Ejemplo n.º 1
0
bool XMLParser::parseActiveKey(bool closed) {
	bool ignore = false;
	assert(_activeKey.empty() == false);

	ParserNode *key = _activeKey.top();

	if (key->name == "xml" && key->header == true) {
		assert(closed);
		return parseXMLHeader(key) && closeKey();
	}

	XMLKeyLayout *layout = (_activeKey.size() == 1) ? _XMLkeys : getParentNode(key)->layout;

	if (layout->children.contains(key->name)) {
		key->layout = layout->children[key->name];

		Common::StringMap localMap = key->values;
		int keyCount = localMap.size();

		for (Common::List<XMLKeyLayout::XMLKeyProperty>::const_iterator i = key->layout->properties.begin(); i != key->layout->properties.end(); ++i) {
			if (i->required && !localMap.contains(i->name))
				return parserError("Missing required property '%s' inside key '%s'", i->name.c_str(), key->name.c_str());
			else if (localMap.contains(i->name))
				keyCount--;
		}

		if (keyCount > 0)
			return parserError("Unhandled property inside key '%s'.", key->name.c_str());

	} else {
		return parserError("Unexpected key in the active scope ('%s').", key->name.c_str());
	}

	// check if any of the parents must be ignored.
	// if a parent is ignored, all children are too.
	for (int i = _activeKey.size() - 1; i >= 0; --i) {
		if (_activeKey[i]->ignore)
			ignore = true;
	}

	if (ignore == false && keyCallback(key) == false) {
		// HACK:  People may be stupid and overlook the fact that
		// when keyCallback() fails, a parserError() must be set.
		// We set it manually in that case.
		if (_state != kParserError)
			parserError("Unhandled exception when parsing '%s' key.", key->name.c_str());

		return false;
	}

	if (closed)
		return closeKey();

	return true;
}
Ejemplo n.º 2
0
void FrotzMetaEngine::detectClashes(Common::StringMap &map) {
	for (const PlainGameDescriptor *pd = FROTZ_GAME_LIST; pd->gameId; ++pd) {
		if (map.contains(pd->gameId))
			error("Duplicate game Id found - %s", pd->gameId);
		map[pd->gameId] = "";
	}
}
Ejemplo n.º 3
0
void GlulxeMetaEngine::detectClashes(Common::StringMap &map) {
	for (const GlulxeDescriptor *pd = GLULXE_GAME_LIST; pd->gameId; ++pd) {
		if (map.contains(pd->gameId))
			error("Duplicate game Id found - %s", pd->gameId);
		map[pd->gameId] = "";
	}
}
Ejemplo n.º 4
0
void FrotzMetaEngine::detectClashes(Common::StringMap &map) {
	for (int idx = 0; idx < 2; ++idx) {
		for (const PlainGameDescriptor *pd = (idx == 0) ? INFOCOM_GAME_LIST : ZCODE_GAME_LIST; pd->gameId; ++pd) {
			if (map.contains(pd->gameId))
				error("Duplicate game Id found - %s", pd->gameId);
			map[pd->gameId] = "";
		}
	}
}
Ejemplo n.º 5
0
extern "C" int scummvm_main(int argc, const char * const argv[]) {
	Common::String specialDebug;
	Common::String command;

	// Verify that the backend has been initialized (i.e. g_system has been set).
	assert(g_system);
	OSystem &system = *g_system;

	// Register config manager defaults
	Base::registerDefaults();

	// Parse the command line
	Common::StringMap settings;
	command = Base::parseCommandLine(settings, argc, argv);

	// Load the config file (possibly overridden via command line):
	if (settings.contains("config")) {
		ConfMan.loadConfigFile(settings["config"]);
		settings.erase("config");
	} else {
		ConfMan.loadDefaultConfigFile();
	}

	// Update the config file
	ConfMan.set("versioninfo", gScummVMVersion, Common::ConfigManager::kApplicationDomain);

	// Load and setup the debuglevel and the debug flags. We do this at the
	// soonest possible moment to ensure debug output starts early on, if
	// requested.
	if (settings.contains("debuglevel")) {
		gDebugLevel = (int)strtol(settings["debuglevel"].c_str(), 0, 10);
		printf("Debuglevel (from command line): %d\n", gDebugLevel);
		settings.erase("debuglevel");	// This option should not be passed to ConfMan.
	} else if (ConfMan.hasKey("debuglevel"))
		gDebugLevel = ConfMan.getInt("debuglevel");

	if (settings.contains("debugflags")) {
		specialDebug = settings["debugflags"];
		settings.erase("debugflags");
	}

	PluginManager::instance().init();
 	PluginManager::instance().loadAllPlugins(); // load plugins for cached plugin manager
	
