#include "global.h" /* ----------------------------------------------------------------------------- File: StepMania.cpp Desc: Entry point for program. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "StepMania.h" // // Rage global classes // #include "RageLog.h" #include "RageDisplay.h" #include "RageTextureManager.h" #include "RageSoundManager.h" #include "RageInput.h" #include "RageTimer.h" #include "RageException.h" #include "RageMath.h" #include "RageDisplay.h" #include "arch/arch.h" #include "arch/LoadingWindow/LoadingWindow.h" #include "arch/ErrorDialog/ErrorDialog.h" #include "time.h" #include "SDL_utils.h" // // StepMania global classes // #include "ThemeManager.h" #include "NoteSkinManager.h" #include "PrefsManager.h" #include "SongManager.h" #include "GameState.h" #include "AnnouncerManager.h" #include "ScreenManager.h" #include "GameManager.h" #include "FontManager.h" #include "InputFilter.h" #include "InputMapper.h" #include "InputQueue.h" #include "SongCacheIndex.h" /* This is also a global class; we own it. */ ArchHooks *HOOKS = NULL; #ifdef DEBUG #pragma comment(lib, "SDL-1.2.5/lib/SDLmaind.lib") #else #pragma comment(lib, "SDL-1.2.5/lib/SDLmain.lib") #endif #pragma comment(lib, "opengl32.lib") #pragma comment(lib, "glu32.Lib") #ifdef WIN32 HWND g_hWndMain = NULL; #endif static bool g_bHasFocus = true; static bool g_bQuitting = false; static void ChangeToDirOfExecutable(const char *argv0) { /* 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 CString dir = argv0; unsigned n = dir.find_last_of("/\\"); if (n != dir.npos) dir.erase(n); chdir( dir.c_str() ); } } void ApplyGraphicOptions() { bool bNeedReload = false; bNeedReload |= DISPLAY->SetVideoMode( PREFSMAN->m_bWindowed, PREFSMAN->m_iDisplayWidth, PREFSMAN->m_iDisplayHeight, PREFSMAN->m_iDisplayColorDepth, PREFSMAN->m_iRefreshRate, PREFSMAN->m_bVsync, THEME->GetMetric("Common","WindowTitle"), THEME->GetPathToG("Common window icon") ); bNeedReload |= TEXTUREMAN->SetPrefs( PREFSMAN->m_iTextureColorDepth, PREFSMAN->m_bDelayedTextureDelete, PREFSMAN->m_iMaxTextureResolution ); if( bNeedReload ) TEXTUREMAN->ReloadAll(); SCREENMAN->SystemMessage( ssprintf("%s %dx%d %d color %d texture %dHz %s", PREFSMAN->m_bWindowed ? "Windowed" : "Fullscreen", PREFSMAN->m_iDisplayWidth, PREFSMAN->m_iDisplayHeight, PREFSMAN->m_iDisplayColorDepth, PREFSMAN->m_iTextureColorDepth, PREFSMAN->m_iRefreshRate, PREFSMAN->m_bVsync ? "Vsync" : "NoSync" ) ); } void ExitGame() { g_bQuitting = true; } void ResetGame() { GAMESTATE->Reset(); PREFSMAN->ReadGamePrefsFromDisk(); INPUTMAPPER->ReadMappingsFromDisk(); /* GameState::Reset() will switch the NoteSkin for( int p=0; pDoesNoteSkinExist( NOTESKIN->GetCurNoteSkinName(pn) ) ) { CStringArray asNoteSkinNames; NOTESKIN->GetNoteSkinNames( asNoteSkinNames ); NOTESKIN->SwitchNoteSkin( pn, asNoteSkinNames[0] ); } } */ if( !THEME->DoesThemeExist( THEME->GetCurThemeName() ) ) { CString sGameName = GAMESTATE->GetCurrentGameDef()->m_szName; if( THEME->DoesThemeExist( sGameName ) ) THEME->SwitchTheme( sGameName ); else THEME->SwitchTheme( "default" ); TEXTUREMAN->DoDelayedDelete(); } PREFSMAN->SaveGamePrefsToDisk(); if( PREFSMAN->m_bFirstRun ) SCREENMAN->SetNewScreen( "ScreenAutoGraphicDetail" ); else SCREENMAN->SetNewScreen( THEME->GetMetric("Common","InitialScreen") ); PREFSMAN->m_bFirstRun = false; } static void GameLoop(); static bool ChangeAppPri() { if(PREFSMAN->m_iBoostAppPriority == 0) return false; /* If -1 and this is a debug build, don't. It makes the debugger sluggish. */ #ifdef DEBUG if(PREFSMAN->m_iBoostAppPriority == -1) return