123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370 |
- /* GCSx
- ** FRONTEND.CPP
- **
- ** Front-end module- leads to game, editor, configuration, etc.
- */
- /*****************************************************************************
- ** Copyright (C) 2003-2006 Janson
- **
- ** This program is free software; you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation; either version 2 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program; if not, write to the Free Software
- ** Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111, USA.
- *****************************************************************************/
- #include "all.h"
- int gameMode = MODE_FRONTEND;
- // overlay mode- game accepts keyboard input
- // desktop MAY be overlaid over game in a translucent state
- int gameOverlayMode = 0;
- int getProgramMode() { start_func
- return gameMode;
- }
- void exitGameOverlayMode() { start_func
- if (gameOverlayMode) {
- gameOverlayMode = 0;
- SDL_EnableUNICODE(1);
- SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
- setScreenGLAlpha(config->readNum(FRONTEND_ACTIVE_ALPHA));
- desktop->setBackgroundAlpha(config->readNum(FRONTEND_ACTIVE_BKALPHA));
- }
- }
- void enterGameOverlayMode() { start_func
- if (gameMode == MODE_GAMEPLAY) {
- gameOverlayMode = 1;
- SDL_EnableKeyRepeat(0, 0);
- SDL_EnableUNICODE(0);
- setScreenGLAlpha(config->readNum(FRONTEND_INACTIVE_ALPHA));
- desktop->setBackgroundAlpha(config->readNum(FRONTEND_INACTIVE_BKALPHA));
- }
- }
- void exitGameMode() { start_func
- if (gameMode == MODE_GAMEPLAY) {
- desktop->setGameLoop(NULL);
- gcsxEndgame();
- gameMode = MODE_FRONTEND;
- }
- exitGameOverlayMode();
- }
- void enterGameMode() { start_func
- // (presumes you loaded a game!)
- desktop->setGameLoop(gcsxGameloopGui);
- gameMode = MODE_GAMEPLAY;
- setScreenGLAlpha(config->readNum(FRONTEND_ACTIVE_ALPHA));
- desktop->setBackgroundAlpha(config->readNum(FRONTEND_ACTIVE_BKALPHA));
- }
- void initDefaultVideo() { start_func
- // Initialize default video mode
- int x = config->readNum(VIDEO_X);
- int y = config->readNum(VIDEO_Y);
- int bpp = config->readNum(VIDEO_BPP);
- if (x < 320) x = 320;
- if (y < 240) y = 240;
- if ((bpp != 15) && (bpp != 16) && (bpp != 24) && (bpp != 32)) bpp = -1;
- selectVideoMode(x, y, bpp, config->readNum(VIDEO_FULLSCREEN), config->readNum(VIDEO_RESIZABLE));
- }
- // Menu tree for front end
- PopupMenu::PopupGen frontEndMenuTree[] = {
- { MENU_SUB, "\tFile", 0 },
- { FILE_OPENEXIST, "\tLoad world...", 0 },
- { FILE_RETURNGAME, "\tReturn to game", 1 },
- { FILE_CLOSEGAME, "\tClose game", 1 },
- { MENU_SEP, NULL, 0 },
- { FILE_EDITOR, "\tEditor", 0 },
- { MENU_SEP, NULL, 0 },
- { FILE_EXIT, "E\txit", 0 },
- { 0, NULL, 0 },
- { MENU_SUB, "\tDebug", 0 },
- { VIEW_CONSOLE, "\tConsole", 1 },
- { 0, NULL, 0 },
- { MENU_SUB, "\tConfig", 0 },
- { CONFIG_RESOLUTION, "\tResolution...", 1 },
- { 0, NULL, 0 },
- /* Removed (@TODO:)
- { MENU_SUB, "\tHelp", 0 },
- { MENU_HELP_INDEX, "\tIndex", 0 },
- { 0, NULL, 0 },
- */
- { 0, NULL, 0 }
- };
- // Menu handler for front-end