	// If we received an invalid music parameter via command line we check this here.
	// We can't check this before loading the music plugins.
	// On the other hand we cannot load the plugins before we know the file paths (in case of external plugins).
	if (settings.contains("music-driver")) {
		if (MidiDriver::getMusicType(MidiDriver::getDeviceHandle(settings["music-driver"])) == MT_INVALID) {
			warning("Unrecognized music driver '%s'. Switching to default device", settings["music-driver"].c_str());
			settings["music-driver"] = "auto";
		}
	}

	// Process the remaining command line settings. Must be done after the
	// config file and the plugins have been loaded.
	Common::Error res;

	// TODO: deal with settings that require plugins to be loaded
	if ((res = Base::processSettings(command, settings)) != Common::kArgumentNotProcessed)
		return res;

	// Init the backend. Must take place after all config data (including
	// the command line params) was read.
	system.initBackend();

	// If we received an invalid graphics mode parameter via command line
	// we check this here. We can't do it until after the backend is inited,
	// or there won't be a graphics manager to ask for the supported modes.

	if (settings.contains("gfx-mode")) {
		const OSystem::GraphicsMode *gm = g_system->getSupportedGraphicsModes();
		Common::String option = settings["gfx-mode"];
		bool isValid = false;

		while (gm->name && !isValid) {
			isValid = !scumm_stricmp(gm->name, option.c_str());
			gm++;
		}
		if (!isValid) {
			warning("Unrecognized graphics mode '%s'. Switching to default mode", option.c_str());
			settings["gfx-mode"] = "default";
		}
	}

	setupGraphics(system);

	// Init the different managers that are used by the engines.
	// Do it here to prevent fragmentation later
	system.getAudioCDManager();
	MusicManager::instance();
	Common::DebugManager::instance();
	
	// Init the event manager. As the virtual keyboard is loaded here, it must
	// take place after the backend is initiated and the screen has been setup
	system.getEventManager()->init();

	// Directly after initializing the event manager, we will initialize our
	// event recorder.
	//
	// TODO: This is just to match the current behavior, when we further extend
	// our event recorder, we might do this at another place. Or even change
	// the whole API for that ;-).
	g_eventRec.init();

	// Now as the event manager is created, setup the keymapper
	setupKeymapper(system);

	// Unless a game was specified, show the launcher dialog
	if (0 == ConfMan.getActiveDomain())
		launcherDialog();

	// FIXME: We're now looping the launcher. This, of course, doesn't
	// work as well as it should. In theory everything should be destroyed
	// cleanly, so this is now enabled to encourage people to fix bits :)
	while (0 != ConfMan.getActiveDomain()) {
		// Try to find a plugin which feels responsible for the specified game.
		const EnginePlugin *plugin = detectPlugin();
		if (plugin) {
			// Unload all plugins not needed for this game,
			// to save memory
			PluginManager::instance().unloadPluginsExcept(PLUGIN_TYPE_ENGINE, plugin);

			// Try to run the game
			Common::Error result = runGame(plugin, system, specialDebug);

		#if defined(UNCACHED_PLUGINS) && defined(DYNAMIC_MODULES)
			// do our best to prevent fragmentation by unloading as soon as we can
			PluginManager::instance().unloadPluginsExcept(PLUGIN_TYPE_ENGINE, NULL, false);
			// reallocate the config manager to get rid of any fragmentation
			ConfMan.defragment();
		#endif	
			
			// Did an error occur ?
			if (result != Common::kNoError) {
				// Shows an informative error dialog if starting the selected game failed.
				GUI::displayErrorDialog(result, _("Error running game:"));
			}

			// Quit unless an error occurred, or Return to launcher was requested
			#ifndef FORCE_RTL
			if (result == 0 && !g_system->getEventManager()->shouldRTL())
				break;
			#endif
			// Reset RTL flag in case we want to load another engine
			g_system->getEventManager()->resetRTL();
			#ifdef FORCE_RTL
			g_system->getEventManager()->resetQuit();
			#endif

			// Discard any command line options. It's unlikely that the user
			// wanted to apply them to *all* games ever launched.
			ConfMan.getDomain(Common::ConfigManager::kTransientDomain)->clear();

			// Clear the active config domain
			ConfMan.setActiveDomain("");

			PluginManager::instance().loadAllPlugins(); // only for cached manager

		} else {
			GUI::displayErrorDialog(_("Could not find any engine capable of running the selected game"));
		}

		// reset the graphics to default
		setupGraphics(system);
		launcherDialog();
	}
	PluginManager::instance().unloadAllPlugins();
	PluginManager::destroy();
	GUI::GuiManager::destroy();
	Common::ConfigManager::destroy();
	Common::SearchManager::destroy();
#ifdef USE_TRANSLATION
	Common::TranslationManager::destroy();
#endif

	return 0;
}
Ejemplo n.º 6
0
extern "C" int scummvm_main(int argc, const char * const argv[]) {
	Common::String specialDebug;
	Common::String command;

