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itgmania212121/stepmania/src/StepMania.cpp
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#include "global.h"
/*
-----------------------------------------------------------------------------
File: StepMania.cpp
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Desc: Entry point for program.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
-----------------------------------------------------------------------------
*/
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#include "StepMania.h"
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//
// Rage global classes
//
#include "RageLog.h"
#include "RageTextureManager.h"
#include "RageSoundManager.h"
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#include "RageMusic.h"
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#include "RageInput.h"
#include "RageTimer.h"
#include "RageException.h"
#include "RageMath.h"
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#include "RageDisplay.h"
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#include "arch/arch.h"
#include "arch/LoadingWindow/LoadingWindow.h"
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#include "arch/ErrorDialog/ErrorDialog.h"
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#include "time.h"
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#include "SDL_utils.h"
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//
// StepMania global classes
//
#include "ThemeManager.h"
#include "NoteSkinManager.h"
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#include "PrefsManager.h"
#include "SongManager.h"
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#include "GameState.h"
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#include "AnnouncerManager.h"
#include "ScreenManager.h"
#include "GameManager.h"
#include "FontManager.h"
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#include "InputFilter.h"
#include "InputMapper.h"
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#include "InputQueue.h"
#include "SongCacheIndex.h"
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#include "BannerCache.h"
#include "UnlockSystem.h"
#include "arch/ArchHooks/ArchHooks.h"
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#include "RageFile.h"
#if defined(_XBOX)
#ifdef DEBUG
#pragma comment(lib, "SDL-1.2.5/lib/xboxSDLmaind.lib")
#else
#pragma comment(lib, "SDL-1.2.5/lib/xboxSDLmain.lib")
#endif
#elif defined(_WINDOWS)
#ifdef DEBUG
#pragma comment(lib, "SDL-1.2.5/lib/SDLmaind.lib")
#else
#pragma comment(lib, "SDL-1.2.5/lib/SDLmain.lib")
#endif
#endif
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#ifdef _WINDOWS
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HWND g_hWndMain = NULL;
#endif
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int g_argc = 0;
char **g_argv = NULL;
static bool g_bHasFocus = true;
static bool g_bQuitting = false;
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static void ChangeToDirOfExecutable(const char *argv0)
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{
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#ifndef _XBOX
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/* Make sure the current directory is the root program directory
* We probably shouldn't do this; rather, we should know where things
* are and use paths as needed, so we don't depend on the binary being
* in the same place as "Songs" ... */
if( !DoesFileExist("Songs") )
{
// strip off executable name
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CString dir = argv0;
unsigned n = dir.find_last_of("/\\");
if (n != dir.npos) dir.erase(n);
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chdir( dir.c_str() );
}
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#endif
}
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void ApplyGraphicOptions()
{
bool bNeedReload = false;
bNeedReload |= DISPLAY->SetVideoMode(
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RageDisplay::VideoModeParams(
PREFSMAN->m_bWindowed,
PREFSMAN->m_iDisplayWidth,
PREFSMAN->m_iDisplayHeight,
PREFSMAN->m_iDisplayColorDepth,
PREFSMAN->m_iRefreshRate,
PREFSMAN->m_bVsync,
PREFSMAN->m_bAntiAliasing,
THEME->GetMetric("Common","WindowTitle"),
THEME->GetPathToG("Common window icon") ) );
bNeedReload |= TEXTUREMAN->SetPrefs(
PREFSMAN->m_iTextureColorDepth,
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PREFSMAN->m_iMovieColorDepth,
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PREFSMAN->m_bDelayedTextureDelete,
PREFSMAN->m_iMaxTextureResolution );
