Files
itgmania212121/src/StepMania.cpp
T

1679 lines
51 KiB
C++

#include "global.h"
#include "StepMania.h"
// Rage global classes
#include "RageLog.h"
#include "RageTextureManager.h"
#include "RageSoundManager.h"
#include "GameSoundManager.h"
#include "RageInput.h"
#include "RageTimer.h"
#include "RageMath.h"
#include "RageDisplay.h"
#include "RageThreads.h"
#include "LocalizedString.h"
#include "arch/ArchHooks/ArchHooks.h"
#include "arch/LoadingWindow/LoadingWindow.h"
#include "arch/Dialog/Dialog.h"
#include <ctime>
#include "ProductInfo.h"
#include "Screen.h"
#include "InputEventPlus.h"
#include "ScreenDimensions.h"
#include "CodeDetector.h"
#include "CommonMetrics.h"
#include "Game.h"
#include "RageSurface.h"
#include "RageSurface_Load.h"
#include "CommandLineActions.h"
#if !defined(SUPPORT_OPENGL) && !defined(SUPPORT_D3D)
#define SUPPORT_OPENGL
#endif
// StepMania global classes
#include "ThemeManager.h"
#include "NoteSkinManager.h"
#include "PrefsManager.h"
#include "Song.h"
#include "SongManager.h"
#include "CharacterManager.h"
#include "GameState.h"
#include "AnnouncerManager.h"
#include "ProfileManager.h"
#include "MemoryCardManager.h"
#include "ScreenManager.h"
#include "LuaManager.h"
#include "GameManager.h"
#include "FontManager.h"
#include "InputFilter.h"
#include "InputMapper.h"
#include "InputQueue.h"
#include "SongCacheIndex.h"
#include "BannerCache.h"
//#include "BackgroundCache.h"
#include "UnlockManager.h"
#include "RageFileManager.h"
#include "Bookkeeper.h"
#include "LightsManager.h"
#include "ModelManager.h"
#include "CryptManager.h"
#include "NetworkSyncManager.h"
#include "MessageManager.h"
#include "StatsManager.h"
#include "GameLoop.h"
#include "SpecialFiles.h"
#include "Profile.h"
#include "ActorUtil.h"
#include "ver.h"
#if defined(WIN32)
#include <windows.h>
#endif
void ShutdownGame();
bool HandleGlobalInputs( const InputEventPlus &input );
void HandleInputEvents(float fDeltaTime);
static Preference<bool> g_bAllowMultipleInstances( "AllowMultipleInstances", false );
void StepMania::GetPreferredVideoModeParams( VideoModeParams &paramsOut )
{
// resolution handling code that probably needs fixing
int iWidth = PREFSMAN->m_iDisplayWidth;
if( PREFSMAN->m_bWindowed )
{
//float fRatio = PREFSMAN->m_iDisplayHeight;
//iWidth = PREFSMAN->m_iDisplayHeight * fRatio;
iWidth = static_cast<int>(ceilf(PREFSMAN->m_iDisplayHeight * PREFSMAN->m_fDisplayAspectRatio));
// ceilf causes the width to come out odd when it shouldn't.
// 576 * 1.7778 = 1024.0128, which is rounded to 1025. -Kyz
iWidth-= iWidth % 2;
}
paramsOut = VideoModeParams(
PREFSMAN->m_bWindowed,
iWidth,
PREFSMAN->m_iDisplayHeight,
PREFSMAN->m_iDisplayColorDepth,
PREFSMAN->m_iRefreshRate,
PREFSMAN->m_bVsync,
PREFSMAN->m_bInterlaced,
PREFSMAN->m_bSmoothLines,
PREFSMAN->m_bTrilinearFiltering,
PREFSMAN->m_bAnisotropicFiltering,
CommonMetrics::WINDOW_TITLE,
THEME->GetPathG("Common","window icon"),
PREFSMAN->m_bPAL,
PREFSMAN->m_fDisplayAspectRatio
);
}
static LocalizedString COLOR ("StepMania","color");
static LocalizedString TEXTURE ("StepMania","texture");
static LocalizedString WINDOWED ("StepMania","Windowed");
static LocalizedString FULLSCREEN ("StepMania","Fullscreen");
static LocalizedString ANNOUNCER_ ("StepMania","Announcer");
static LocalizedString VSYNC ("StepMania","Vsync");
static LocalizedString NO_VSYNC ("StepMania","NoVsync");
static LocalizedString SMOOTH_LINES ("StepMania","SmoothLines");
static LocalizedString NO_SMOOTH_LINES ("StepMania","NoSmoothLines");
static RString GetActualGraphicOptionsString()
{
const VideoModeParams &params = DISPLAY->GetActualVideoModeParams();
RString sFormat = "%s %s %dx%d %d "+COLOR.GetValue()+" %d "+TEXTURE.GetValue()+" %dHz %s %s";
RString sLog = ssprintf( sFormat,
DISPLAY->GetApiDescription().c_str(),
(params.windowed? WINDOWED : FULLSCREEN).GetValue().c_str(),
(int)params.width,
(int)params.height,
(int)params.bpp,
(int)PREFSMAN->m_iTextureColorDepth,
(int)params.rate,
(params.vsync? VSYNC : NO_VSYNC).GetValue().c_str(),
(PREFSMAN->m_bSmoothLines? SMOOTH_LINES : NO_SMOOTH_LINES).GetValue().c_str() );
return sLog;
}
static void StoreActualGraphicOptions()
{
/* Store the settings that RageDisplay was actually able to use so that
* we don't go through the process of auto-detecting a usable video mode
* every time. */
const VideoModeParams &params = DISPLAY->GetActualVideoModeParams();
PREFSMAN->m_bWindowed.Set( params.windowed );
/* If we're windowed, we may have tweaked the width based on the aspect ratio.
