Example #1
0
void Engine::openMainMenuDialog() {
	if (!_mainMenuDialog)
		_mainMenuDialog = new MainMenuDialog(this);

	setGameToLoadSlot(-1);

	runDialog(*_mainMenuDialog);

	// Load savegame after main menu execution
	// (not from inside the menu loop to avoid
	// mouse cursor glitches and simliar bugs,
	// e.g. #2822778).
	if (_saveSlotToLoad >= 0) {
		Common::Error status = loadGameState(_saveSlotToLoad);
		if (status.getCode() != Common::kNoError) {
			Common::String failMessage = Common::String::format(_("Gamestate load failed (%s)! "
				  "Please consult the README for basic information, and for "
				  "instructions on how to obtain further assistance."), status.getDesc().c_str());
			GUI::MessageDialog dialog(failMessage);
			dialog.runModal();
		}
	}

	syncSoundSettings();
}
Example #2
0
void MainMenuDialog::save() {
	int slot = _saveDialog->runModalWithCurrentTarget();

	#if defined(__PLAYSTATION2__) && defined(DYNAMIC_MODULES)
	char pokeme[32];
	snprintf(pokeme,32,"hack");
	#endif

	if (slot >= 0) {
		Common::String result(_saveDialog->getResultString());
		if (result.empty()) {
			// If the user was lazy and entered no save name, come up with a default name.
			result = _saveDialog->createDefaultSaveDescription(slot);
		}

		Common::Error status = _engine->saveGameState(slot, result);
		if (status.getCode() != Common::kNoError) {
			Common::String failMessage = Common::String::format(_("Gamestate save failed (%s)! "
				  "Please consult the README for basic information, and for "
				  "instructions on how to obtain further assistance."), status.getDesc().c_str());
			GUI::MessageDialog dialog(failMessage);
			dialog.runModal();
		}

		close();
	}
}
Example #3
0
void displayErrorDialog(const Common::Error &error, const char *extraText) {
	Common::String errorText(extraText);
	errorText += " ";
	errorText += _(error.getDesc());
	GUI::MessageDialog alert(errorText);
	alert.runModal();
}
Example #4
0
void MohawkEngine_Riven::loadGameStateAndDisplayError(int slot) {
	assert(slot >= 0);

	Common::Error loadError = loadGameState(slot);

	if (loadError.getCode() != Common::kNoError) {
		GUI::MessageDialog dialog(loadError.getDesc());
		dialog.runModal();
	}
}
Example #5
0
TestExitStatus SaveGametests::testListingSavefile() {
	Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
	saveFileMan->clearError();

	// create some savefiles
	const char *savefileName[] = {"tBedSavefileToList.0", "tBedSavefileToList.1", "tBedSavefileToList.2"};
	writeDataToFile("tBedSavefileToList.0", "Save me!");
	writeDataToFile("tBedSavefileToList.1", "Save me!");
	writeDataToFile("tBedSavefileToList.2", "Save me!");

	Common::Error err = saveFileMan->getError();

	if (err.getCode() != Common::kNoError) {
		// Abort. Some Error in writing files
		Testsuite::logDetailedPrintf("Error while creating savefiles: %s\n", err.getDesc().c_str());
		return kTestFailed;
	}

	Common::StringArray savefileList = saveFileMan->listSavefiles("tBedSavefileToList.?");
	if (savefileList.size() == ARRAYSIZE(savefileName)) {
		// Match them exactly
		// As the order of savefileList may be platform specific, match them exhaustively
		for (uint i = 0; i < ARRAYSIZE(savefileName); i++) {
			for (uint j = 0; j < savefileList.size(); j++) {
				if (savefileList[j].equals(savefileName[i])) {
					break;
				}
				if (savefileList.size() == j) {
					// A match for this name not found
					Testsuite::logDetailedPrintf("Listed Names don't match\n");
					return kTestFailed;
				}
			}
		}
		return kTestPassed;
	}

	Testsuite::logDetailedPrintf("listing Savefiles failed!\n");
	return kTestFailed;
}
Example #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
	res = Base::processSettings(command, settings);
	if (res.getCode() != Common::kArgumentNotProcessed) {
		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";
		}
	}

	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.getCode() != 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.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

			// 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;
}
Example #7
0
// TODO: specify the possible return values here
static Common::Error runGame(const EnginePlugin *plugin, OSystem &system, const Common::String &edebuglevels) {
	// Determine the game data path, for validation and error messages
	Common::FSNode dir(ConfMan.get("path"));
	Common::Error err = Common::kNoError;
	Engine *engine = 0;

