示例#1
0
int main(int argc, char* argv[])
{
    PHYSFS_init(argv[0]);
    setupPHYSFS();
    
    SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK);
    SDL_EnableUNICODE(1);
    atexit(SDL_Quit);
    srand(SDL_GetTicks());
    // Default is OpenGL and false
    // choose renderer
    RenderManager *rmanager = 0;
    SoundManager *smanager = 0;

    try
    {
        UserConfig gameConfig;
        gameConfig.loadFile("config.xml");
        
        TextManager::createTextManager(gameConfig.getString("language"));
        
        if(gameConfig.getString("device") == "SDL")
            rmanager = RenderManager::createRenderManagerSDL();
        else if (gameConfig.getString("device") == "GP2X")
            rmanager = RenderManager::createRenderManagerGP2X();
        else if (gameConfig.getString("device") == "OpenGL")
            rmanager = RenderManager::createRenderManagerGL2D();
        else
        {
            std::cerr << "Warning: Unknown renderer selected!";
            std::cerr << "Falling back to OpenGL" << std::endl;
            rmanager = RenderManager::createRenderManagerGL2D();
        }

        // fullscreen?
        if(gameConfig.getString("fullscreen") == "true")
            rmanager->init(800, 600, true);
        else
            rmanager->init(800, 600, false);

        if(gameConfig.getString("show_shadow") == "true")
            rmanager->showShadow(true);
        else
            rmanager->showShadow(false);

        SpeedController scontroller(gameConfig.getFloat("gamefps"));
        SpeedController::setMainInstance(&scontroller);
        scontroller.setDrawFPS(gameConfig.getBool("showfps"));

        smanager = SoundManager::createSoundManager();
        smanager->init();
        smanager->setVolume(gameConfig.getFloat("global_volume"));
        smanager->setMute(gameConfig.getBool("mute"));
        smanager->playSound("sounds/bums.wav", 0.0);
        smanager->playSound("sounds/pfiff.wav", 0.0);

        std::string bg = std::string("backgrounds/") + gameConfig.getString("background");
        if (PHYSFS_exists(bg.c_str()))
            rmanager->setBackground(bg);

        InputManager* inputmgr = InputManager::createInputManager();

        if (argc == 3)
        {
            if (strstr(argv[1], ".lua"))
            {
                gameConfig.setString("left_player_human", "false");
                gameConfig.setString("left_script_name", argv[1]);
            }
            else
            {
                gameConfig.setString("left_player_human", "true");
                gameConfig.setString("left_player_name", argv[1]);
            }
            if (strstr(argv[2], ".lua"))
            {
                gameConfig.setString("right_player_human", "false");
                gameConfig.setString("right_script_name", argv[2]);
            }
            else
            {
                gameConfig.setString("right_player_human", "true");
                gameConfig.setString("right_player_name", argv[2]);
            }
            gameConfig.saveFile("config.xml");
            State::setCurrentState(new LocalGameState(), true);
        }

        int running = 1;
        while (running)
        {
            inputmgr->updateInput();
            running = inputmgr->running();

            // This is true by default for compatibility, GUI states may
            // disable it if necessary
            rmanager->drawGame(true);
            IMGUI::getSingleton().begin();
                State::getCurrentState()->step();
            rmanager = &RenderManager::getSingleton(); //RenderManager may change
            //draw FPS:
            if (scontroller.getDrawFPS())
            {
                // We need to ensure that the title bar is only set
                // when the framerate changed, because setting the
                // title can ne quite resource intensive on some
                // windows manager, like for example metacity.
                static int lastfps = 0;
                int newfps = scontroller.getFPS();
                if (newfps != lastfps)
                {
                    std::stringstream tmp;
                    tmp << AppTitle << "    FPS: " << newfps;
                    rmanager->setTitle(tmp.str());
                }
                lastfps = newfps;
            }

            if (!scontroller.doFramedrop())
            {
                rmanager->draw();
                IMGUI::getSingleton().end();
                BloodManager::getSingleton().step();
                rmanager->refresh();
            }
            scontroller.update();
        }
    }
    catch (std::exception& e)
    {
        std::cerr << e.what() << std::endl;
        if (rmanager)
            rmanager->deinit();
        if (smanager)
            smanager->deinit();
        SDL_Quit();
        PHYSFS_deinit();
        exit (EXIT_FAILURE);
    }

    deinit();
    exit(EXIT_SUCCESS);
}
示例#2
0
	int main(int argc, char* argv[])
#endif
{
	DEBUG_STATUS("started main");

	FileSystem filesys(argv[0]);
	setupPHYSFS();

	DEBUG_STATUS("physfs initialised");

	SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK);

	DEBUG_STATUS("SDL initialised");

	atexit(SDL_Quit);
	srand(SDL_GetTicks());
	// Default is OpenGL and false
	// choose renderer
	RenderManager *rmanager = 0;
	SoundManager *smanager = 0;