* Don't save this new value over the preferred value. */
if( !PREFSMAN->m_bWindowed )
{
PREFSMAN->m_iDisplayWidth .Set( params.width );
PREFSMAN->m_iDisplayHeight .Set( params.height );
}
PREFSMAN->m_iDisplayColorDepth .Set( params.bpp );
if( PREFSMAN->m_iRefreshRate != REFRESH_DEFAULT )
PREFSMAN->m_iRefreshRate.Set( params.rate );
PREFSMAN->m_bVsync .Set( params.vsync );
Dialog::SetWindowed( params.windowed );
}
static RageDisplay *CreateDisplay();
bool StepMania::GetHighResolutionTextures()
{
switch( PREFSMAN->m_HighResolutionTextures )
{
default:
case HighResolutionTextures_Auto:
{
int height = PREFSMAN->m_iDisplayHeight;
return height > THEME->GetMetricI("Common", "ScreenHeight");
}
case HighResolutionTextures_ForceOn:
return true;
case HighResolutionTextures_ForceOff:
return false;
}
}
static void update_centering()
{
DISPLAY->ChangeCentering(
PREFSMAN->m_iCenterImageTranslateX, PREFSMAN->m_iCenterImageTranslateY,
PREFSMAN->m_fCenterImageAddWidth, PREFSMAN->m_fCenterImageAddHeight);
}
static void StartDisplay()
{
if( DISPLAY != NULL )
return; // already started
DISPLAY = CreateDisplay();
update_centering();
TEXTUREMAN = new RageTextureManager;
TEXTUREMAN->SetPrefs(
RageTextureManagerPrefs(
PREFSMAN->m_iTextureColorDepth,
PREFSMAN->m_iMovieColorDepth,
PREFSMAN->m_bDelayedTextureDelete,
PREFSMAN->m_iMaxTextureResolution,
StepMania::GetHighResolutionTextures(),
PREFSMAN->m_bForceMipMaps
)
);
MODELMAN = new ModelManager;
MODELMAN->SetPrefs(
ModelManagerPrefs(
PREFSMAN->m_bDelayedModelDelete
)
);
}
void StepMania::ApplyGraphicOptions()
{
bool bNeedReload = false;
VideoModeParams params;
GetPreferredVideoModeParams( params );
RString sError = DISPLAY->SetVideoMode( params, bNeedReload );
if( sError != "" )
RageException::Throw( "%s", sError.c_str() );
update_centering();
bNeedReload |= TEXTUREMAN->SetPrefs(
RageTextureManagerPrefs(
PREFSMAN->m_iTextureColorDepth,
PREFSMAN->m_iMovieColorDepth,
PREFSMAN->m_bDelayedTextureDelete,
PREFSMAN->m_iMaxTextureResolution,
StepMania::GetHighResolutionTextures(),
PREFSMAN->m_bForceMipMaps
)
);
bNeedReload |= MODELMAN->SetPrefs(
ModelManagerPrefs(
PREFSMAN->m_bDelayedModelDelete
)
);
if( bNeedReload )
TEXTUREMAN->ReloadAll();
StoreActualGraphicOptions();
if( SCREENMAN )
SCREENMAN->SystemMessage( GetActualGraphicOptionsString() );
// Give the input handlers a chance to re-open devices as necessary.
INPUTMAN->WindowReset();
}
static bool CheckVideoDefaultSettings();
void StepMania::ResetPreferences()
{
PREFSMAN->ResetToFactoryDefaults();
SOUNDMAN->SetMixVolume();
CheckVideoDefaultSettings();
ApplyGraphicOptions();
}
/* Shutdown all global singletons. Note that this may be called partway through
* initialization, due to an object failing to initialize, in which case some of
* these may still be NULL. */
void ShutdownGame()
{
/* First, tell SOUNDMAN that we're shutting down. This signals sound drivers to
* stop sounds, which we want to do before any threads that may have started sounds
* are closed; this prevents annoying DirectSound glitches and delays. */
if( SOUNDMAN )
SOUNDMAN->Shutdown();
SAFE_DELETE( SCREENMAN );
SAFE_DELETE( STATSMAN );
SAFE_DELETE( MESSAGEMAN );
SAFE_DELETE( NSMAN );
/* 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( MODELMAN );
SAFE_DELETE( PROFILEMAN ); // PROFILEMAN needs the songs still loaded
SAFE_DELETE( CHARMAN );
SAFE_DELETE( UNLOCKMAN );
SAFE_DELETE( CRYPTMAN );
SAFE_DELETE( MEMCARDMAN );
SAFE_DELETE( SONGMAN );
SAFE_DELETE( BANNERCACHE );
//SAFE_DELETE( BACKGROUNDCACHE );
SAFE_DELETE( SONGINDEX );
SAFE_DELETE( SOUND ); // uses GAMESTATE, PREFSMAN
SAFE_DELETE( PREFSMAN );
SAFE_DELETE( GAMESTATE );
SAFE_DELETE( GAMEMAN );
SAFE_DELETE( NOTESKIN );
SAFE_DELETE( THEME );
SAFE_DELETE( ANNOUNCER );
SAFE_DELETE( BOOKKEEPER );
SAFE_DELETE( LIGHTSMAN );
SAFE_DELETE( SOUNDMAN );
SAFE_DELETE( FONT );
SAFE_DELETE( TEXTUREMAN );
SAFE_DELETE( DISPLAY );
Dialog::Shutdown();
SAFE_DELETE( LOG );
SAFE_DELETE( FILEMAN );
SAFE_DELETE( LUA );
SAFE_DELETE( HOOKS );
}
static void HandleException( const RString &sError )
{
if( g_bAutoRestart )
HOOKS->RestartProgram();
// Shut down first, so we exit graphics mode before trying to open a dialog.
ShutdownGame();
// Throw up a pretty error dialog.
Dialog::Error( sError );
Dialog::Shutdown(); // Shut it back down.
}
void StepMania::ResetGame()
{
GAMESTATE->Reset();
if( !THEME->DoesThemeExist( THEME->GetCurThemeName() ) )
{
RString sGameName = GAMESTATE->GetCurrentGame()->m_szName;
if( !THEME->DoesThemeExist(sGameName) )
sGameName = PREFSMAN->m_sDefaultTheme; // was previously "default" -aj
THEME->SwitchThemeAndLanguage( sGameName, THEME->GetCurLanguage(), PREFSMAN->m_bPseudoLocalize );
TEXTUREMAN->DoDelayedDelete();
}
PREFSMAN->SavePrefsToDisk();
}
ThemeMetric<RString> INITIAL_SCREEN ("Common","InitialScreen");
RString StepMania::GetInitialScreen()
{
if(PREFSMAN->m_sTestInitialScreen.Get() != "" &&
SCREENMAN->IsScreenNameValid(PREFSMAN->m_sTestInitialScreen))
{
return PREFSMAN->m_sTestInitialScreen;
}
RString screen_name= INITIAL_SCREEN.GetValue();
if(!SCREENMAN->IsScreenNameValid(screen_name))
{
screen_name= "ScreenInitialScreenIsInvalid";
}
return screen_name;
}
ThemeMetric<RString> SELECT_MUSIC_SCREEN ("Common","SelectMusicScreen");
RString StepMania::GetSelectMusicScreen()
{
return SELECT_MUSIC_SCREEN.GetValue();
}
#if defined(WIN32)
static Preference<int> g_iLastSeenMemory( "LastSeenMemory", 0 );
#endif
static void AdjustForChangedSystemCapabilities()
{
#if defined(WIN32)
// Has the amount of memory changed?
MEMORYSTATUS mem;
GlobalMemoryStatus(&mem);
const int Memory = mem.dwTotalPhys / (1024*1024);
if( g_iLastSeenMemory == Memory )
return;
LOG->Trace( "Memory changed from %i to %i; settings changed", g_iLastSeenMemory.Get(), Memory );
g_iLastSeenMemory.Set( Memory );
// is this assumption outdated? -aj
/* Let's consider 128-meg systems low-memory, and 256-meg systems high-memory.