	// Verify that the game path refers to an actual directory
	if (!(dir.exists() && dir.isDirectory()))
		err = Common::kPathNotDirectory;

	// Create the game engine
	if (err.getCode() == Common::kNoError)
		err = (*plugin)->createInstance(&system, &engine);

	// Check for errors
	if (!engine || err.getCode() != Common::kNoError) {

		// Print a warning; note that scummvm_main will also
		// display an error dialog, so we don't have to do this here.
		warning("%s failed to instantiate engine: %s (target '%s', path '%s')",
			plugin->getName(),
			err.getDesc().c_str(),
			ConfMan.getActiveDomainName().c_str(),
			dir.getPath().c_str()
			);

		// Autoadded is set only when no path was provided and
		// the game is run from command line.
		//
		// Thus, we remove this garbage entry
		//
		// Fixes bug #1544799
		if (ConfMan.hasKey("autoadded")) {
			ConfMan.removeGameDomain(ConfMan.getActiveDomainName().c_str());
		}

		return err;
	}

	// Set the window caption to the game name
	Common::String caption(ConfMan.get("description"));

	if (caption.empty()) {
		caption = EngineMan.findGame(ConfMan.get("gameid")).description();
	}
	if (caption.empty())
		caption = ConfMan.getActiveDomainName();	// Use the domain (=target) name
	if (!caption.empty())	{
		system.setWindowCaption(caption.c_str());
	}

	//
	// Setup various paths in the SearchManager
	//

	// Add the game path to the directory search list
	SearchMan.addDirectory(dir.getPath(), dir, 0, 4);

	// Add extrapath (if any) to the directory search list
	if (ConfMan.hasKey("extrapath")) {
		dir = Common::FSNode(ConfMan.get("extrapath"));
		SearchMan.addDirectory(dir.getPath(), dir);
	}

	// If a second extrapath is specified on the app domain level, add that as well.
	if (ConfMan.hasKey("extrapath", Common::ConfigManager::kApplicationDomain)) {
		dir = Common::FSNode(ConfMan.get("extrapath", Common::ConfigManager::kApplicationDomain));
		SearchMan.addDirectory(dir.getPath(), dir);
	}

	// On creation the engine should have set up all debug levels so we can use
	// the command line arugments here
	Common::StringTokenizer tokenizer(edebuglevels, " ,");
	while (!tokenizer.empty()) {
		Common::String token = tokenizer.nextToken();
		if (!DebugMan.enableDebugChannel(token))
			warning(_("Engine does not support debug level '%s'"), token.c_str());
	}

	// Inform backend that the engine is about to be run
	system.engineInit();

	// Run the engine
	Common::Error result = engine->run();

	// Inform backend that the engine finished
	system.engineDone();

	// Free up memory
	delete engine;

	// We clear all debug levels again even though the engine should do it
	DebugMan.clearAllDebugChannels();

	// Reset the file/directory mappings
	SearchMan.clear();

	// Return result (== 0 means no error)
	return result;
}
void SaveLoadMenuScreen::checkError(Common::Error error) {
	if (error.getCode() != Common::kNoError) {
		GUI::MessageDialog dialog(error.getDesc());
		dialog.runModal();
	}
}
Example #9
0
// TODO: specify the possible return values here
static Common::Error runGame(const EnginePlugin *plugin, OSystem &system, const Common::String &edebuglevels) {
	// Determine the game data path, for validation and error messages
	Common::FSNode dir(ConfMan.get("path"));
	Common::Error err = Common::kNoError;
	Engine *engine = 0;

#if defined(SDL_BACKEND) && defined(USE_OPENGL) && defined(USE_RGB_COLOR)
	// HACK: We set up the requested graphics mode setting here to allow the
	// backend to switch from Surface SDL to OpenGL if necessary. This is
	// needed because otherwise the g_system->getSupportedFormats might return
	// bad values.
	g_system->beginGFXTransaction();
		g_system->setGraphicsMode(ConfMan.get("gfx_mode").c_str());
	if (g_system->endGFXTransaction() != OSystem::kTransactionSuccess) {
		warning("Switching graphics mode to '%s' failed", ConfMan.get("gfx_mode").c_str());
		return Common::kUnknownError;
	}
#endif

	// Verify that the game path refers to an actual directory
        if (!dir.exists()) {
		err = Common::kPathDoesNotExist;
        } else if (!dir.isDirectory()) {
		err = Common::kPathNotDirectory;
        }