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if( bNeedReload )
TEXTUREMAN->ReloadAll();
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// find out what we actually got
PREFSMAN->m_bWindowed = DISPLAY->GetVideoModeParams().windowed;
PREFSMAN->m_iDisplayWidth = DISPLAY->GetVideoModeParams().width;
PREFSMAN->m_iDisplayHeight = DISPLAY->GetVideoModeParams().height;
PREFSMAN->m_iDisplayColorDepth = DISPLAY->GetVideoModeParams().bpp;
PREFSMAN->m_iRefreshRate = DISPLAY->GetVideoModeParams().rate;
PREFSMAN->m_bVsync = DISPLAY->GetVideoModeParams().vsync;
SCREENMAN->SystemMessage( ssprintf("%s %dx%d %d color %d texture %dHz %s %s",
PREFSMAN->m_bWindowed ? "Windowed" : "Fullscreen",
PREFSMAN->m_iDisplayWidth,
PREFSMAN->m_iDisplayHeight,
PREFSMAN->m_iDisplayColorDepth,
PREFSMAN->m_iTextureColorDepth,
PREFSMAN->m_iRefreshRate,
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PREFSMAN->m_bVsync ? "Vsync" : "NoVsync",
PREFSMAN->m_bAntiAliasing? "AA" : "NoAA" ) );
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/* Give the input handlers a chance to re-open devices as necessary. */
INPUTMAN->WindowReset();
}
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void ExitGame()
{
g_bQuitting = true;
}
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void ResetGame()
{
GAMESTATE->Reset();
PREFSMAN->ReadGamePrefsFromDisk();
INPUTMAPPER->ReadMappingsFromDisk();
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NOTESKIN->RefreshNoteSkinData( GAMESTATE->m_CurGame );
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/*
GameState::Reset() will switch the NoteSkin
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for( int p=0; p<NUM_PLAYERS; p++ )
{
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PlayerNumber pn = (PlayerNumber)p;
if( !NOTESKIN->DoesNoteSkinExist( NOTESKIN->GetCurNoteSkinName(pn) ) )
{
CStringArray asNoteSkinNames;
NOTESKIN->GetNoteSkinNames( asNoteSkinNames );
NOTESKIN->SwitchNoteSkin( pn, asNoteSkinNames[0] );
}
}
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*/
if( !THEME->DoesThemeExist( THEME->GetCurThemeName() ) )
{
CString sGameName = GAMESTATE->GetCurrentGameDef()->m_szName;
if( THEME->DoesThemeExist( sGameName ) )
THEME->SwitchTheme( sGameName );
else
THEME->SwitchTheme( "default" );
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TEXTUREMAN->DoDelayedDelete();
}
PREFSMAN->SaveGamePrefsToDisk();
SCREENMAN->SetNewScreen( THEME->GetMetric("Common","InitialScreen") );
PREFSMAN->m_bFirstRun = false;
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if( PREFSMAN->m_bAutoMapJoysticks )
INPUTMAPPER->AutoMapJoysticksForCurrentGame();
}
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static void GameLoop();
static bool ChangeAppPri()
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{
if(PREFSMAN->m_iBoostAppPriority == 0)
return false;
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/* If -1 and this is a debug build, don't. It makes the debugger sluggish. */
#ifdef DEBUG
if(PREFSMAN->m_iBoostAppPriority == -1)
return false;
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#endif
return true;
}
static void BoostAppPri()
{
if(!ChangeAppPri())
return;
#ifdef _WINDOWS
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/* We just want a slight boost, so we don't skip needlessly if something happens
* in the background. We don't really want to be high-priority--above normal should
* be enough. However, ABOVE_NORMAL_PRIORITY_CLASS is only supported in Win2000
* and later. */
OSVERSIONINFO version;
version.dwOSVersionInfoSize=sizeof(version);
if(!GetVersionEx(&version))
{
LOG->Warn(werr_ssprintf(GetLastError(), "GetVersionEx failed"));
return;
}
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#ifndef ABOVE_NORMAL_PRIORITY_CLASS
#define ABOVE_NORMAL_PRIORITY_CLASS 0x00008000
#endif
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DWORD pri = HIGH_PRIORITY_CLASS;
if(version.dwMajorVersion >= 5)
pri = ABOVE_NORMAL_PRIORITY_CLASS;
/* Be sure to boost the app, not the thread, to make sure the
* sound thread stays higher priority than the main thread. */
SetPriorityClass(GetCurrentProcess(), pri);
#endif
}
static void CheckSettings()
{
#if defined(WIN32)
/* Has the amount of memory changed? */
MEMORYSTATUS mem;
GlobalMemoryStatus(&mem);
const int Memory = mem.dwTotalPhys / 1048576;
if( PREFSMAN->m_iLastSeenMemory == Memory )
return;
LOG->Trace( "Memory changed from %i to %i; settings changed", PREFSMAN->m_iLastSeenMemory, Memory );
PREFSMAN->m_iLastSeenMemory = Memory;
/* Let's consider 128-meg systems low-memory, and 256-meg systems high-memory.