false; #endif return true; } static void BoostAppPri() { if(!ChangeAppPri()) return; #ifdef WIN32 /* 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; } #ifndef ABOVE_NORMAL_PRIORITY_CLASS #define ABOVE_NORMAL_PRIORITY_CLASS 0x00008000 #endif 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 RestoreAppPri() { if(!ChangeAppPri()) return; #ifdef WIN32 SetPriorityClass(GetCurrentProcess(), NORMAL_PRIORITY_CLASS); #endif } int main(int argc, char* argv[]) { /* Set up arch hooks first. This may set up crash handling. */ HOOKS = MakeArchHooks(); ChangeToDirOfExecutable(argv[0]); /* 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(); #ifdef DEBUG LOG->ShowConsole(); #endif /* Whew--we should be able to crash safely now! */ atexit(SDL_Quit); /* Clean up on exit */ /* Fire up the SDL, but don't actually start any subsystems. * We use our own error handlers. */ int SDL_flags = SDL_INIT_NOPARACHUTE; SDL_Init(SDL_flags); CString g_sErrorString = ""; #ifndef DEBUG try{ #endif LoadingWindow *loading_window = MakeLoadingWindow(); loading_window->Paint(); // changed to use time. GetTimeSinceStart is silly because it always return 0! -Chris srand( time(NULL) ); // seed number generator HOOKS->DumpDebugInfo(); // // Create game objects // GAMESTATE = new GameState; PREFSMAN = new PrefsManager; GAMEMAN = new GameManager; THEME = new ThemeManager; NOTESKIN = new NoteSkinManager; SOUNDMAN = new RageSoundManager(PREFSMAN->m_sSoundDrivers); SOUNDMAN->SetPrefs(PREFSMAN->m_fSoundVolume); ANNOUNCER = new AnnouncerManager; INPUTFILTER = new InputFilter; INPUTMAPPER = new InputMapper; INPUTQUEUE = new InputQueue; SONGINDEX = new SongCacheIndex; /* depends on SONGINDEX: */ SONGMAN = new SongManager( loading_window ); // this takes a long time to load delete loading_window; // destroy this before init'ing Display PREFSMAN->ReadGlobalPrefsFromDisk( true ); PREFSMAN->ReadGamePrefsFromDisk(); DISPLAY = new RageDisplay( PREFSMAN->m_bWindowed, PREFSMAN->m_iDisplayWidth, PREFSMAN->m_iDisplayHeight, PREFSMAN->m_iDisplayColorDepth, PREFSMAN->m_iRefreshRate, PREFSMAN->m_bVsync, THEME->GetMetric("Common","WindowTitle"), THEME->GetPathToG("Common window icon") ); TEXTUREMAN = new RageTextureManager(); TEXTUREMAN->SetPrefs( PREFSMAN->m_iTextureColorDepth, PREFSMAN->m_bDelayedTextureDelete, PREFSMAN->m_iMaxTextureResolution ); /* Now that we've started DISPLAY, we can set up event masks. */ 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 ) RageException::Throw( "SDL_GetWMInfo failed" ); #ifdef WIN32 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. */ INPUTMAN = new RageInput; // These things depend on the TextureManager, so do them after! FONT = new FontManager; SCREENMAN = new ScreenManager; /* People may want to do something else while songs are loading, so do * this after loading songs. */ BoostAppPri(); ResetGame(); if( DISPLAY->IsSoftwareRenderer() && !PREFSMAN->m_bAllowSoftwareRenderer ) RageException::Throw( "OpenGL hardware acceleration is not available on your system.\n\n" "StepMania requires OpenGL hardware acceleration.\n\n" "Please install the latest video driver from your graphics card vendor " "to enable OpenGL hardware acceleration.\n\n" "DO NOT FILE THIS ERROR AS A BUG!