* Cut off at 192. This is pretty 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.Set( 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_BannerCache.Set( LowMemory ? BNCACHE_OFF:BNCACHE_LOW_RES_PRELOAD );
// might wanna do this for backgrounds, too... -aj
//PREFSMAN->m_BackgroundCache.Set( LowMemory ? BGCACHE_OFF:BGCACHE_LOW_RES_PRELOAD );
PREFSMAN->SavePrefsToDisk();
#endif
}
#if defined(WIN32)
#include "RageDisplay_D3D.h"
#include "archutils/Win32/VideoDriverInfo.h"
#endif
#if defined(SUPPORT_OPENGL)
#include "RageDisplay_OGL.h"
#endif
#if defined(SUPPORT_GLES2)
#include "RageDisplay_GLES2.h"
#endif
#include "RageDisplay_Null.h"
struct VideoCardDefaults
{
RString sDriverRegex;
RString sVideoRenderers;
int iWidth;
int iHeight;
int iDisplayColor;
int iTextureColor;
int iMovieColor;
int iTextureSize;
bool bSmoothLines;
VideoCardDefaults() {}
VideoCardDefaults(
RString sDriverRegex_,
RString sVideoRenderers_,
int iWidth_,
int iHeight_,
int iDisplayColor_,
int iTextureColor_,
int iMovieColor_,
int iTextureSize_,
bool bSmoothLines_
)
{
sDriverRegex = sDriverRegex_;
sVideoRenderers = sVideoRenderers_;
iWidth = iWidth_;
iHeight = iHeight_;
iDisplayColor = iDisplayColor_;
iTextureColor = iTextureColor_;
iMovieColor = iMovieColor_;
iTextureSize = iTextureSize_;
bSmoothLines = bSmoothLines_;
}
} const g_VideoCardDefaults[] =
{
VideoCardDefaults(
"Voodoo *5",
"d3d,opengl", // received 3 reports of opengl crashing. -Chris
640,480,
32,32,32,
2048,
true // accelerated
),
VideoCardDefaults(
"Voodoo|3dfx", // all other Voodoos: some drivers don't identify which one
"d3d,opengl",
640,480,
16,16,16,
256,
false // broken, causes black screen
),
VideoCardDefaults(
"Radeon.* 7|Wonder 7500|ArcadeVGA", // Radeon 7xxx, RADEON Mobility 7500
"d3d,opengl", // movie texture performance is terrible in OpenGL, but fine in D3D.
640,480,
16,16,16,
2048,
true // accelerated
),
VideoCardDefaults(
"GeForce|Radeon|Wonder 9|Quadro",
"opengl,d3d",
640,480,
32,32,32, // 32 bit textures are faster to load
2048,
true // hardware accelerated
),
VideoCardDefaults(
"TNT|Vanta|M64",
"opengl,d3d",
640,480,
16,16,16, // Athlon 1.2+TNT demonstration w/ movies: 70fps w/ 32bit textures, 86fps w/ 16bit textures
2048,
true // hardware accelerated
),
VideoCardDefaults(
"G200|G250|G400",
"d3d,opengl",
640,480,
16,16,16,
2048,
false // broken, causes black screen
),
VideoCardDefaults(
"Savage",
"d3d",
// OpenGL is unusable on my Savage IV with even the latest drivers.
// It draws 30 frames of gibberish then crashes. This happens even with
// simple NeHe demos. -Chris
640,480,
16,16,16,
2048,
false
),
VideoCardDefaults(
"XPERT@PLAY|IIC|RAGE PRO|RAGE LT PRO", // Rage Pro chip, Rage IIC chip
"d3d",
// OpenGL is not hardware accelerated, despite the fact that the
// drivers come with an ICD. Also, the WinXP driver performance
// is terrible and supports only 640. The ATI driver is usable.
// -Chris
320,240, // lower resolution for 60fps. In-box WinXP driver doesn't support 400x300.
16,16,16,
256,
false
),
VideoCardDefaults(
"RAGE MOBILITY-M1",
"d3d,opengl", // Vertex alpha is broken in OpenGL, but not D3D. -Chris
400,300, // lower resolution for 60fps
16,16,16,
256,
false
),
VideoCardDefaults(
"Mobility M3", // ATI Rage Mobility 128 (AKA "M3")
"d3d,opengl", // bad movie texture performance in opengl
640,480,
16,16,16,
1024,
false
),
VideoCardDefaults(
"Intel.*82810|Intel.*82815",
"opengl,d3d",// OpenGL is 50%+ faster than D3D w/ latest Intel drivers. -Chris
512,384, // lower resolution for 60fps
16,16,16,
512,
false
),
VideoCardDefaults(
"Intel*Extreme Graphics",
"d3d", // OpenGL blue screens w/ XP drivers from 6-21-2002
640,480,
16,16,16, // slow at 32bpp
1024,
false
),
VideoCardDefaults(
"Intel.*", /* fallback: all unknown Intel cards to D3D, since Intel is notoriously bad at OpenGL */
"d3d,opengl",
640,480,
16,16,16,
2048,
false
),
VideoCardDefaults(
// Cards that have problems with OpenGL:
// ASSERT fail somewhere in RageDisplay_OpenGL "Trident Video Accelerator CyberBlade"
// bug 764499: ASSERT fail after glDeleteTextures for "SiS 650_651_740"
// bug 764830: ASSERT fail after glDeleteTextures for "VIA Tech VT8361/VT8601 Graphics Controller"
// bug 791950: AV in glsis630!DrvSwapBuffers for "SiS 630/730"
"Trident Video Accelerator CyberBlade|VIA.*VT|SiS 6*",
"d3d,opengl",
640,480,
16,16,16,
2048,
false
),
VideoCardDefaults(
/* Unconfirmed texture problems on this; let's try D3D, since it's
* a VIA/S3 chipset. */
"VIA/S3G KM400/KN400",
"d3d,opengl",
640,480,
16,16,16,
2048,
false
),
VideoCardDefaults(
"OpenGL", // This matches all drivers in Mac and Linux. -Chris
"opengl",
640,480,
16,16,16,
2048,
true // Right now, they've got to have NVidia or ATi Cards anyway..
),
VideoCardDefaults(
// Default graphics settings used for all cards that don't match above.
// This must be the very last entry!
"",
"opengl,d3d",
640,480,
32,32,32,
2048,
false // AA is slow on some cards, so let's selectively enable HW accelerated cards.
),
};
static RString GetVideoDriverName()
{
#if defined(_WINDOWS)
return GetPrimaryVideoDriverName();
#else
return "OpenGL";
#endif
}
bool CheckVideoDefaultSettings()
{
// Video card changed since last run
RString sVideoDriver = GetVideoDriverName();
LOG->Trace( "Last seen video driver: %s", PREFSMAN->m_sLastSeenVideoDriver.Get().c_str() );
VideoCardDefaults defaults;
unsigned i;
for( i=0; i<ARRAYLEN(g_VideoCardDefaults); i++ )
{
defaults = g_VideoCardDefaults[i];
RString sDriverRegex = defaults.sDriverRegex;
Regex regex( sDriverRegex );
if( regex.Compare(sVideoDriver) )
{
LOG->Trace( "Card matches '%s'.", sDriverRegex.size()? sDriverRegex.c_str():"(unknown card)" );
break;
}
}
if (i >= ARRAYLEN(g_VideoCardDefaults))
{
FAIL_M("Failed to match video driver");
}
bool bSetDefaultVideoParams = false;
if( PREFSMAN->m_sVideoRenderers.Get() == "" )
{
bSetDefaultVideoParams = true;
LOG->Trace( "Applying defaults for %s.", sVideoDriver.c_str() );
}
else if( PREFSMAN->m_sLastSeenVideoDriver.Get() != sVideoDriver )
{
bSetDefaultVideoParams = true;
LOG->Trace( "Video card has changed from %s to %s. Applying new defaults.", PREFSMAN->m_sLastSeenVideoDriver.Get().c_str(), sVideoDriver.c_str() );
}
if( bSetDefaultVideoParams )
{
PREFSMAN->m_sVideoRenderers.Set( defaults.sVideoRenderers );
PREFSMAN->m_iDisplayWidth.Set( defaults.iWidth );
PREFSMAN->m_iDisplayHeight.Set( defaults.iHeight );
PREFSMAN->m_iDisplayColorDepth.Set( defaults.iDisplayColor );
PREFSMAN->m_iTextureColorDepth.Set( defaults.iTextureColor );
PREFSMAN->m_iMovieColorDepth.Set( defaults.iMovieColor );
PREFSMAN->m_iMaxTextureResolution.Set( defaults.iTextureSize );
PREFSMAN->m_bSmoothLines.Set( defaults.bSmoothLines );
// this only worked when we started in fullscreen by default. -aj
//PREFSMAN->m_fDisplayAspectRatio.Set( HOOKS->GetDisplayAspectRatio() );
// now that we start in windowed mode, use the new default aspect ratio.