	// Verify that the backend has been initialized (i.e. g_system has been set).
	assert(g_system);
	OSystem &system = *g_system;

	// Register config manager defaults
	Base::registerDefaults();

	// Parse the command line
	Common::StringMap settings;
	command = Base::parseCommandLine(settings, argc, argv);

	// Load the config file (possibly overridden via command line):
	if (settings.contains("config")) {
		ConfMan.loadConfigFile(settings["config"]);
		settings.erase("config");
	} else {
		ConfMan.loadDefaultConfigFile();
	}

	// Update the config file
	ConfMan.set("versioninfo", gScummVMVersion, Common::ConfigManager::kApplicationDomain);

	// Load and setup the debuglevel and the debug flags. We do this at the
	// soonest possible moment to ensure debug output starts early on, if
	// requested.
	if (settings.contains("debuglevel")) {
		gDebugLevel = (int)strtol(settings["debuglevel"].c_str(), 0, 10);
		printf("Debuglevel (from command line): %d\n", gDebugLevel);
		settings.erase("debuglevel");	// This option should not be passed to ConfMan.
	} else if (ConfMan.hasKey("debuglevel"))
		gDebugLevel = ConfMan.getInt("debuglevel");

	if (settings.contains("debugflags")) {
		specialDebug = settings["debugflags"];
		settings.erase("debugflags");
	}

	PluginManager::instance().init();
 	PluginManager::instance().loadAllPlugins(); // load plugins for cached plugin manager

	// If we received an invalid music parameter via command line we check this here.
	// We can't check this before loading the music plugins.
	// On the other hand we cannot load the plugins before we know the file paths (in case of external plugins).
	if (settings.contains("music-driver")) {
		if (MidiDriver::getMusicType(MidiDriver::getDeviceHandle(settings["music-driver"])) == MT_INVALID) {
			warning("Unrecognized music driver '%s'. Switching to default device", settings["music-driver"].c_str());
			settings["music-driver"] = "auto";
		}
	}

	// Process the remaining command line settings. Must be done after the
	// config file and the plugins have been loaded.
	Common::Error res;

	// TODO: deal with settings that require plugins to be loaded
	if (Base::processSettings(command, settings, res)) {
		if (res.getCode() != Common::kNoError)
			warning("%s", res.getDesc().c_str());
		return res.getCode();
	}

	// Init the backend. Must take place after all config data (including
	// the command line params) was read.
	system.initBackend();

	// If we received an invalid graphics mode parameter via command line
	// we check this here. We can't do it until after the backend is inited,
	// or there won't be a graphics manager to ask for the supported modes.

	if (settings.contains("gfx-mode")) {
		const OSystem::GraphicsMode *gm = g_system->getSupportedGraphicsModes();
		Common::String option = settings["gfx-mode"];
		bool isValid = false;

		while (gm->name && !isValid) {
			isValid = !scumm_stricmp(gm->name, option.c_str());
			gm++;
		}
		if (!isValid) {
			warning("Unrecognized graphics mode '%s'. Switching to default mode", option.c_str());
			settings["gfx-mode"] = "default";
		}
	}
	if (settings.contains("disable-display")) {
		ConfMan.setInt("disable-display", 1, Common::ConfigManager::kTransientDomain);
	}
	setupGraphics(system);

	// Init the different managers that are used by the engines.
	// Do it here to prevent fragmentation later
	system.getAudioCDManager();
	MusicManager::instance();
	Common::DebugManager::instance();

	// Init the event manager. As the virtual keyboard is loaded here, it must
	// take place after the backend is initiated and the screen has been setup
	system.getEventManager()->init();

#ifdef ENABLE_EVENTRECORDER
	// Directly after initializing the event manager, we will initialize our
	// event recorder.
	//
	// TODO: This is just to match the current behavior, when we further extend
	// our event recorder, we might do this at another place. Or even change
	// the whole API for that ;-).
	g_eventRec.RegisterEventSource();
#endif

	// Now as the event manager is created, setup the keymapper
	setupKeymapper(system);

#ifdef USE_UPDATES
	if (!ConfMan.hasKey("updates_check")) {
		GUI::UpdatesDialog dlg;
		dlg.runModal();
	}
#endif

	// Unless a game was specified, show the launcher dialog
	if (0 == ConfMan.getActiveDomain())
		launcherDialog();

