";
return 0;
}
EventThread eventThread;
RGSSThreadData rtData(&eventThread, argv[0], win);
rtData.config = conf;
/* Start RGSS thread */
SDL_Thread *rgssThread =
SDL_CreateThread(rgssThreadFun, "rgss", &rtData);
/* Start event processing */
eventThread.process(rtData);
/* Request RGSS thread to stop */
rtData.rqTerm = true;
/* Wait for RGSS thread response */
for (int i = 0; i < 1000; ++i)
{
/* We can stop waiting when the request was ack'd */
if (rtData.rqTermAck)
{
qDebug() << "RGSS thread ack'd request after" << i*10 << "ms";
break;
}
/* Give RGSS thread some time to respond */
SDL_Delay(10);
}
/* If RGSS thread ack'd request, wait for it to shutdown,
* otherwise abandon hope and just end the process as is. */
if (rtData.rqTermAck)
SDL_WaitThread(rgssThread, 0);
else
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, conf.game.title.constData(),
"The RGSS script seems to be stuck and mkxp will now force quit", win);
if (!rtData.rgssErrorMsg.isEmpty())
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, conf.game.title.constData(),
rtData.rgssErrorMsg.constData(), win);
/* Clean up any remainin events */
eventThread.cleanup();
qDebug() << "Shutting down.";
SDL_DestroyWindow(win);
TTF_Quit();
IMG_Quit();
SDL_Quit();
return 0;
}