* Cut off at 192. This is somewhat conservative; many 128-meg systems can
* deal with higher memory profile settings, but some can't.
*
* Actually, Windows lops off a meg or two; cut off a little lower to treat
* 192-meg systems as high-memory. */
const bool HighMemory = (Memory >= 190);
const bool LowMemory = (Memory < 100); /* 64 and 96-meg systems */
/* Two memory-consuming features that we can disable are texture caching and
* preloaded banners. Texture caching can use a lot of memory; disable it for
* low-memory systems. */
PREFSMAN->m_bDelayedTextureDelete = HighMemory;
/* Preloaded banners takes about 9k per song. Although it's smaller than the
* actual song data, it still adds up with a lot of songs. Disable it for 64-meg
* systems. */
PREFSMAN->m_bBannerCache = !LowMemory;
PREFSMAN->SaveGlobalPrefsToDisk();
#endif
}
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#if defined(WIN32)
#include "RageDisplay_D3D.h"
#endif
#if !defined(_XBOX)
#include "RageDisplay_OGL.h"
#endif
#include "archutils/Win32/VideoDriverInfo.h"
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#include "regex.h"
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static const CString D3DURL = "http://search.microsoft.com/gomsuri.asp?n=1&c=rp_BestBets&siteid=us&target=http://www.microsoft.com/downloads/details.aspx?FamilyID=a19bed22-0b25-4e5d-a584-6389d8a3dad0&displaylang=en";
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#define VIDEOCARDS_INI_PATH BASE_PATH "Data" SLASH "VideoCardDefaults.ini"
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RageDisplay *CreateDisplay()
{
/* We never want to bother users with having to decide which API to use.
*
* Some cards simply are too troublesome with OpenGL to ever use it, eg. Voodoos.
* If D3D8 isn't installed on those, complain and refuse to run (by default).
* For others, always use OpenGL. Allow forcing to D3D as an advanced option.
*
* If we're missing acceleration when we load D3D8 due to a card being in the
* D3D list, it means we need drivers and that they do exist.
*
* If we try to load OpenGL and we're missing acceleration, it may mean:
* 1. We're missing drivers, and they just need upgrading.
* 2. The card doesn't have drivers, and it should be using D3D8. In other words,
* it needs an entry in this table.
* 3. The card doesn't have drivers for either. (Sorry, no S3 868s.) Can't play.
*
* In this case, fail to load; don't silently fall back on D3D. We don't want
* people unknowingly using D3D8 with old drivers (and reporting obscure bugs
* due to driver problems). We'll probably get bug reports for all three types.
* #2 is the only case that's actually a bug.
*
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* Actually, right now we're falling back. I'm not sure which behavior is better.
