mkxp/src/main.cpp

363 lines
8.1 KiB
C++

/*
** 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 <alc.h>
#include <SDL.h>
#include <SDL_image.h>
#include <SDL_ttf.h>
#include <SDL_sound.h>
#include <unistd.h>
#include <string.h>
#include <assert.h>
#include <string>
#include "sharedstate.h"
#include "eventthread.h"
#include "gl-debug.h"
#include "debugwriter.h"
#include "exception.h"
#include "gl-fun.h"
#include "binding.h"
#include "icon.png.xxd"
#include "gamecontrollerdb.txt.xxd"
static void
rgssThreadError(RGSSThreadData *rtData, const std::string &msg)
{
rtData->rgssErrorMsg = msg;
rtData->ethread->requestTerminate();
rtData->rqTermAck.set();
}
static inline const char*
glGetStringInt(GLenum name)
{
return (const char*) gl.GetString(name);
}
static void
printGLInfo()
{
Debug() << "GL Vendor :" << glGetStringInt(GL_VENDOR);
Debug() << "GL Renderer :" << glGetStringInt(GL_RENDERER);
Debug() << "GL Version :" << glGetStringInt(GL_VERSION);
Debug() << "GLSL Version :" << glGetStringInt(GL_SHADING_LANGUAGE_VERSION);
}
int rgssThreadFun(void *userdata)
{
RGSSThreadData *threadData = static_cast<RGSSThreadData*>(userdata);
const Config &conf = threadData->config;
SDL_Window *win = threadData->window;
SDL_GLContext glCtx;
/* Setup GL context */
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
if (conf.debugMode)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
glCtx = SDL_GL_CreateContext(win);
if (!glCtx)
{
rgssThreadError(threadData, std::string("Error creating context: ") + SDL_GetError());
return 0;
}
try
{
initGLFunctions();
}
catch (const Exception &exc)
{
rgssThreadError(threadData, exc.msg);
SDL_GL_DeleteContext(glCtx);
return 0;
}
gl.ClearColor(0, 0, 0, 1);
gl.Clear(GL_COLOR_BUFFER_BIT);
SDL_GL_SwapWindow(win);
printGLInfo();
bool vsync = conf.vsync || conf.syncToRefreshrate;
SDL_GL_SetSwapInterval(vsync ? 1 : 0);
GLDebugLogger dLogger;
/* Setup AL context */
ALCcontext *alcCtx = alcCreateContext(threadData->alcDev, 0);
if (!alcCtx)
{
rgssThreadError(threadData, "Error creating OpenAL context");
SDL_GL_DeleteContext(glCtx);
return 0;
}
alcMakeContextCurrent(alcCtx);
try
{
SharedState::initInstance(threadData);
}
catch (const Exception &exc)
{
rgssThreadError(threadData, exc.msg);
alcDestroyContext(alcCtx);
SDL_GL_DeleteContext(glCtx);
return 0;
}
/* Start script execution */
scriptBinding->execute();
threadData->rqTermAck.set();
threadData->ethread->requestTerminate();
SharedState::finiInstance();
alcDestroyContext(alcCtx);
SDL_GL_DeleteContext(glCtx);
return 0;
}
static void printRgssVersion(int ver)
{
const char *const makers[] =
{ "", "XP", "VX", "VX Ace" };
char buf[128];
snprintf(buf, sizeof(buf), "RGSS version %d (%s)", ver, makers[ver]);
Debug() << buf;
}
static void showInitError(const std::string &msg)
{
Debug() << msg;
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "mkxp", msg.c_str(), 0);
}
int main(int argc, char *argv[])
{
SDL_SetHint(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0");
SDL_SetHint(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, "0");
/* initialize SDL first */
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER) < 0)
{
showInitError(std::string("Error initializing SDL: ") + SDL_GetError());
return 0;
}
if (!EventThread::allocUserEvents())
{
