Example #1
0
	void onAccept()
	{
		BDescVec binds;

		for (size_t i = 0; i < bWidgets.size(); ++i)
			bWidgets[i].appendBindings(binds);

		rtData.bindingUpdateMsg.post(binds);

		/* Store the key bindings to disk as well to prevent config loss */
		storeBindings(binds, rtData.config);

		destroyReq = true;
	}
Example #2
0
int main(int argc, char *argv[])
{
	/* initialize SDL first */
	if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0)
	{
		Debug() << "Error initializing SDL:" << SDL_GetError();

		return 0;
	}

	if (!EventThread::allocUserEvents())
	{
		Debug() << "Error allocating SDL user events";

		return 0;
	}

#ifndef WORKDIR_CURRENT
	/* set working directory */
	char *dataDir = SDL_GetBasePath();
	if (dataDir)
	{
		int result = chdir(dataDir);
		(void)result;
		SDL_free(dataDir);
	}
#endif

	/* now we load the config */
	Config conf;

	conf.read(argc, argv);
	conf.readGameINI();

	assert(conf.rgssVersion >= 1 && conf.rgssVersion <= 3);
	printRgssVersion(conf.rgssVersion);

	int imgFlags = IMG_INIT_PNG | IMG_INIT_JPG;
	if (IMG_Init(imgFlags) != imgFlags)
	{
		Debug() << "Error initializing SDL_image:" << SDL_GetError();
		SDL_Quit();

		return 0;
	}

	if (TTF_Init() < 0)
	{
		Debug() << "Error initializing SDL_ttf:" << SDL_GetError();
		IMG_Quit();
		SDL_Quit();

		return 0;
	}

	if (Sound_Init() == 0)
	{
		Debug() << "Error initializing SDL_sound:" << Sound_GetError();
		TTF_Quit();
		IMG_Quit();
		SDL_Quit();

		return 0;
	}

	SDL_SetHint("SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS", "0");

	SDL_Window *win;
	Uint32 winFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_INPUT_FOCUS;

	if (conf.winResizable)
		winFlags |= SDL_WINDOW_RESIZABLE;
	if (conf.fullscreen)
		winFlags |= SDL_WINDOW_FULLSCREEN_DESKTOP;

	win = SDL_CreateWindow(conf.game.title.c_str(),
	                       SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
	                       conf.defScreenW, conf.defScreenH, winFlags);

	if (!win)
	{
		Debug() << "Error creating window:" << SDL_GetError();
		return 0;
	}

	if (!conf.iconPath.empty())
	{
		SDL_Surface *iconImg = IMG_Load(conf.iconPath.c_str());
		if (iconImg)
		{
			SDL_SetWindowIcon(win, iconImg);
			SDL_FreeSurface(iconImg);
		}
	}

	EventThread eventThread;
	RGSSThreadData rtData(&eventThread, argv[0], win, conf);

	/* Load and post key bindings */
	rtData.bindingUpdateMsg.post(loadBindings(conf));

	/* Start RGSS thread */
	SDL_Thread *rgssThread =
	        SDL_CreateThread(rgssThreadFun, "rgss", &rtData);

	/* Start event processing */
	eventThread.process(rtData);

	/* Request RGSS thread to stop */
	rtData.rqTerm.set();

	/* Wait for RGSS thread response */
	for (int i = 0; i < 1000; ++i)
	{
		/* We can stop waiting when the request was ack'd */
		if (rtData.rqTermAck)
		{
			Debug() << "RGSS thread ack'd request after" << i*10 << "ms";
			break;
		}

		/* Give RGSS thread some time to respond */
		SDL_Delay(10);
	}

	/* If RGSS thread ack'd request, wait for it to shutdown,
	 * otherwise abandon hope and just end the process as is. */
	if (rtData.rqTermAck)
		SDL_WaitThread(rgssThread, 0);
	else
		SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, conf.game.title.c_str(),
		                         "The RGSS script seems to be stuck and mkxp will now force quit", win);

	if (!rtData.rgssErrorMsg.empty())
	{
		Debug() << rtData.rgssErrorMsg;
		SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, conf.game.title.c_str(),
		                         rtData.rgssErrorMsg.c_str(), win);
	}

	/* Clean up any remainin events */
	eventThread.cleanup();

	/* Store key bindings */
	BDescVec keyBinds;
	rtData.bindingUpdateMsg.get(keyBinds);
	storeBindings(keyBinds, rtData.config);

	Debug() << "Shutting down.";

	SDL_DestroyWindow(win);

	Sound_Quit();
	TTF_Quit();
	IMG_Quit();
	SDL_Quit();

	return 0;
}