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*/
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// Video card changed since last run
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#if defined(_WINDOWS)
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CString sVideoDriver = GetPrimaryVideoDriverName();
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#else
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CString sVideoDriver = "OpenGL";
#endif
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if( PREFSMAN->m_sVideoRenderers == "" ||
PREFSMAN->m_sLastSeenVideoDriver != sVideoDriver )
{
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// Apply default graphic settings for this card
IniFile ini;
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ini.SetPath( VIDEOCARDS_INI_PATH );
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if(!ini.ReadFile())
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RageException::Throw( "Couldn't read '%s'.", VIDEOCARDS_INI_PATH );
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IniFile::const_iterator i;
for( i = ini.begin(); i != ini.end(); ++i )
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{
const CString &sKey = i->first;
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CString sDriverRegex;
if( !ini.GetValue( sKey, "DriverRegex", sDriverRegex ) )
break;
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Regex regex( sDriverRegex );
if( !regex.Compare(sVideoDriver) )
continue; // skip
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LOG->Trace( "Using default graphics settings for '%s'.", sDriverRegex.size()? sDriverRegex.c_str():"(unknown card)" );
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ini.GetValue( sKey, "Renderers", PREFSMAN->m_sVideoRenderers );
ini.GetValueI( sKey, "Width", PREFSMAN->m_iDisplayWidth );
ini.GetValueI( sKey, "Height", PREFSMAN->m_iDisplayHeight );
ini.GetValueI( sKey, "DisplayColor", PREFSMAN->m_iDisplayColorDepth );
ini.GetValueI( sKey, "TextureColor", PREFSMAN->m_iTextureColorDepth );
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ini.GetValueI( sKey, "MovieColor", PREFSMAN->m_iMovieColorDepth );
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ini.GetValueB( sKey, "AntiAliasing", PREFSMAN->m_bAntiAliasing );
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// Update last seen video card
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#if defined(_WINDOWS)
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PREFSMAN->m_sLastSeenVideoDriver = GetPrimaryVideoDriverName();
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#else
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PREFSMAN->m_sLastSeenVideoDriver = "OpenGL";
#endif
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break; // stop looking
}
}
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RageDisplay::VideoModeParams params(
PREFSMAN->m_bWindowed,
PREFSMAN->m_iDisplayWidth,
PREFSMAN->m_iDisplayHeight,
PREFSMAN->m_iDisplayColorDepth,
PREFSMAN->m_iRefreshRate,
PREFSMAN->m_bVsync,
PREFSMAN->m_bAntiAliasing,
THEME->GetMetric("Common","WindowTitle"),
THEME->GetPathToG("Common window icon") );
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CString error = "There was an error while initializing your video card.\n\n"
" PLEASE DO NOT FILE THIS ERROR AS A BUG!\n\n"
"Video Driver: "+sVideoDriver+"\n\n";
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CStringArray asRenderers;
split( PREFSMAN->m_sVideoRenderers, ",", asRenderers, true );
if( asRenderers.empty() )
RageException::Throw("No video renderers attempted.");
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for( unsigned i=0; i<asRenderers.size(); i++ )
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{
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CString sRenderer = asRenderers[i];
if( sRenderer.CompareNoCase("opengl")==0 )
{
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#if defined(SUPPORT_OPENGL)
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error += "Initializing OpenGL...\n";
try {
return new RageDisplay_OGL( params, PREFSMAN->m_bAllowUnacceleratedRenderer );
} catch(RageException e) {
error += CString(e.what()) + "\n";
continue;
};
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#endif
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}
else if( sRenderer.CompareNoCase("d3d")==0 )
{
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#if defined(SUPPORT_D3D)
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error += "Initializing Direct3D...\n";
try {
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return new RageDisplay_D3D( params );
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} catch( const exception &e ) {
error += CString(e.what()) + "\n";
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};
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#endif
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}
else
RageException::Throw("Unknown video renderer value: %s", sRenderer.c_str() );
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}
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RageException::Throw( error );
}
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static void RestoreAppPri()
{
if(!ChangeAppPri())
return;
#ifdef _WINDOWS
SetPriorityClass(GetCurrentProcess(), NORMAL_PRIORITY_CLASS);
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#endif
}
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#define UNLOCKS_PATH BASE_PATH "Data" SLASH "Unlocks.dat"
int main(int argc, char* argv[])
{
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g_argc = argc;
g_argv = argv;
/* Set up arch hooks first. This may set up crash handling. */
HOOKS = MakeArchHooks();
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ChangeToDirOfExecutable(argv[0]);
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/* Set this up second. Do this early, since it's needed for RageException::Throw.