- Window::CommandSupport frontEndCommandSupport(int code) { start_func
- switch (code) {
- case VIEW_CONSOLE:
- return (Window::CommandSupport)((debugWindow()->isOpen() ? Window::COMMAND_SELECTED : 0) | Window::COMMAND_CHECKBOX | Window::COMMAND_ENABLE);
- case CONFIG_RESOLUTION:
- return gameMode == MODE_GAMEPLAY ? Window::COMMAND_DISABLE : Window::COMMAND_ENABLE;
- case FILE_RETURNGAME:
- case FILE_CLOSEGAME:
- return gameMode == MODE_GAMEPLAY ? Window::COMMAND_ENABLE : Window::COMMAND_DISABLE;
- }
- return Window::COMMAND_HIDE;
- }
- // Command handler for front-end
- int frontEndHandleGlobalEvents(const SDL_Event* event) { start_func
- string myFile;
- switch (event->type) {
- case SDL_SYSKEY:
- // These work even if shortcuts have been removed
- if ((event->key.keysym.sym == SDLK_ESCAPE) ||
- (event->key.keysym.sym == SDLK_F12)) {
- if (gameMode == MODE_GAMEPLAY) {
- if (desktop->findWindow(Window::WINDOW_FRAME, 0)) {
- enterGameOverlayMode();
- desktop->bringToTop(NULL);
- }
- else {
- desktop->broadcastEvent(SDL_SPECIAL, SDL_QUITTOGAME);
- }
- }
- }
- break;
- case SDL_SPECIAL:
- if (event->user.code == SDL_IDLETIMEOUTSHORT) {
- config->performSave();
- return 1;
- }
-
- if (event->user.code == SDL_CLOSEGAME) {
- exitGameMode();
- }
-
- if ((event->user.code == SDL_DESKTOPACTIVE) && (gameMode == MODE_GAMEPLAY)) {
- // If windows, go into 'overlay' mode; otherwise just return to game
- if (desktop->findWindow(Window::WINDOW_FRAME, 0)) {
- enterGameOverlayMode();
- }
- else {
- desktop->broadcastEvent(SDL_SPECIAL, SDL_QUITTOGAME);
- }
- }
-
- if ((event->user.code == SDL_DESKTOPINACTIVE) && (gameMode == MODE_GAMEPLAY)) {
- // Exit 'overlay' mode
- exitGameOverlayMode();
- }
- break;
-
- case SDL_COMMAND:
- switch (event->user.code) {
- case FILE_RETURNGAME:
- if (gameMode == MODE_GAMEPLAY) {
- if (desktop->findWindow(Window::WINDOW_FRAME, 0)) {
- enterGameOverlayMode();
- desktop->bringToTop(NULL);
- }
- else {
- desktop->broadcastEvent(SDL_SPECIAL, SDL_QUITTOGAME);
- }
- }
- return 1;
- case FILE_CLOSEGAME:
- exitGameMode();
- return 1;
- case FILE_EDITOR:
- desktop->broadcastEvent(SDL_SPECIAL, SDL_QUITTOEDITOR);
- return 1;
-
- case FILE_OPENEXIST:
- try {
- if (fileOpen(FILETYPE_WORLD, 0, myFile)) {
- exitGameMode();
- gcsxGameplay(myFile);
- // Warning about F12
- if (config->readNum(WARN_GAMEMENU)) {
- if (guiRemindBox("During gameplay, press F12 to toggle the menu/desktop.", warnTitleReminder)) {
- config->write(WARN_GAMEMENU, 0);
- }
- }
- enterGameMode();
- desktop->broadcastEvent(SDL_SPECIAL, SDL_QUITTOGAME);
- }
- }
- catch (FileException& e) {
- guiErrorBox(string(e.details), errorTitleFile);
- }
- return 1;
-
- case FILE_EXIT:
- desktop->broadcastEvent(SDL_QUIT, 0);
- return 1;
-
- case CONFIG_RESOLUTION:
- if (gameMode != MODE_GAMEPLAY)
- ResolutionDialog::create()->chooseResolution();
- return 1;
-
- case VIEW_CONSOLE:
- if (debugWindow()->isOpen()) {
- // Attempting to access console in overlay mode just exits overlay mode
- if (gameOverlayMode) {
- desktop->bringToTop(dynamic_cast<Window*>(debugWindow()->getParent()));
- }
- else {