PREFSMAN->m_fDisplayAspectRatio.Set( PREFSMAN->m_fDisplayAspectRatio );
// Update last seen video card
PREFSMAN->m_sLastSeenVideoDriver.Set( GetVideoDriverName() );
}
else if( PREFSMAN->m_sVideoRenderers.Get().CompareNoCase(defaults.sVideoRenderers) )
{
LOG->Warn("Video renderer list has been changed from '%s' to '%s'",
defaults.sVideoRenderers.c_str(), PREFSMAN->m_sVideoRenderers.Get().c_str() );
}
LOG->Info( "Video renderers: '%s'", PREFSMAN->m_sVideoRenderers.Get().c_str() );
return bSetDefaultVideoParams;
}
static LocalizedString ERROR_INITIALIZING_CARD ( "StepMania", "There was an error while initializing your video card." );
static LocalizedString ERROR_DONT_FILE_BUG ( "StepMania", "Please do not file this error as a bug! Use the web page below to troubleshoot this problem." );
static LocalizedString ERROR_VIDEO_DRIVER ( "StepMania", "Video Driver: %s" );
static LocalizedString ERROR_NO_VIDEO_RENDERERS ( "StepMania", "No video renderers attempted." );
static LocalizedString ERROR_INITIALIZING ( "StepMania", "Initializing %s..." );
static LocalizedString ERROR_UNKNOWN_VIDEO_RENDERER ( "StepMania", "Unknown video renderer value: %s" );
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.
*
* Actually, right now we're falling back. I'm not sure which behavior is better.
*/
//bool bAppliedDefaults = CheckVideoDefaultSettings();
CheckVideoDefaultSettings();
VideoModeParams params;
StepMania::GetPreferredVideoModeParams( params );
RString error = ERROR_INITIALIZING_CARD.GetValue()+"\n\n"+
ERROR_DONT_FILE_BUG.GetValue()+"\n\n"
VIDEO_TROUBLESHOOTING_URL "\n\n"+
ssprintf(ERROR_VIDEO_DRIVER.GetValue(), GetVideoDriverName().c_str())+"\n\n";
vector<RString> asRenderers;
split( PREFSMAN->m_sVideoRenderers, ",", asRenderers, true );
if( asRenderers.empty() )
RageException::Throw( "%s", ERROR_NO_VIDEO_RENDERERS.GetValue().c_str() );
RageDisplay *pRet = NULL;
for( unsigned i=0; i<asRenderers.size(); i++ )
{
RString sRenderer = asRenderers[i];
if( sRenderer.CompareNoCase("opengl")==0 )
{
#if defined(SUPPORT_OPENGL)
pRet = new RageDisplay_Legacy;
#endif
}
else if( sRenderer.CompareNoCase("gles2")==0 )
{
#if defined(SUPPORT_GLES2)
pRet = new RageDisplay_GLES2;
#endif
}
else if( sRenderer.CompareNoCase("d3d")==0 )
{
// TODO: ANGLE/RageDisplay_Modern
#if defined(SUPPORT_D3D)
pRet = new RageDisplay_D3D;
#endif
}
else if( sRenderer.CompareNoCase("null")==0 )
{
return new RageDisplay_Null;
}
else
{
RageException::Throw( ERROR_UNKNOWN_VIDEO_RENDERER.GetValue(), sRenderer.c_str() );
}
if( pRet == NULL )
continue;
RString sError = pRet->Init( params, PREFSMAN->m_bAllowUnacceleratedRenderer );
if( !sError.empty() )
{
error += ssprintf(ERROR_INITIALIZING.GetValue(), sRenderer.c_str())+"\n" + sError;
SAFE_DELETE( pRet );
error += "\n\n\n";
continue;
}
break; // the display is ready to go
}
if( pRet == NULL)
RageException::Throw( "%s", error.c_str() );
return pRet;
}
static void SwitchToLastPlayedGame()
{
const Game *pGame = GAMEMAN->StringToGame( PREFSMAN->GetCurrentGame() );
// If the active game type isn't actually available, revert to the default.
if( pGame == NULL )
pGame = GAMEMAN->GetDefaultGame();
if( !GAMEMAN->IsGameEnabled( pGame ) && pGame != GAMEMAN->GetDefaultGame() )
{
pGame = GAMEMAN->GetDefaultGame();
LOG->Warn( "Default NoteSkin for \"%s\" missing, reverting to \"%s\"",
pGame->m_szName, GAMEMAN->GetDefaultGame()->m_szName );
}
ASSERT( GAMEMAN->IsGameEnabled(pGame) );
StepMania::InitializeCurrentGame( pGame );
}
// This function is meant to only be called during start up.
void StepMania::InitializeCurrentGame( const Game* g )
{
ASSERT( g != NULL );
ASSERT( GAMESTATE != NULL );
ASSERT( ANNOUNCER != NULL );
ASSERT( THEME != NULL );
GAMESTATE->SetCurGame( g );
RString sAnnouncer = PREFSMAN->m_sAnnouncer;
RString sTheme = PREFSMAN->m_sTheme;
RString sGametype = GAMESTATE->GetCurrentGame()->m_szName;
RString sLanguage = PREFSMAN->m_sLanguage;
if( sAnnouncer.empty() )
sAnnouncer = GAMESTATE->GetCurrentGame()->m_szName;
RString argCurGame;
if( GetCommandlineArgument( "game", &argCurGame) && argCurGame != sGametype )
{
Game const* new_game= GAMEMAN->StringToGame(argCurGame);
if(new_game == NULL)
{
LOG->Warn("%s is not a known game type, ignoring.", argCurGame.c_str());
}
else
{
PREFSMAN->SetCurrentGame(sGametype);
GAMESTATE->SetCurGame(new_game);
}
}
// It doesn't matter if sTheme is blank or invalid, THEME->STAL will set
// a selectable theme for us. -Kyz
// process gametype, theme and language command line arguments;
// these change the preferences in order for transparent loading -aj
RString argTheme;
if( GetCommandlineArgument( "theme",&argTheme) && argTheme != sTheme )
{
sTheme = argTheme;
// set theme in preferences too for correct behavior -aj
PREFSMAN->m_sTheme.Set(sTheme);
}
RString argLanguage;
if( GetCommandlineArgument( "language",&argLanguage) )
{
sLanguage = argLanguage;
// set language in preferences too for correct behavior -aj
PREFSMAN->m_sLanguage.Set(sLanguage);
}
// it's OK to call these functions with names that don't exist.