* Do it after ChangeToDirOfExecutable, so the log ends up in the right place. */
LOG = new RageLog();
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/* Whew--we should be able to crash safely now! */
atexit(SDL_Quit); /* Clean up on exit */
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/* Fire up the SDL, but don't actually start any subsystems.
* We use our own error handlers. */
int SDL_flags = SDL_INIT_NOPARACHUTE;
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SDL_Init(SDL_flags);
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CString g_sErrorString = "";
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#ifndef DEBUG
try{
#endif
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LoadingWindow *loading_window = MakeLoadingWindow();
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loading_window->Paint();
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// changed to use time. GetTimeSinceStart is silly because it always return 0! -Chris
srand( time(NULL) ); // seed number generator
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HOOKS->DumpDebugInfo();
//
// Create game objects
//
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GAMESTATE = new GameState;
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PREFSMAN = new PrefsManager;
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if( PREFSMAN->m_bDebugMode )
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LOG->ShowConsole();
CheckSettings();
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GAMEMAN = new GameManager;
THEME = new ThemeManager;
NOTESKIN = new NoteSkinManager;
SOUNDMAN = new RageSoundManager(PREFSMAN->m_sSoundDrivers);
SOUNDMAN->SetPrefs(PREFSMAN->m_fSoundVolume);
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MUSIC = new RageMusic;
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ANNOUNCER = new AnnouncerManager;
INPUTFILTER = new InputFilter;
INPUTMAPPER = new InputMapper;
INPUTQUEUE = new InputQueue;
SONGINDEX = new SongCacheIndex;
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BANNERCACHE = new BannerCache;
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/* depends on SONGINDEX: */
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SONGMAN = new SongManager( loading_window ); // this takes a long time to load
delete loading_window; // destroy this before init'ing Display
/* XXX: Why do we reload global prefs? PREFSMAN loads them in the ctor. -glenn */
PREFSMAN->ReadGlobalPrefsFromDisk( true );
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PREFSMAN->ReadGamePrefsFromDisk();
DISPLAY = CreateDisplay();
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TEXTUREMAN = new RageTextureManager();
TEXTUREMAN->SetPrefs(
PREFSMAN->m_iTextureColorDepth,
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PREFSMAN->m_iMovieColorDepth,
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PREFSMAN->m_bDelayedTextureDelete,
PREFSMAN->m_iMaxTextureResolution );
/* Now that we've started DISPLAY, we can set up event masks. */
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mySDL_EventState(SDL_QUIT, SDL_ENABLE);
mySDL_EventState(SDL_ACTIVEEVENT, SDL_ENABLE);
/* Grab the window manager specific information */
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
if ( SDL_GetWMInfo(&info) < 0 )
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RageException::Throw( "SDL_GetWMInfo failed" );
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#ifdef _WINDOWS
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g_hWndMain = info.window;
#endif
/* This initializes objects that change the SDL event mask, and has other
* dependencies on the SDL video subsystem, so it must be initialized after
* DISPLAY and setting the default SDL event mask. */
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INPUTMAN = new RageInput;
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// These things depend on the TextureManager, so do them after!