	// Create the game engine
	if (err.getCode() == Common::kNoError) {
		// Set default values for all of the custom engine options
		// Appareantly some engines query them in their constructor, thus we
		// need to set this up before instance creation.
		const ExtraGuiOptions engineOptions = (*plugin)->getExtraGuiOptions(Common::String());
		for (uint i = 0; i < engineOptions.size(); i++) {
			ConfMan.registerDefault(engineOptions[i].configOption, engineOptions[i].defaultState);
		}

		err = (*plugin)->createInstance(&system, &engine);
	}

	// Check for errors
	if (!engine || err.getCode() != Common::kNoError) {

		// Print a warning; note that scummvm_main will also
		// display an error dialog, so we don't have to do this here.
		warning("%s failed to instantiate engine: %s (target '%s', path '%s')",
			plugin->getName(),
			err.getDesc().c_str(),
			ConfMan.getActiveDomainName().c_str(),
			dir.getPath().c_str()
			);

		// Autoadded is set only when no path was provided and
		// the game is run from command line.
		//
		// Thus, we remove this garbage entry
		//
		// Fixes bug #1544799
		if (ConfMan.hasKey("autoadded")) {
			ConfMan.removeGameDomain(ConfMan.getActiveDomainName().c_str());
		}

		return err;
	}

	// Set the window caption to the game name
	Common::String caption(ConfMan.get("description"));

	if (caption.empty()) {
		caption = EngineMan.findGame(ConfMan.get("gameid")).description();
	}
	if (caption.empty())
		caption = ConfMan.getActiveDomainName();	// Use the domain (=target) name
	if (!caption.empty())	{
		system.setWindowCaption(caption.c_str());
	}

	//
	// Setup various paths in the SearchManager
	//

	// Add the game path to the directory search list
	engine->initializePath(dir);

	// Add extrapath (if any) to the directory search list
	if (ConfMan.hasKey("extrapath")) {
		dir = Common::FSNode(ConfMan.get("extrapath"));
		SearchMan.addDirectory(dir.getPath(), dir);
	}

	// If a second extrapath is specified on the app domain level, add that as well.
	// However, since the default hasKey() and get() check the app domain level,
	// verify that it's not already there before adding it. The search manager will
	// check for that too, so this check is mostly to avoid a warning message.
	if (ConfMan.hasKey("extrapath", Common::ConfigManager::kApplicationDomain)) {
		Common::String extraPath = ConfMan.get("extrapath", Common::ConfigManager::kApplicationDomain);
		if (!SearchMan.hasArchive(extraPath)) {
			dir = Common::FSNode(extraPath);
			SearchMan.addDirectory(dir.getPath(), dir);
		}
	}

	// On creation the engine should have set up all debug levels so we can use
	// the command line arguments here
	Common::StringTokenizer tokenizer(edebuglevels, " ,");
	while (!tokenizer.empty()) {
		Common::String token = tokenizer.nextToken();
		if (token.equalsIgnoreCase("all"))
			DebugMan.enableAllDebugChannels();
		else if (!DebugMan.enableDebugChannel(token))
			warning(_("Engine does not support debug level '%s'"), token.c_str());
	}

	// Initialize any game-specific keymaps
	engine->initKeymap();

	// Inform backend that the engine is about to be run
	system.engineInit();

	// Run the engine
	Common::Error result = engine->run();

	// Inform backend that the engine finished
	system.engineDone();

	// Clean up any game-specific keymaps
	engine->deinitKeymap();

	// Free up memory
	delete engine;

	// We clear all debug levels again even though the engine should do it
	DebugMan.clearAllDebugChannels();

	// Reset the file/directory mappings
	SearchMan.clear();

	// Return result (== 0 means no error)
	return result;
}
Example #10
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");
	} else if (ConfMan.hasKey("debugflags"))
		specialDebug = ConfMan.get("debugflags");

	if (settings.contains("debug-channels-only"))
		gDebugChannelsOnly = true;


	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

	Common::OSDMessageQueue::instance().registerEventSource();

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

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

#if defined(USE_CLOUD) && defined(USE_LIBCURL)
	CloudMan.init();
	CloudMan.syncSaves();
#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();
		}
	}
#ifdef USE_CLOUD
#ifdef USE_SDL_NET
	Networking::LocalWebserver::destroy();
#endif
#ifdef USE_LIBCURL
	Networking::ConnectionManager::destroy();
	//I think it's important to destroy it after ConnectionManager
	Cloud::CloudManager::destroy();
#endif
#endif
	PluginManager::instance().unloadAllPlugins();
	PluginManager::destroy();
	GUI::GuiManager::destroy();
	Common::ConfigManager::destroy();
	Common::DebugManager::destroy();
	Common::OSDMessageQueue::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;
}