ANNOUNCER->SwitchAnnouncer( sAnnouncer );
THEME->SwitchThemeAndLanguage( sTheme, sLanguage, PREFSMAN->m_bPseudoLocalize );
// Set the input scheme for the new game, and load keymaps.
if( INPUTMAPPER )
{
INPUTMAPPER->SetInputScheme( &g->m_InputScheme );
INPUTMAPPER->ReadMappingsFromDisk();
}
}
static void MountTreeOfZips( const RString &dir )
{
vector<RString> dirs;
dirs.push_back( dir );
while( dirs.size() )
{
RString path = dirs.back();
dirs.pop_back();
if( !IsADirectory(path) )
continue;
vector<RString> zips;
GetDirListing( path + "/*.zip", zips, false, true );
GetDirListing( path + "/*.smzip", zips, false, true );
for( unsigned i = 0; i < zips.size(); ++i )
{
if( !IsAFile(zips[i]) )
continue;
LOG->Trace( "VFS: found %s", zips[i].c_str() );
FILEMAN->Mount( "zip", zips[i], "/" );
}
GetDirListing( path + "/*", dirs, true, true );
}
}
static void WriteLogHeader()
{
LOG->Info("%s%s", PRODUCT_FAMILY, product_version);
LOG->Info( "Compiled %s @ %s (build %s)", version_date, version_time, ::sm_version_git_hash);
time_t cur_time;
time(&cur_time);
struct tm now;
localtime_r( &cur_time, &now );
LOG->Info( "Log starting %.4d-%.2d-%.2d %.2d:%.2d:%.2d",
1900+now.tm_year, now.tm_mon+1, now.tm_mday, now.tm_hour, now.tm_min, now.tm_sec );
LOG->Trace( " " );
if( g_argc > 1 )
{
RString args;
for( int i = 1; i < g_argc; ++i )
{
if( i>1 )
args += " ";
// surround all params with some marker, as they might have whitespace.
// using [[ and ]], as they are not likely to be in the params.
args += ssprintf( "[[%s]]", g_argv[i] );
}
LOG->Info( "Command line args (count=%d): %s", (g_argc - 1), args.c_str());
}
}
static void ApplyLogPreferences()
{
LOG->SetShowLogOutput( PREFSMAN->m_bShowLogOutput );
LOG->SetLogToDisk( PREFSMAN->m_bLogToDisk );
LOG->SetInfoToDisk( true );
LOG->SetUserLogToDisk( true );
LOG->SetFlushing( PREFSMAN->m_bForceLogFlush );
Checkpoints::LogCheckpoints( PREFSMAN->m_bLogCheckpoints );
}
static LocalizedString COULDNT_OPEN_LOADING_WINDOW( "LoadingWindow", "Couldn't open any loading windows." );
int sm_main(int argc, char* argv[])
{
RageThreadRegister thread( "Main thread" );
RageException::SetCleanupHandler( HandleException );
SetCommandlineArguments( argc, argv );
// Set up arch hooks first. This may set up crash handling.
HOOKS = ArchHooks::Create();
HOOKS->Init();
LUA = new LuaManager;
HOOKS->RegisterWithLua();
// Initialize the file extension type lists so everything can ask ActorUtil
// what the type of a file is.
ActorUtil::InitFileTypeLists();
// Almost everything uses this to read and write files. Load this early.
FILEMAN = new RageFileManager( argv[0] );
FILEMAN->MountInitialFilesystems();
bool bPortable = DoesFileExist("Portable.ini");
if( !bPortable )
FILEMAN->MountUserFilesystems();
// Set this up next. Do this early, since it's needed for RageException::Throw.
LOG = new RageLog;
// Whew--we should be able to crash safely now!
// load preferences and mount any alternative trees.
PREFSMAN = new PrefsManager;
/* Allow HOOKS to check for multiple instances. We need to do this after PREFS is initialized,
* so ArchHooks can use a preference to turn this off. We want to do this before ApplyLogPreferences,
* so if we exit because of another instance, we don't try to clobber its log. We also want to
* do this before opening the loading window, so if we give focus away, we don't flash the window. */
if(!g_bAllowMultipleInstances.Get() && HOOKS->CheckForMultipleInstances(argc, argv))
{
ShutdownGame();
return 0;
}
ApplyLogPreferences();
WriteLogHeader();
// Set up alternative filesystem trees.
if( PREFSMAN->m_sAdditionalFolders.Get() != "" )
{
vector<RString> dirs;
split( PREFSMAN->m_sAdditionalFolders, ",", dirs, true );
for( unsigned i=0; i < dirs.size(); i++)
FILEMAN->Mount( "dir", dirs[i], "/" );
}
if( PREFSMAN->m_sAdditionalSongFolders.Get() != "" )
{
vector<RString> dirs;
split( PREFSMAN->m_sAdditionalSongFolders, ",", dirs, true );
for( unsigned i=0; i < dirs.size(); i++)
FILEMAN->Mount( "dir", dirs[i], "/AdditionalSongs" );
}
if( PREFSMAN->m_sAdditionalCourseFolders.Get() != "" )
{
vector<RString> dirs;
split( PREFSMAN->m_sAdditionalCourseFolders, ",", dirs, true );
for( unsigned i=0; i < dirs.size(); i++)
FILEMAN->Mount( "dir", dirs[i], "/AdditionalCourses" );
}
MountTreeOfZips( SpecialFiles::PACKAGES_DIR );
MountTreeOfZips( SpecialFiles::USER_PACKAGES_DIR );
/* One of the above filesystems might contain files that affect preferences
* (e.g. Data/Static.ini). Re-read preferences. */
PREFSMAN->ReadPrefsFromDisk();
ApplyLogPreferences();
// This needs PREFSMAN.
Dialog::Init();
// Create game objects
GAMESTATE = new GameState;
// This requires PREFSMAN, for PREFSMAN->m_bShowLoadingWindow.
LoadingWindow *pLoadingWindow = LoadingWindow::Create();
if(pLoadingWindow == NULL)
RageException::Throw("%s", COULDNT_OPEN_LOADING_WINDOW.GetValue().c_str());
srand( time(NULL) ); // seed number generator
/* Do this early, so we have debugging output if anything else fails. LOG and
* Dialog must be set up first. It shouldn't take long, but it might take a
* little time; do this after the LoadingWindow is shown, since we don't want
* that to appear delayed. */
HOOKS->DumpDebugInfo();
#if defined(HAVE_TLS)
LOG->Info( "TLS is %savailable", RageThread::GetSupportsTLS()? "":"not " );
#endif
AdjustForChangedSystemCapabilities();
GAMEMAN = new GameManager;
THEME = new ThemeManager;
ANNOUNCER = new AnnouncerManager;
NOTESKIN = new NoteSkinManager;
// Switch to the last used game type, and set up the theme and announcer.
SwitchToLastPlayedGame();
CommandLineActions::Handle(pLoadingWindow);
// Aldo: Check for updates here!