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FONT = new FontManager;
SCREENMAN = new ScreenManager;
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/* People may want to do something else while songs are loading, so do
* this after loading songs. */
BoostAppPri();
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ResetGame();
/* Load the unlocks into memory */
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GAMESTATE->m_pUnlockingSys->LoadFromDATFile( UNLOCKS_PATH );
/* Run the main loop. */
GameLoop();
PREFSMAN->SaveGlobalPrefsToDisk();
PREFSMAN->SaveGamePrefsToDisk();
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#ifndef DEBUG
}
catch( RageException e )
{
g_sErrorString = e.what();
}
#endif
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SAFE_DELETE( SCREENMAN );
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/* Delete INPUTMAN before the other INPUTFILTER handlers, or an input
* driver may try to send a message to INPUTFILTER after we delete it. */
SAFE_DELETE( INPUTMAN );
SAFE_DELETE( INPUTQUEUE );
SAFE_DELETE( INPUTMAPPER );
SAFE_DELETE( INPUTFILTER );
SAFE_DELETE( SONGMAN );
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SAFE_DELETE( BANNERCACHE );
SAFE_DELETE( SONGINDEX );
SAFE_DELETE( PREFSMAN );
SAFE_DELETE( GAMESTATE );
SAFE_DELETE( GAMEMAN );
SAFE_DELETE( NOTESKIN );
SAFE_DELETE( THEME );
SAFE_DELETE( ANNOUNCER );
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SAFE_DELETE( MUSIC );
SAFE_DELETE( SOUNDMAN );
SAFE_DELETE( FONT );
SAFE_DELETE( TEXTUREMAN );
SAFE_DELETE( DISPLAY );
SAFE_DELETE( LOG );
SAFE_DELETE( HOOKS );
if( g_sErrorString != "" )
{
// throw up a pretty error dialog
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ErrorDialog *d = MakeErrorDialog();
d->SetErrorText(g_sErrorString);
d->ShowError();
delete d;
}
return 0;
}
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/* Returns true if the key has been handled and should be discarded, false if
* the key should be sent on to screens. */
bool HandleGlobalInputs( DeviceInput DeviceI, InputEventType type, GameInput GameI, MenuInput MenuI, StyleInput StyleI )
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{
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/* None of the globals keys act on types other than FIRST_PRESS */
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if( type != IET_FIRST_PRESS )
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return false;
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switch( MenuI.button )
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{
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case MENU_BUTTON_OPERATOR:
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/* Global operator key, to get quick access to the options menu. Don't
* do this if we're on a "system menu", which includes the editor
* (to prevent quitting without storing changes). */
if( !GAMESTATE->m_bIsOnSystemMenu )
{
SCREENMAN->SystemMessage( "OPERATOR" );
SCREENMAN->SetNewScreen( "ScreenOptionsMenu" );
}
return true;
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case MENU_BUTTON_COIN:
/* Handle a coin insertion. */
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if( GAMESTATE->m_bEditing ) // no coins while editing
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break;
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GAMESTATE->m_iCoins++;
SCREENMAN->RefreshCreditsMessages();
SOUNDMAN->PlayOnce( THEME->GetPathToS("Common coin") );
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return false; // Attract need to know because they go to TitleMenu on > 1 credit
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}
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#ifndef DARWIN
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if(DeviceI == DeviceInput(DEVICE_KEYBOARD, SDLK_F4))
{
if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_RALT)) ||
INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_LALT)) )
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{
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// pressed Alt+F4
ExitGame();
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return true;
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}
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}
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#else
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if(DeviceI == DeviceInput(DEVICE_KEYBOARD, SDLK_q))
{
if(INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_RMETA)) ||
INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_LMETA)))
{
// pressed CMD-Q
ExitGame();
return true;
}
}
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#endif
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#ifndef DARWIN
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/* XXX: Er, this doesn't work; Windows traps this key and takes a screenshot
* into the clipboard. I don't want to disable that, though; it's useful. */
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if(DeviceI == DeviceInput(DEVICE_KEYBOARD, SDLK_SYSREQ))
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#else
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if(DeviceI == DeviceInput(DEVICE_KEYBOARD, SDLK_KP_MULTIPLY))
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#endif
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{
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// Save Screenshot.
