363 lines
8.2 KiB
C++
363 lines
8.2 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 <alc.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 <SDL_sound.h>
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#include <string>
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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 "debugwriter.h"
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#include "exception.h"
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#include "binding.h"
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#include <unistd.h>
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static void
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rgssThreadError(RGSSThreadData *rtData, const std::string &msg)
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{
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rtData->rgssErrorMsg = msg;
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rtData->ethread->requestTerminate();
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rtData->rqTermAck = true;
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}
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static inline const char*
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glGetStringInt(GLenum name)
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{
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return (const char*) glGetString(name);
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}
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static void
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printGLInfo()
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{
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Debug() << "GL Vendor :" << glGetStringInt(GL_VENDOR);
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Debug() << "GL Renderer :" << glGetStringInt(GL_RENDERER);
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Debug() << "GL Version :" << glGetStringInt(GL_VERSION);
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Debug() << "GLSL Version :" << glGetStringInt(GL_SHADING_LANGUAGE_VERSION);
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}
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static bool
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setupOptionalGLExtensions(RGSSThreadData* threadData)
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{
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if (!GLEW_ARB_framebuffer_object)
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{
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if (!GLEW_EXT_framebuffer_object && !GLEW_EXT_framebuffer_blit)
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{
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rgssThreadError(threadData, "GL extensions \"GL_ARB_framebuffer_object\" or compatible extensiosns GL_EXT_framebuffer_object and GL_EXT_framebuffer_blit are not present");
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return false;
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}
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else
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{
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/* setup compat */
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/* From EXT_framebuffer_object */
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glGenRenderbuffers = glGenRenderbuffersEXT;
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glDeleteRenderbuffers = glDeleteRenderbuffersEXT;
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glBindRenderbuffer = glBindRenderbufferEXT;
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glRenderbufferStorage = glRenderbufferStorageEXT;
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glGenFramebuffers = glGenFramebuffersEXT;
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glDeleteFramebuffers = glDeleteFramebuffersEXT;
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glBindFramebuffer = glBindFramebufferEXT;
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glFramebufferTexture2D = glFramebufferTexture2DEXT;
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glFramebufferRenderbuffer = glFramebufferRenderbufferEXT;
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/* From EXT_framebuffer_blit */
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glBlitFramebuffer = glBlitFramebufferEXT;
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}
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}
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if (!GLEW_ARB_timer_query && GLEW_EXT_timer_query)
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{
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glGetQueryObjecti64v = glGetQueryObjecti64vEXT;
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glGetQueryObjectui64v = glGetQueryObjectui64vEXT;
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}
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if (!GLEW_ARB_vertex_array_object )
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{
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if (!GLEW_APPLE_vertex_array_object)
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{
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rgssThreadError(threadData, "GL extensions \"GL_ARB_vertex_array_object\" or compatible extensiosn GL_APPLE_vertex_array_object are not present");
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return false;
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}
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else
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{
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/* setup compat */
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glBindVertexArray = glBindVertexArrayAPPLE;
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/* the cast is because apple's uses const GLuint* and ARB doesn't */
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glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)glGenVertexArraysAPPLE;
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glDeleteVertexArrays = glDeleteVertexArraysAPPLE;
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}
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}
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return true;
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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 glCtx;
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/* Setup GL context */
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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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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glCtx = SDL_GL_CreateContext(win);
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if (!glCtx)
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{
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rgssThreadError(threadData, std::string("Error creating context: ") + SDL_GetError());
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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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rgssThreadError(threadData, "Error initializing glew");
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SDL_GL_DeleteContext(glCtx);
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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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printGLInfo();
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/* Check for required GL version */
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if (!GLEW_VERSION_2_0)
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{
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rgssThreadError(threadData, "At least OpenGL 2.0 is required");
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SDL_GL_DeleteContext(glCtx);
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return 0;
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}
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/* Setup optional GL extensions */
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if (!setupOptionalGLExtensions(threadData))
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{
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SDL_GL_DeleteContext(glCtx);
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return 0;
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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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/* Setup AL context */
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ALCdevice *alcDev = alcOpenDevice(0);
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if (!alcDev)
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{
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rgssThreadError(threadData, "Error opening OpenAL device");
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SDL_GL_DeleteContext(glCtx);
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return 0;
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}
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ALCcontext *alcCtx = alcCreateContext(alcDev, 0);
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if (!alcCtx)
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{
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rgssThreadError(threadData, "Error creating OpenAL context");
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alcCloseDevice(alcDev);
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SDL_GL_DeleteContext(glCtx);
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return 0;
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}
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alcMakeContextCurrent(alcCtx);
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try
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{
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SharedState::initInstance(threadData);
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}
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catch (const Exception &exc)
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{
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rgssThreadError(threadData, exc.msg);
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alcDestroyContext(alcCtx);
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alcCloseDevice(alcDev);
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SDL_GL_DeleteContext(glCtx);
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return 0;
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}
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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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alcDestroyContext(alcCtx);
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alcCloseDevice(alcDev);
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SDL_GL_DeleteContext(glCtx);
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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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/* initialize SDL first */
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0)
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{
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Debug() << "Error initializing SDL:" << SDL_GetError();
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return 0;
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}
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/* set working directory */
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char *dataDir = SDL_GetBasePath();
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if (dataDir)
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{
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int result = chdir(dataDir);
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(void)result;
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SDL_free(dataDir);
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}
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/* now we load the config */
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Config conf;
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conf.read();
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conf.readGameINI();
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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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Debug() << "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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Debug() << "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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if (Sound_Init() == 0)
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{
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Debug() << "Error initializing SDL_sound:" << Sound_GetError();
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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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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.c_str(),
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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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Debug() << "Error creating window";
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return 0;
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}
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if (!conf.iconPath.empty())
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{
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SDL_Surface *iconImg = IMG_Load(conf.iconPath.c_str());
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if (iconImg)
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{
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SDL_SetWindowIcon(win, iconImg);
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SDL_FreeSurface(iconImg);
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}
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}
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EventThread eventThread;
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RGSSThreadData rtData(&eventThread, argv[0], win, 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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Debug() << "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.c_str(),
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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.empty())
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, conf.game.title.c_str(),
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rtData.rgssErrorMsg.c_str(), win);
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/* Clean up any remainin events */
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eventThread.cleanup();
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Debug() << "Shutting down.";
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SDL_DestroyWindow(win);
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Sound_Quit();
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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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