aboutsummaryrefslogtreecommitdiffstats
path: root/src/base/UMain.pas
blob: 14a543d1d124d6945c0062fed42c7a15e8fb14ed (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
{* UltraStar Deluxe - Karaoke Game
 *
 * UltraStar Deluxe is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * 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; see the file COPYING. If not, write to
 * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
 * Boston, MA 02110-1301, USA.
 *
 * $URL$
 * $Id$
 *}

unit UMain;

interface

{$IFDEF FPC}
  {$MODE Delphi}
{$ENDIF}

{$I switches.inc}

uses
  SysUtils,
  SDL;

procedure Main;
procedure MainLoop;
procedure CheckEvents;

type
  TMainThreadExecProc = procedure(Data: Pointer);

const
  MAINTHREAD_EXEC_EVENT = SDL_USEREVENT + 2;

{*
 * Delegates execution of procedure Proc to the main thread.
 * The Data pointer is passed to the procedure when it is called.
 * The main thread is notified by signaling a MAINTHREAD_EXEC_EVENT which
 * is handled in CheckEvents.
 * Note that Data must not be a pointer to local data. If you want to pass local
 * data, use Getmem() or New() or create a temporary object.
 *}
procedure MainThreadExec(Proc: TMainThreadExecProc; Data: Pointer);

implementation

uses
  Math,
  gl,
  UCatCovers,
  UCommandLine,
  UCommon,
  UConfig,
  UCovers,
  UDataBase,
  UDisplay,
  UGraphic,
  UGraphicClasses,
  UIni,
  UJoystick,
  ULanguage,
  ULog,
  UPathUtils,
  UPlaylist,
  UMusic,
  URecord,
  UBeatTimer,
  UPlatform,
  USkins,
  USongs,
  UThemes,
  UParty,
  ULuaCore,
  UHookableEvent,
  ULuaGl,
  ULuaLog,
  ULuaTexture,
  ULuaTextGL,
  ULuaParty,
  ULuaScreenSing,
  UTime;

procedure Main;
var
  WindowTitle: string;
  BadPlayer: integer;
begin
  {$IFNDEF Debug}
  try
  {$ENDIF}
    WindowTitle := USDXVersionStr;

    Platform.Init;

    if Platform.TerminateIfAlreadyRunning(WindowTitle) then
      Exit;

    // fix floating-point exceptions (FPE)
    DisableFloatingPointExceptions();
    // fix the locale for string-to-float parsing in C-libs
    SetDefaultNumericLocale();

    // setup separators for parsing
    // Note: ThousandSeparator must be set because of a bug in TIniFile.ReadFloat
    ThousandSeparator := ',';
    DecimalSeparator := '.';

    //------------------------------
    // StartUp - create classes and load files
    //------------------------------

    // initialize SDL
    // without SDL_INIT_TIMER SDL_GetTicks() might return strange values
    SDL_Init(SDL_INIT_VIDEO or SDL_INIT_TIMER);
    SDL_EnableUnicode(1);

    // create luacore first so other classes can register their events
    LuaCore := TLuaCore.Create;


    USTime := TTime.Create;
    VideoBGTimer := TRelativeTimer.Create;

    // Commandline Parameter Parser
    Params := TCMDParams.Create;

    // Log + Benchmark
    Log := TLog.Create;
    Log.Title := WindowTitle;
    Log.FileOutputEnabled := not Params.NoLog;
    Log.BenchmarkStart(0);

    // Language
    Log.BenchmarkStart(1);
    Log.LogStatus('Initialize Paths', 'Initialization');
    InitializePaths;
    Log.LogStatus('Load Language', 'Initialization');
    Language := TLanguage.Create;

    // add const values:
    Language.AddConst('US_VERSION', USDXVersionStr);
    Log.BenchmarkEnd(1);
    Log.LogBenchmark('Loading Language', 1);

    // Skin
    Log.BenchmarkStart(1);
    Log.LogStatus('Loading Skin List', 'Initialization');
    Skin := TSkin.Create;
    Log.BenchmarkEnd(1);
    Log.LogBenchmark('Loading Skin List', 1);