showInitError("Error allocating SDL user events");
return 0;
}
#ifndef WORKDIR_CURRENT
/* set working directory */
char *dataDir = SDL_GetBasePath();
if (dataDir)
{
int result = chdir(dataDir);
(void)result;
SDL_free(dataDir);
}
#endif
/* now we load the config */
Config conf;
conf.read(argc, argv);
if (!conf.gameFolder.empty())
if (chdir(conf.gameFolder.c_str()) != 0)
{
showInitError(std::string("Unable to switch into gameFolder ") + conf.gameFolder);
return 0;
}
assert(conf.rgssVersion >= 1 && conf.rgssVersion <= 3);
printRgssVersion(conf.rgssVersion);
int imgFlags = IMG_INIT_PNG | IMG_INIT_JPG;
if (IMG_Init(imgFlags) != imgFlags)
{
showInitError(std::string("Error initializing SDL_image: ") + SDL_GetError());
SDL_Quit();
return 0;
}
if (TTF_Init() < 0)
{
showInitError(std::string("Error initializing SDL_ttf: ") + SDL_GetError());
IMG_Quit();
SDL_Quit();
return 0;
}
if (Sound_Init() == 0)
{
showInitError(std::string("Error initializing SDL_sound: ") + Sound_GetError());
TTF_Quit();
IMG_Quit();
SDL_Quit();
return 0;
}
/* Setup application icon */
SDL_RWops *iconSrc;
if (conf.iconPath.empty())
iconSrc = SDL_RWFromConstMem(assets_icon_png, assets_icon_png_len);
else
iconSrc = SDL_RWFromFile(conf.iconPath.c_str(), "rb");
SDL_Surface *iconImg = IMG_Load_RW(iconSrc, SDL_TRUE);
SDL_Window *win;
Uint32 winFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_INPUT_FOCUS;
if (conf.fullscreen)
winFlags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
win = SDL_CreateWindow(conf.game.title.c_str(),
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
conf.defScreenW, conf.defScreenH, winFlags);
if (!win)
{
showInitError(std::string("Error creating window: ") + SDL_GetError());
return 0;
}
if (iconImg)
{
SDL_SetWindowIcon(win, iconImg);
SDL_FreeSurface(iconImg);
}
ALCdevice *alcDev = alcOpenDevice(0);
if (!alcDev)
{
showInitError("Error opening OpenAL device");
SDL_DestroyWindow(win);
TTF_Quit();
IMG_Quit();
SDL_Quit();
return 0;
}
SDL_DisplayMode mode;
SDL_GetDisplayMode(0, 0, &mode);
/* Can't sync to display refresh rate if its value is unknown */
if (!mode.refresh_rate)
conf.syncToRefreshrate = false;
EventThread eventThread;
RGSSThreadData rtData(&eventThread, argv[0], win,
alcDev, mode.refresh_rate, conf);
/* Add controller bindings from embedded controller DB */
SDL_RWops *controllerDB = SDL_RWFromConstMem(assets_gamecontrollerdb_txt,
assets_gamecontrollerdb_txt_len);
SDL_GameControllerAddMappingsFromRW(controllerDB, 1);
int winW, winH;
SDL_GetWindowSize(win, &winW, &winH);
rtData.windowSizeMsg.post(Vec2i(winW, winH));
/* Load and post key bindings */
rtData.bindingUpdateMsg.post(loadBindings(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.set();
/* 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)
{
Debug() << "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.c_str(),
"The RGSS script seems to be stuck and mkxp will now force quit", win);
if (!rtData.rgssErrorMsg.empty())
{
Debug() << rtData.rgssErrorMsg;
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, conf.game.title.c_str(),
rtData.rgssErrorMsg.c_str(), win);
}
/* Clean up any remainin events */
eventThread.cleanup();
Debug() << "Shutting down.";
alcCloseDevice(alcDev);
SDL_DestroyWindow(win);
Sound_Quit();
TTF_Quit();
IMG_Quit();
SDL_Quit();
return 0;
}