	// Test Version Startup Warning
	#ifdef TEST_VERSION
	struct tm* ptm;
	time_t time = std::time(0);
	ptm = gmtime ( &time );

	if( ptm->tm_year > (2014-1900) || ptm->tm_mon >= 4 )
	{
		SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "TEST VERISON OUTDATED",
									(std::string("This is a test version of ") + AppTitle + " which expired on "
									"1.04.2014. Please visit blobby.sourceforge.net for a newer version").c_str(), 0);
		return -1;
	}

	SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_INFORMATION, "TEST VERISON WARNING",
								(std::string("This is a test version of ") + AppTitle + " for testing only.\n"
								"It might be unstable and/or incompatible to the current release. "
								"Use of this version is limited to 1.04.2014.\nUntil then, "
								"the final version will most likely be released and you should update to that one.\n"
								"Visit blobby.sourceforge.net for more information or bug reporting.").c_str(), 0);
	#endif

	try
	{
		UserConfig gameConfig;
		gameConfig.loadFile("config.xml");

		TextManager::createTextManager(gameConfig.getString("language"));

		if(gameConfig.getString("device") == "SDL")
			rmanager = RenderManager::createRenderManagerSDL();
		/*else if (gameConfig.getString("device") == "GP2X")
			rmanager = RenderManager::createRenderManagerGP2X();*/
#ifndef __ANDROID__
	#ifndef __APPLE__
		else if (gameConfig.getString("device") == "OpenGL")
			rmanager = RenderManager::createRenderManagerGL2D();
		else
		{
			std::cerr << "Warning: Unknown renderer selected!";
			std::cerr << "Falling back to OpenGL" << std::endl;
			rmanager = RenderManager::createRenderManagerGL2D();
		}
	#else
		#if MAC_OS_X
			else if (gameConfig.getString("device") == "OpenGL")
				rmanager = RenderManager::createRenderManagerGL2D();
			else
			{
				std::cerr << "Warning: Unknown renderer selected!";
				std::cerr << "Falling back to OpenGL" << std::endl;
				rmanager = RenderManager::createRenderManagerGL2D();
			}
		#endif
	#endif
#endif

		// fullscreen?
		if(gameConfig.getString("fullscreen") == "true")
			rmanager->init(BASE_RESOLUTION_X, BASE_RESOLUTION_Y, true);
		else
			rmanager->init(BASE_RESOLUTION_X, BASE_RESOLUTION_Y, false);

		if(gameConfig.getString("show_shadow") == "true")
			rmanager->showShadow(true);
		else
			rmanager->showShadow(false);

		SpeedController scontroller(gameConfig.getFloat("gamefps"));
		SpeedController::setMainInstance(&scontroller);
		scontroller.setDrawFPS(gameConfig.getBool("showfps"));

		smanager = SoundManager::createSoundManager();
		smanager->init();
		smanager->setVolume(gameConfig.getFloat("global_volume"));
		smanager->setMute(gameConfig.getBool("mute"));
		/// \todo play sound is misleading. what we actually want to do is load the sound
		smanager->playSound("sounds/bums.wav", 0.0);
		smanager->playSound("sounds/pfiff.wav", 0.0);

		std::string bg = std::string("backgrounds/") + gameConfig.getString("background");
		if ( FileSystem::getSingleton().exists(bg) )
			rmanager->setBackground(bg);

		InputManager* inputmgr = InputManager::createInputManager();
		int running = 1;

		DEBUG_STATUS("starting mainloop");

		while (running)
		{
			inputmgr->updateInput();
			running = inputmgr->running();

			IMGUI::getSingleton().begin();
			State::step();
			rmanager = &RenderManager::getSingleton(); //RenderManager may change
			//draw FPS:
			static int lastfps = 0;
			if (scontroller.getDrawFPS())
			{
				// We need to ensure that the title bar is only set
				// when the framerate changed, because setting the
				// title can ne quite resource intensive on some
				// windows manager, like for example metacity.
				int newfps = scontroller.getFPS();
				if (newfps != lastfps)
				{
					std::stringstream tmp;
					tmp << AppTitle << "	FPS: " << newfps;
					rmanager->setTitle(tmp.str());
				}
				lastfps = newfps;
			}
			// Dirty workarround for hiding fps in title
			if (!scontroller.getDrawFPS() && (lastfps != -1))
			{
				std::stringstream tmp;
				tmp << AppTitle;
				rmanager->setTitle(tmp.str());

				lastfps = -1;
			}

			if (!scontroller.doFramedrop())
			{
				rmanager->draw();
				IMGUI::getSingleton().end();
				BloodManager::getSingleton().step();
				rmanager->refresh();
			}
			scontroller.update();
		}
	}