#if 0
if( /* PREFSMAN->m_bUpdateCheckEnable (do this later) */ 0 )
{
// TODO - Aldo_MX: Use PREFSMAN->m_iUpdateCheckIntervalSeconds & PREFSMAN->m_iUpdateCheckLastCheckedSecond
unsigned long current_version = NetworkSyncManager::GetCurrentSMBuild( pLoadingWindow );
if( current_version )
{
if( current_version > version_num )
{
switch( Dialog::YesNo( "A new version of " PRODUCT_ID " is available. Do you want to download it?", "UpdateCheck" ) )
{
case Dialog::yes:
//PREFSMAN->SavePrefsToDisk();
// TODO: GoToURL for Linux
if( !HOOKS->GoToURL( SM_DOWNLOAD_URL ) )
{
Dialog::Error( "Please go to the following URL to download the latest version of " PRODUCT_ID ":\n\n" SM_DOWNLOAD_URL, "UpdateCheckConfirm" );
}
ShutdownGame();
return 0;
case Dialog::no:
break;
default:
FAIL_M("Invalid response to Yes/No dialog");
}
}
else if( version_num < current_version )
{
LOG->Info( "The current version is more recent than the public one, double check you downloaded it from " SM_DOWNLOAD_URL );
}
}
else
{
LOG->Info( "Unable to check for updates. The server might be offline." );
}
}
#endif
if( GetCommandlineArgument("dopefish") )
GAMESTATE->m_bDopefish = true;
{
/* Now that THEME is loaded, load the icon and splash for the current
* theme into the loading window. */
RString sError;
RageSurface *pSurface = RageSurfaceUtils::LoadFile( THEME->GetPathG( "Common", "window icon" ), sError );
if( pSurface != NULL )
pLoadingWindow->SetIcon( pSurface );
delete pSurface;
pSurface = RageSurfaceUtils::LoadFile( THEME->GetPathG("Common","splash"), sError );
if( pSurface != NULL )
pLoadingWindow->SetSplash( pSurface );
delete pSurface;
}
if( PREFSMAN->m_iSoundWriteAhead )
LOG->Info( "Sound writeahead has been overridden to %i", PREFSMAN->m_iSoundWriteAhead.Get() );
SOUNDMAN = new RageSoundManager;
SOUNDMAN->Init();
SOUNDMAN->SetMixVolume();
SOUND = new GameSoundManager;
BOOKKEEPER = new Bookkeeper;
LIGHTSMAN = new LightsManager;
INPUTFILTER = new InputFilter;
INPUTMAPPER = new InputMapper;
StepMania::InitializeCurrentGame( GAMESTATE->GetCurrentGame() );
INPUTQUEUE = new InputQueue;
SONGINDEX = new SongCacheIndex;
BANNERCACHE = new BannerCache;
//BACKGROUNDCACHE = new BackgroundCache;
// depends on SONGINDEX:
SONGMAN = new SongManager;
SONGMAN->InitAll( pLoadingWindow ); // this takes a long time
CRYPTMAN = new CryptManager; // need to do this before ProfileMan
if( PREFSMAN->m_bSignProfileData )
CRYPTMAN->GenerateGlobalKeys();
MEMCARDMAN = new MemoryCardManager;
CHARMAN = new CharacterManager;
PROFILEMAN = new ProfileManager;
PROFILEMAN->Init(); // must load after SONGMAN
UNLOCKMAN = new UnlockManager;
SONGMAN->UpdatePopular();
SONGMAN->UpdatePreferredSort();
NSMAN = new NetworkSyncManager( pLoadingWindow );
MESSAGEMAN = new MessageManager;
STATSMAN = new StatsManager;
// Initialize which courses are ranking courses here.
SONGMAN->UpdateRankingCourses();
SAFE_DELETE( pLoadingWindow ); // destroy this before init'ing Display
/* If the user has tried to quit during the loading, do it before creating
* the main window. This prevents going to full screen just to quit. */
if( ArchHooks::UserQuit() )
{
ShutdownGame();
return 0;
}
StartDisplay();
StoreActualGraphicOptions();
LOG->Info( "%s", GetActualGraphicOptionsString().c_str() );
SONGMAN->PreloadSongImages();
/* Input handlers can have dependences on the video system so
* INPUTMAN must be initialized after DISPLAY. */
INPUTMAN = new RageInput;
// These things depend on the TextureManager, so do them after!
FONT = new FontManager;
SCREENMAN = new ScreenManager;
StepMania::ResetGame();
/* Now that GAMESTATE is reset, tell SCREENMAN to update the theme (load
* overlay screens and global sounds), and load the initial screen. */
SCREENMAN->ThemeChanged();
SCREENMAN->SetNewScreen( StepMania::GetInitialScreen() );
// Do this after ThemeChanged so that we can show a system message
RString sMessage;
if( INPUTMAPPER->CheckForChangedInputDevicesAndRemap(sMessage) )
SCREENMAN->SystemMessage( sMessage );
CodeDetector::RefreshCacheItems();
if( GetCommandlineArgument("netip") )
NSMAN->DisplayStartupStatus(); // If we're using networking show what happened
// Run the main loop.
GameLoop::RunGameLoop();
PREFSMAN->SavePrefsToDisk();
ShutdownGame();
return 0;
}
RString StepMania::SaveScreenshot( RString Dir, bool SaveCompressed, bool MakeSignature, RString NamePrefix, RString NameSuffix )
{
/* As of sm-ssc v1.0 rc2, screenshots are no longer named by an arbitrary
* index. This was causing naming issues for some unknown reason, so we have
* changed the screenshot names to a non-blocking format: date and time.
* As before, we ignore the extension. -aj */
RString FileNameNoExtension = NamePrefix + DateTime::GetNowDateTime().GetString() + NameSuffix;
// replace space with underscore.
FileNameNoExtension.Replace(" ","_");
// colons are illegal in filenames.
FileNameNoExtension.Replace(":","");
// Save the screenshot. If writing lossy to a memcard, use
// SAVE_LOSSY_LOW_QUAL, so we don't eat up lots of space.
RageDisplay::GraphicsFileFormat fmt;
if( SaveCompressed && MEMCARDMAN->PathIsMemCard(Dir) )
fmt = RageDisplay::SAVE_LOSSY_LOW_QUAL;
else if( SaveCompressed )
fmt = RageDisplay::SAVE_LOSSY_HIGH_QUAL;
else
fmt = RageDisplay::SAVE_LOSSLESS_SENSIBLE;
RString FileName = FileNameNoExtension + "." + (SaveCompressed ? "jpg" : "png");
RString Path = Dir+FileName;
bool Result = DISPLAY->SaveScreenshot( Path, fmt );
if( !Result )
{
SCREENMAN->PlayInvalidSound();
return RString();
}
SCREENMAN->PlayScreenshotSound();
if( PREFSMAN->m_bSignProfileData && MakeSignature )
CryptManager::SignFileToFile( Path );
return FileName;
}
void StepMania::InsertCoin( int iNum, bool bCountInBookkeeping )
{
if( bCountInBookkeeping )
{
LIGHTSMAN->PulseCoinCounter();
BOOKKEEPER->CoinInserted();
}
int iNumCoinsOld = GAMESTATE->m_iCoins;
// Don't allow GAMESTATE's coin count to become negative.
if (GAMESTATE->m_iCoins + iNum >= 0)
{
GAMESTATE->m_iCoins.Set( GAMESTATE->m_iCoins + iNum );
}
int iCredits = GAMESTATE->m_iCoins / PREFSMAN->m_iCoinsPerCredit;
bool bMaxCredits = iCredits >= MAX_NUM_CREDITS;
if( bMaxCredits )
{
GAMESTATE->m_iCoins.Set( MAX_NUM_CREDITS * PREFSMAN->m_iCoinsPerCredit );
}
LOG->Trace("%i coins inserted, %i needed to play", GAMESTATE->m_iCoins.Get(), PREFSMAN->m_iCoinsPerCredit.Get() );
// If inserting coins, play an appropriate sound; if deducting coins, don't play anything.
if (iNum > 0)
{
if( iNumCoinsOld != GAMESTATE->m_iCoins )
{
SCREENMAN->PlayCoinSound();
} else {
SCREENMAN->PlayInvalidSound();
}
}
/* If AutoJoin and a player is already joined, then try to join a player.