\n\n" "(Advanced: To allow use of the software renderer, set 'AllowSoftwareRenderer=1' " "in StepMania.ini)" ); /* Load the unlocks into memory */ GAMESTATE->UnlockingSys.LoadFromDATFile("Data/Unlocks.dat"); /* Run the main loop. */ GameLoop(); PREFSMAN->SaveGlobalPrefsToDisk(); PREFSMAN->SaveGamePrefsToDisk(); #ifndef DEBUG } catch( RageException e ) { g_sErrorString = e.what(); } #endif SAFE_DELETE( SCREENMAN ); SAFE_DELETE( INPUTQUEUE ); SAFE_DELETE( INPUTMAPPER ); SAFE_DELETE( INPUTFILTER ); SAFE_DELETE( SONGMAN ); SAFE_DELETE( SONGINDEX ); SAFE_DELETE( PREFSMAN ); SAFE_DELETE( GAMESTATE ); SAFE_DELETE( GAMEMAN ); SAFE_DELETE( NOTESKIN ); SAFE_DELETE( THEME ); SAFE_DELETE( ANNOUNCER ); SAFE_DELETE( INPUTMAN ); 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 ErrorDialog *d = MakeErrorDialog(); d->SetErrorText(g_sErrorString); d->ShowError(); delete d; } return 0; } /* 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 ) { /* None of the globals keys act on types other than FIRST_PRESS */ if( type != IET_FIRST_PRESS ) return false; switch( MenuI.button ) { case MENU_BUTTON_OPERATOR: /* 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; case MENU_BUTTON_COIN: /* Handle a coin insertion. */ if( GAMESTATE->m_bEditing ) // no coins while editing break; GAMESTATE->m_iCoins++; SCREENMAN->RefreshCreditsMessages(); SOUNDMAN->PlayOnce( THEME->GetPathToS("Common coin") ); return false; // Attract need to know because they go to TitleMenu on > 1 credit } if(DeviceI == DeviceInput(DEVICE_KEYBOARD, SDLK_F4)) { if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_RALT)) || INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_LALT)) ) { // pressed Alt+F4 ExitGame(); return true; } } if(DeviceI == DeviceInput(DEVICE_KEYBOARD, SDLK_F5)) { // Save Screenshot. CString sPath; for( int i=0; i<1000; i++ ) { sPath = ssprintf("screen%04d.bmp",i); if( !DoesFileExist(sPath) ) break; } DISPLAY->SaveScreenshot( sPath ); SCREENMAN->SystemMessage( "Saved screenshot: " + sPath ); return true; } if(DeviceI == DeviceInput(DEVICE_KEYBOARD, SDLK_RETURN)) { if( INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_RALT)) || INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_LALT)) ) { /* alt-enter */ PREFSMAN->m_bWindowed = !PREFSMAN->m_bWindowed; ApplyGraphicOptions(); return true; } } return false; } static void HandleInputEvents(float fDeltaTime) { INPUTFILTER->Update( fDeltaTime ); static InputEventArray ieArray; ieArray.clear(); // empty the array INPUTFILTER->GetInputEvents( ieArray ); for( unsigned i=0; iDeviceToGame( DeviceI, GameI ); if( GameI.IsValid() && type == IET_FIRST_PRESS ) INPUTQUEUE->RememberInput( GameI ); if( GameI.IsValid() ) { INPUTMAPPER->GameToMenu( GameI, MenuI ); INPUTMAPPER->GameToStyle( GameI, StyleI ); } // 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 SCREENMAN->Input( DeviceI, type, GameI, MenuI, StyleI ); } } static void HandleSDLEvents() { // process all queued events SDL_Event event; 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(); } } } } static void GameLoop() { RageTimer timer; while(!g_bQuitting) { /* This needs to be called before anything that handles SDL events. */ SDL_PumpEvents(); HandleSDLEvents(); /* * Update */ float fDeltaTime = timer.GetDeltaTime(); if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_TAB) ) ) { if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_BACKQUOTE) ) ) fDeltaTime = 0; /* both; stop time */ else fDeltaTime *= 4; } else if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_BACKQUOTE) ) ) fDeltaTime /= 4; DISPLAY->Update( fDeltaTime ); TEXTUREMAN->Update( fDeltaTime ); GAMESTATE->Update( fDeltaTime ); SCREENMAN->Update( fDeltaTime ); SOUNDMAN->Update( fDeltaTime ); /* Important: Process input AFTER updating game logic, or input will be acting on song beat from last frame */ HandleInputEvents( fDeltaTime ); /* * Render */ SCREENMAN->Draw(); 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 } }