- debugWindow()->closeWindow();
-
- // If closing console during game, return to game
- if (gameMode == MODE_GAMEPLAY) {
- desktop->broadcastEvent(SDL_SPECIAL, SDL_QUITTOGAME);
- }
- }
- }
- else {
- debugWindow()->runWindowed();
- }
- return 1;
- case MENU_HELP_INDEX:
- // @TODO: Help system
- return 1;
- }
- break;
- }
-
- return 0;
- }
- void gcsxFrontEnd() { start_func
- PopupMenu* frontEndMenu = NULL;
- int quitType = 0;
- SDL_Surface* bk;
- do {
- gameMode = MODE_FRONTEND;
- gameOverlayMode = 0;
- try {
- // Until we enter a game module, we need unicode translation and repeating keys
- SDL_EnableUNICODE(1);
- SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
-
- // Our event handlers
- desktop->setEventHandler(frontEndHandleGlobalEvents);
- desktop->setSupportsHandler(frontEndCommandSupport);
-
- // Set up our menus
- frontEndMenu = PopupMenu::compileMenu(frontEndMenuTree, 1);
- frontEndMenu->menubar(1);
-
- // Background (error results in quietly having no bk image)
- string bkFile;
- createFilename(resourceDir->c_str(), FILENAME_BKFRONT, bkFile);
- bk = IMG_Load(bkFile.c_str());
- desktop->setBackground(bk, COLOR_FRONTDESKTOP);
-
- SDL_WM_SetCaption(PRODUCT_NAME, PRODUCT_NAME);
- // Enter main event loop
- do {
- quitType = desktop->eventLoop();
-
- if (quitType == SDL_QUITTOGAME) {
- // Enter pure-game mode
- enterGameOverlayMode();
- int result;
- do {
- result = gcsxGameloop();
- } while (!result);
- exitGameOverlayMode();
- clearEvents();
-
- // Exit?
- if (result == GAME_EXIT) {
- exitGameMode();
- }
-
- if (result == GAME_CONSOLE) {
- if (!debugWindow()->isOpen()) {
- debugWindow()->runWindowed();
- }
- }
-
- // Either way, loop back to main loop and make menu active
- desktop->bringToTop(desktop->findWindow(Window::WINDOW_MENUBAR, 0), 1);
- }
- } while (quitType == SDL_QUITTOGAME);
-
- exitGameMode();
-
- // Close all windows
- desktop->closeAllWindows();
-
- // Cleanup
- // @TODO: Standardize 3 sets of cleanup into one (don't run beginExitStage() here!)
- desktop->setBackground(NULL, COLOR_FRONTDESKTOP);
- SDL_FreeSurface(bk);
- delete frontEndMenu;
- frontEndMenu = NULL;
- desktop->setSupportsHandler(NULL);
- desktop->setEventHandler(NULL);
- desktop->initEventCleanup();
- SDL_EnableKeyRepeat(0, 0);
- SDL_EnableUNICODE(0);
- clearEvents();
- }
- // Any exceptions
- catch (...) {
- try {
- beginExitStage();
-
- // Cleanup
- desktop->deleteAllWindows();
- desktop->setBackground(NULL, COLOR_FRONTDESKTOP);
- SDL_FreeSurface(bk);
- delete frontEndMenu;
- desktop->setSupportsHandler(NULL);
- desktop->setEventHandler(NULL);
- desktop->initEventCleanup();
- SDL_EnableKeyRepeat(0, 0);
- SDL_EnableUNICODE(0);
- clearEvents();
- }
- catch (...) {
- }
- // Pass it on
- throw;
- }
- // Enter editor? (and then loops for more)
- if (quitType == SDL_QUITTOEDITOR) {
- gameMode = MODE_EDITOR;
- // Shall we return to front end?
- if (!gcsxEditor()) quitType = 0;
- gameMode = MODE_FRONTEND;
- }
- } while (quitType > 1);
- // Save configuration last, only if no exceptions
- // (if exceptions, it may be a faulty configuration change)
- config->performSave();
- }
|