* (If no players are joined, they'll join on the first JoinInput.) */
if( GAMESTATE->m_bAutoJoin.Get() && GAMESTATE->GetNumSidesJoined() > 0 )
{
if( GAMESTATE->GetNumSidesJoined() > 0 && GAMESTATE->JoinPlayers() )
SCREENMAN->PlayStartSound();
}
// TODO: remove this redundant message and things that depend on it
Message msg( "CoinInserted" );
// below params are unused
//msg.SetParam( "Coins", GAMESTATE->m_iCoins );
//msg.SetParam( "Inserted", iNum );
//msg.SetParam( "MaxCredits", bMaxCredits );
MESSAGEMAN->Broadcast( msg );
}
void StepMania::InsertCredit()
{
InsertCoin( PREFSMAN->m_iCoinsPerCredit, false );
}
void StepMania::ClearCredits()
{
LOG->Trace("%i coins cleared", GAMESTATE->m_iCoins.Get() );
GAMESTATE->m_iCoins.Set( 0 );
SCREENMAN->PlayInvalidSound();
// TODO: remove this redundant message and things that depend on it
Message msg( "CoinInserted" );
// below params are unused
//msg.SetParam( "Coins", GAMESTATE->m_iCoins );
//msg.SetParam( "Clear", true );
MESSAGEMAN->Broadcast( msg );
}
/* Returns true if the key has been handled and should be discarded, false if
* the key should be sent on to screens. */
static LocalizedString SERVICE_SWITCH_PRESSED ( "StepMania", "Service switch pressed" );
static LocalizedString RELOADED_METRICS( "ThemeManager", "Reloaded metrics" );
static LocalizedString RELOADED_METRICS_AND_TEXTURES( "ThemeManager", "Reloaded metrics and textures" );
static LocalizedString RELOADED_SCRIPTS( "ThemeManager", "Reloaded scripts" );
static LocalizedString RELOADED_OVERLAY_SCREENS( "ThemeManager", "Reloaded overlay screens" );
bool HandleGlobalInputs( const InputEventPlus &input )
{
// None of the globals keys act on types other than FIRST_PRESS
if( input.type != IET_FIRST_PRESS )
return false;
switch( input.MenuI )
{
case GAME_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( SCREENMAN->AllowOperatorMenuButton() )
{
SCREENMAN->SystemMessage( SERVICE_SWITCH_PRESSED );
SCREENMAN->PopAllScreens();
GAMESTATE->Reset();
SCREENMAN->SetNewScreen( CommonMetrics::OPERATOR_MENU_SCREEN );
}
return true;
case GAME_BUTTON_COIN:
// Handle a coin insertion.
if( GAMESTATE->IsEditing() ) // no coins while editing
{
LOG->Trace( "Ignored coin insertion (editing)" );
break;
}
StepMania::InsertCoin();
return false; // Attract needs to know because it goes to TitleMenu on > 1 credit
default: break;
}
/* Re-added for StepMania 3.9 theming veterans, plus it's just faster than
* the debug menu. The Shift button only reloads the metrics, unlike in 3.9
* (where it saved bookkeeping and machine profile). -aj */
bool bIsShiftHeld = INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT), &input.InputList) ||
INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RSHIFT), &input.InputList);
bool bIsCtrlHeld = INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LCTRL), &input.InputList) ||
INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RCTRL), &input.InputList);
if( input.DeviceI == DeviceInput(DEVICE_KEYBOARD, KEY_F2) )
{
if( bIsShiftHeld && !bIsCtrlHeld )
{
// Shift+F2: refresh metrics,noteskin cache and CodeDetector cache only
THEME->ReloadMetrics();
NOTESKIN->RefreshNoteSkinData( GAMESTATE->m_pCurGame );
CodeDetector::RefreshCacheItems();
SCREENMAN->SystemMessage( RELOADED_METRICS );
}
else if( bIsCtrlHeld && !bIsShiftHeld )
{
// Ctrl+F2: reload scripts only
THEME->UpdateLuaGlobals();
SCREENMAN->SystemMessage( RELOADED_SCRIPTS );
}
else if( bIsCtrlHeld && bIsShiftHeld )
{
// Shift+Ctrl+F2: reload overlay screens (and metrics, since themers
// are likely going to do this after changing metrics.)
THEME->ReloadMetrics();
SCREENMAN->ReloadOverlayScreens();
SCREENMAN->SystemMessage( RELOADED_OVERLAY_SCREENS );
}
else
{
// F2 alone: refresh metrics, textures, noteskins, codedetector cache
THEME->ReloadMetrics();
TEXTUREMAN->ReloadAll();
NOTESKIN->RefreshNoteSkinData( GAMESTATE->m_pCurGame );
CodeDetector::RefreshCacheItems();
SCREENMAN->SystemMessage( RELOADED_METRICS_AND_TEXTURES );
}
return true;
}
if( input.DeviceI == DeviceInput(DEVICE_KEYBOARD, KEY_PAUSE) )
{
Message msg("ToggleConsoleDisplay");
MESSAGEMAN->Broadcast( msg );
return true;
}
#if !defined(MACOSX)
if( input.DeviceI == DeviceInput(DEVICE_KEYBOARD, KEY_F4) )
{
if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RALT), &input.InputList) ||
INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LALT), &input.InputList) )
{
// pressed Alt+F4
ArchHooks::SetUserQuit();
return true;
}
}
#else
if( input.DeviceI == DeviceInput(DEVICE_KEYBOARD, KEY_Cq) &&
(INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LMETA), &input.InputList ) ||
INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RMETA), &input.InputList )) )
{
/* The user quit is handled by the menu item so we don't need to set it
* here; however, we do want to return that it has been handled since
* this will happen first. */
return true;
}
#endif
bool bDoScreenshot =
#if defined(MACOSX)
// Notebooks don't have F13. Use cmd-F12 as well.