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CString sPath;
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for( int i=0; i<10000; i++ )
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{
sPath = ssprintf("screen%04d.bmp",i);
if( !DoesFileExist(sPath) )
break;
}
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DISPLAY->SaveScreenshot( sPath );
SCREENMAN->SystemMessage( "Saved screenshot: " + sPath );
return true;
}
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if(DeviceI == DeviceInput(DEVICE_KEYBOARD, SDLK_RETURN))
{
if( INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_RALT)) ||
INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_LALT)) )
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{
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/* alt-enter */
PREFSMAN->m_bWindowed = !PREFSMAN->m_bWindowed;
ApplyGraphicOptions();
return true;
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}
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}
return false;
}
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static void HandleInputEvents(float fDeltaTime)
{
INPUTFILTER->Update( fDeltaTime );
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static InputEventArray ieArray;
ieArray.clear(); // empty the array
INPUTFILTER->GetInputEvents( ieArray );
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/* If we don't have focus, discard input. */
if( !g_bHasFocus )
return;
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for( unsigned i=0; i<ieArray.size(); i++ )
{
DeviceInput DeviceI = (DeviceInput)ieArray[i];
InputEventType type = ieArray[i].type;
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GameInput GameI;
MenuInput MenuI;
StyleInput StyleI;
INPUTMAPPER->DeviceToGame( DeviceI, GameI );
if( GameI.IsValid() && type == IET_FIRST_PRESS )
INPUTQUEUE->RememberInput( GameI );
if( GameI.IsValid() )
{
INPUTMAPPER->GameToMenu( GameI, MenuI );
INPUTMAPPER->GameToStyle( GameI, StyleI );
}
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// HACK: Numlock is read is being pressed if the NumLock light is on.
// Filter out all NumLock repeat messages
if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_NUMLOCK && type != IET_FIRST_PRESS )
continue; // skip
if( HandleGlobalInputs(DeviceI, type, GameI, MenuI, StyleI ) )
continue; // skip
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SCREENMAN->Input( DeviceI, type, GameI, MenuI, StyleI );
}
}
static void HandleSDLEvents()
{
// process all queued events
SDL_Event event;
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while(SDL_GetEvent(event, SDL_QUITMASK|SDL_ACTIVEEVENTMASK))
{
switch(event.type)
{
case SDL_QUIT:
LOG->Trace("SDL_QUIT: shutting down");
ExitGame();
break;
case SDL_ACTIVEEVENT:
{
/* We don't care about mouse focus. */
if(event.active.state == SDL_APPMOUSEFOCUS)
break;
Uint8 i = SDL_GetAppState();
g_bHasFocus = i&SDL_APPINPUTFOCUS && i&SDL_APPACTIVE;
LOG->Trace("App %s focus (%i%i)", g_bHasFocus? "has":"doesn't have",
i&SDL_APPINPUTFOCUS, i&SDL_APPACTIVE);
if(g_bHasFocus)
BoostAppPri();
else
{
RestoreAppPri();
/* If we lose focus, we may lose input events, especially key
* releases. */
INPUTFILTER->Reset();
}
}
}
}
}
static void GameLoop()
{
RageTimer timer;
while(!g_bQuitting)
{
/* This needs to be called before anything that handles SDL events. */
SDL_PumpEvents();
HandleSDLEvents();
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/*
* Update
*/
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float fDeltaTime = timer.GetDeltaTime();
if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_TAB) ) ) {
if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_BACKQUOTE) ) )
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fDeltaTime = 0; /* both; stop time */
else
fDeltaTime *= 4;
} else
if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_BACKQUOTE) ) )
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fDeltaTime /= 4;
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DISPLAY->Update( fDeltaTime );
TEXTUREMAN->Update( fDeltaTime );
GAMESTATE->Update( fDeltaTime );
SCREENMAN->Update( fDeltaTime );
SOUNDMAN->Update( fDeltaTime );
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/* Important: Process input AFTER updating game logic, or input will be acting on song beat from last frame */
HandleInputEvents( fDeltaTime );
/*
* Render
*/
SCREENMAN->Draw();
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if(g_bHasFocus)
SDL_Delay( 1 ); // give some time to other processes and threads
else
SDL_Delay( 10 );// give some time to other processes and threads
}
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}