	// FIXME: We're now looping the launcher. This, of course, doesn't
	// work as well as it should. In theory everything should be destroyed
	// cleanly, so this is now enabled to encourage people to fix bits :)
	while (0 != ConfMan.getActiveDomain()) {
		// Try to find a plugin which feels responsible for the specified game.
		const EnginePlugin *plugin = detectPlugin();
		if (plugin) {
			// Unload all plugins not needed for this game,
			// to save memory
			PluginManager::instance().unloadPluginsExcept(PLUGIN_TYPE_ENGINE, plugin);

#ifdef ENABLE_EVENTRECORDER
			Common::String recordMode = ConfMan.get("record_mode");
			Common::String recordFileName = ConfMan.get("record_file_name");

			if (recordMode == "record") {
				g_eventRec.init(g_eventRec.generateRecordFileName(ConfMan.getActiveDomainName()), GUI::EventRecorder::kRecorderRecord);
			} else if (recordMode == "playback") {
				g_eventRec.init(recordFileName, GUI::EventRecorder::kRecorderPlayback);
			} else if ((recordMode == "info") && (!recordFileName.empty())) {
				Common::PlaybackFile record;
				record.openRead(recordFileName);
				debug("info:author=%s name=%s description=%s", record.getHeader().author.c_str(), record.getHeader().name.c_str(), record.getHeader().description.c_str());
				break;
			}
#endif
			// Try to run the game
			Common::Error result = runGame(plugin, system, specialDebug);

#ifdef ENABLE_EVENTRECORDER
			// Flush Event recorder file. The recorder does not get reinitialized for next game
			// which is intentional. Only single game per session is allowed.
			g_eventRec.deinit();
#endif

		#if defined(UNCACHED_PLUGINS) && defined(DYNAMIC_MODULES)
			// do our best to prevent fragmentation by unloading as soon as we can
			PluginManager::instance().unloadPluginsExcept(PLUGIN_TYPE_ENGINE, NULL, false);
			// reallocate the config manager to get rid of any fragmentation
			ConfMan.defragment();
		#endif

			// Did an error occur ?
			if (result.getCode() != Common::kNoError && result.getCode() != Common::kUserCanceled) {
				// Shows an informative error dialog if starting the selected game failed.
				GUI::displayErrorDialog(result, _("Error running game:"));
			}

			// Quit unless an error occurred, or Return to launcher was requested
			#ifndef FORCE_RTL
			if (result.getCode() == Common::kNoError && !g_system->getEventManager()->shouldRTL())
				break;
			#endif
			// Reset RTL flag in case we want to load another engine
			g_system->getEventManager()->resetRTL();
			#ifdef FORCE_RTL
			g_system->getEventManager()->resetQuit();
			#endif
			#ifdef ENABLE_EVENTRECORDER
			if (g_eventRec.checkForContinueGame()) {
				continue;
			}
			#endif

			// At this point, we usually return to the launcher. However, the
			// game may have requested that one or more other games be "chained"
			// to the current one, with optional save slots to start the games
			// at. At the time of writing, this is used for the Maniac Mansion
			// easter egg in Day of the Tentacle.

			Common::String chainedGame;
			int saveSlot = -1;

			ChainedGamesMan.pop(chainedGame, saveSlot);

			// Discard any command line options. It's unlikely that the user
			// wanted to apply them to *all* games ever launched.
			ConfMan.getDomain(Common::ConfigManager::kTransientDomain)->clear();

			if (!chainedGame.empty()) {
				if (saveSlot != -1) {
					ConfMan.setInt("save_slot", saveSlot, Common::ConfigManager::kTransientDomain);
				}
				// Start the chained game
				ConfMan.setActiveDomain(chainedGame);
			} else {
				// Clear the active config domain
				ConfMan.setActiveDomain("");
			}

			PluginManager::instance().loadAllPlugins(); // only for cached manager
		} else {
			GUI::displayErrorDialog(_("Could not find any engine capable of running the selected game"));

			// Clear the active domain
			ConfMan.setActiveDomain("");
		}

		// reset the graphics to default
		setupGraphics(system);
		if (0 == ConfMan.getActiveDomain()) {
			launcherDialog();
		}
	}
	PluginManager::instance().unloadAllPlugins();
	PluginManager::destroy();
	GUI::GuiManager::destroy();
	Common::ConfigManager::destroy();
	Common::DebugManager::destroy();
#ifdef ENABLE_EVENTRECORDER
	GUI::EventRecorder::destroy();
#endif
	Common::SearchManager::destroy();
#ifdef USE_TRANSLATION
	Common::TranslationManager::destroy();
#endif
	MusicManager::destroy();
	Graphics::CursorManager::destroy();
	Graphics::FontManager::destroy();
#ifdef USE_FREETYPE2
	Graphics::shutdownTTF();
#endif
	EngineManager::destroy();
	Graphics::YUVToRGBManager::destroy();

	return 0;
}