input.DeviceI == DeviceInput( DEVICE_KEYBOARD, KEY_PRTSC ) ||
input.DeviceI == DeviceInput( DEVICE_KEYBOARD, KEY_F13 ) ||
( input.DeviceI == DeviceInput(DEVICE_KEYBOARD, KEY_F12) &&
(INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_LMETA), &input.InputList) ||
INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_RMETA), &input.InputList)) );
#else
/* The default Windows message handler will capture the desktop window upon
* pressing PrntScrn, or will capture the foreground with focus upon pressing
* Alt+PrntScrn. Windows will do this whether or not we save a screenshot
* ourself by dumping the frame buffer. */
// "if pressing PrintScreen and not pressing Alt"
input.DeviceI == DeviceInput(DEVICE_KEYBOARD, KEY_PRTSC) &&
!INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_LALT), &input.InputList) &&
!INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_RALT), &input.InputList);
#endif
if( bDoScreenshot )
{
// If holding Shift save uncompressed, else save compressed
bool bHoldingShift = ( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT) )
|| INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RSHIFT) ) );
bool bSaveCompressed = !bHoldingShift;
RageTimer timer;
StepMania::SaveScreenshot("Screenshots/", bSaveCompressed, false, "", "");
LOG->Trace( "Screenshot took %f seconds.", timer.GetDeltaTime() );
return true; // handled
}
if( input.DeviceI == DeviceInput(DEVICE_KEYBOARD, KEY_ENTER) &&
(INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_RALT), &input.InputList) ||
INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_LALT), &input.InputList)) )
{
// alt-enter
/* In OS X, this is a menu item and will be handled as such. This will
* happen first and then the lower priority GUI thread will happen second,
* causing the window to toggle twice. Another solution would be to put
* a timer in ArchHooks::SetToggleWindowed() and just not set the bool
* it if it's been less than, say, half a second. */
#if !defined(MACOSX)
ArchHooks::SetToggleWindowed();
#endif
return true;
}
return false;
}
void HandleInputEvents(float fDeltaTime)
{
INPUTFILTER->Update( fDeltaTime );
/* Hack: If the topmost screen hasn't been updated yet, don't process input,
* since we must not send inputs to a screen that hasn't at least had one
* update yet. (The first Update should be the very first thing a screen gets.)
* We'll process it next time. Call Update above, so the inputs are
* read and timestamped. */
if( SCREENMAN->GetTopScreen()->IsFirstUpdate() )
return;
vector<InputEvent> ieArray;
INPUTFILTER->GetInputEvents( ieArray );
// If we don't have focus, discard input.
if( !HOOKS->AppHasFocus() )
return;
for( unsigned i=0; i<ieArray.size(); i++ )
{
InputEventPlus input;
input.DeviceI = ieArray[i].di;
input.type = ieArray[i].type;
swap( input.InputList, ieArray[i].m_ButtonState );
// hack for testing (MultiPlayer) with only one joystick
/*
if( input.DeviceI.IsJoystick() )
{
if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD,KEY_LSHIFT) ) )
input.DeviceI.device = (InputDevice)(input.DeviceI.device + 1);
if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD,KEY_LCTRL) ) )
input.DeviceI.device = (InputDevice)(input.DeviceI.device + 2);
if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD,KEY_LALT) ) )
input.DeviceI.device = (InputDevice)(input.DeviceI.device + 4);
if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD,KEY_RALT) ) )
input.DeviceI.device = (InputDevice)(input.DeviceI.device + 8);
if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD,KEY_RCTRL) ) )
input.DeviceI.device = (InputDevice)(input.DeviceI.device + 16);
}
*/
INPUTMAPPER->DeviceToGame( input.DeviceI, input.GameI );
input.mp = MultiPlayer_Invalid;
{
// Translate input to the appropriate MultiPlayer. Assume that all
// joystick devices are mapped the same as the master player.
if( input.DeviceI.IsJoystick() )
{
DeviceInput diTemp = input.DeviceI;
diTemp.device = DEVICE_JOY1;
GameInput gi;
//LOG->Trace( "device %d, %d", diTemp.device, diTemp.button );
if( INPUTMAPPER->DeviceToGame(diTemp, gi) )
{
if( GAMESTATE->m_bMultiplayer )
{
input.GameI = gi;
//LOG->Trace( "game %d %d", input.GameI.controller, input.GameI.button );
}
input.mp = InputMapper::InputDeviceToMultiPlayer( input.DeviceI.device );
//LOG->Trace( "multiplayer %d", input.mp );
ASSERT( input.mp >= 0 && input.mp < NUM_MultiPlayer );
}
}
}
if( input.GameI.IsValid() )
{
input.MenuI = INPUTMAPPER->GameButtonToMenuButton( input.GameI.button );
input.pn = INPUTMAPPER->ControllerToPlayerNumber( input.GameI.controller );
}
INPUTQUEUE->RememberInput( input );
// When a GameButton is pressed, stop repeating other keys on the same controller.
if( input.type == IET_FIRST_PRESS && input.MenuI != GameButton_Invalid )
{
FOREACH_ENUM( GameButton, m )
{
if( input.MenuI != m )
INPUTMAPPER->RepeatStopKey( m, input.pn );
}
}
if( HandleGlobalInputs(input) )
continue; // skip
// check back in event mode
if( GAMESTATE->IsEventMode() &&
CodeDetector::EnteredCode(input.GameI.controller,CODE_BACK_IN_EVENT_MODE) )
{
input.MenuI = GAME_BUTTON_BACK;
}
SCREENMAN->Input( input );
}
if( ArchHooks::GetAndClearToggleWindowed() )
{
PREFSMAN->m_bWindowed.Set( !PREFSMAN->m_bWindowed );
StepMania::ApplyGraphicOptions();
}
}
#include "LuaManager.h"
int LuaFunc_SaveScreenshot(lua_State *L);
int LuaFunc_SaveScreenshot(lua_State *L)
{
// If pn is provided, save to that player's profile.
// Otherwise, save to the machine.
PlayerNumber pn= Enum::Check<PlayerNumber>(L, 1, true);
bool compress= lua_toboolean(L, 2);
bool sign= lua_toboolean(L, 3);
RString prefix= luaL_optstring(L, 4, "");
RString suffix= luaL_optstring(L, 5, "");
RString dir;
if(pn == PlayerNumber_Invalid)
{
dir= "Screenshots/";
}
else
{
dir= PROFILEMAN->GetProfileDir((ProfileSlot)pn) + "Screenshots/";
if(PROFILEMAN->ProfileWasLoadedFromMemoryCard(pn))
{
MEMCARDMAN->MountCard(pn);
}
}
RString filename= StepMania::SaveScreenshot(dir, compress, sign, prefix, suffix);
if(pn != PlayerNumber_Invalid)
{
if(PROFILEMAN->ProfileWasLoadedFromMemoryCard(pn))
{
MEMCARDMAN->UnmountCard(pn);
}
}
RString path= dir + filename;
lua_pushboolean(L, !filename.empty());
lua_pushstring(L, path);
return 2;
}
void LuaFunc_Register_SaveScreenshot(lua_State *L);
void LuaFunc_Register_SaveScreenshot(lua_State *L)
{ lua_register(L, "SaveScreenshot", LuaFunc_SaveScreenshot); }
REGISTER_WITH_LUA_FUNCTION(LuaFunc_Register_SaveScreenshot);
static int LuaFunc_update_centering(lua_State* L)
{
update_centering();
return 0;
}
LUAFUNC_REGISTER_COMMON(update_centering);
/*
* (c) 2001-2004 Chris Danford, Glenn Maynard
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/