    Log.BenchmarkStart(1);
    Log.LogStatus('Loading Theme List', 'Initialization');
    Theme := TTheme.Create;
    Log.BenchmarkEnd(1);
    Log.LogBenchmark('Loading Theme List', 1);

    // Ini + Paths
    Log.BenchmarkStart(1);
    Log.LogStatus('Load Ini', 'Initialization');
    Ini := TIni.Create;
    Ini.Load;

    // it is possible that this is the first run, create a .ini file if neccessary
    Log.LogStatus('Write Ini', 'Initialization');
    Ini.Save;

    Log.BenchmarkEnd(1);
    Log.LogBenchmark('Loading Ini', 1);

    // Sound
    Log.BenchmarkStart(1);
    Log.LogStatus('Initialize Sound', 'Initialization');
    InitializeSound();
    Log.BenchmarkEnd(1);
    Log.LogBenchmark('Initializing Sound', 1);

    // Lyrics-engine with media reference timer
    LyricsState := TLyricsState.Create();

    // Theme
    Log.BenchmarkStart(1);
    Log.LogStatus('Load Theme', 'Initialization');
    Theme.LoadTheme(Ini.Theme, Ini.Color);
    Log.BenchmarkEnd(1);
    Log.LogBenchmark('Loading Theme', 1);

    // Covers Cache
    Log.BenchmarkStart(1);
    Log.LogStatus('Creating Covers Cache', 'Initialization');
    Covers := TCoverDatabase.Create;
    Log.LogBenchmark('Loading Covers Cache Array', 1);
    Log.BenchmarkStart(1);

    // Category Covers
    Log.BenchmarkStart(1);
    Log.LogStatus('Creating Category Covers Array', 'Initialization');
    CatCovers:= TCatCovers.Create;
    Log.BenchmarkEnd(1);
    Log.LogBenchmark('Loading Category Covers Array', 1);

    // Songs
    //Log.BenchmarkStart(1);
    Log.LogStatus('Creating Song Array', 'Initialization');
    Songs := TSongs.Create;
    //Songs.LoadSongList;

    Log.LogStatus('Creating 2nd Song Array', 'Initialization');
    CatSongs := TCatSongs.Create;

    Log.BenchmarkEnd(1);
    Log.LogBenchmark('Loading Songs', 1);

    // Graphics
    Log.BenchmarkStart(1);
    Log.LogStatus('Initialize 3D', 'Initialization');
    Initialize3D(WindowTitle);
    Log.BenchmarkEnd(1);
    Log.LogBenchmark('Initializing 3D', 1);

    // Score Saving System
    Log.BenchmarkStart(1);
    Log.LogStatus('DataBase System', 'Initialization');
    DataBase := TDataBaseSystem.Create;

    if (Params.ScoreFile.IsUnset) then
      DataBase.Init(Platform.GetGameUserPath.Append('Ultrastar.db'))
    else
      DataBase.Init(Params.ScoreFile);

    Log.BenchmarkEnd(1);
    Log.LogBenchmark('Loading DataBase System', 1);

    // Playlist Manager
    Log.BenchmarkStart(1);
    Log.LogStatus('Playlist Manager', 'Initialization');
    PlaylistMan := TPlaylistManager.Create;
    Log.BenchmarkEnd(1);
    Log.LogBenchmark('Loading Playlist Manager', 1);

    // GoldenStarsTwinkleMod
    Log.BenchmarkStart(1);
    Log.LogStatus('Effect Manager', 'Initialization');
    GoldenRec := TEffectManager.Create;
    Log.BenchmarkEnd(1);
    Log.LogBenchmark('Loading Particle System', 1);

    // Joypad
    if (Ini.Joypad = 1) or (Params.Joypad) then
    begin
      Log.BenchmarkStart(1);
      Log.LogStatus('Initialize Joystick', 'Initialization');
      Joy := TJoy.Create;
      Log.BenchmarkEnd(1);
      Log.LogBenchmark('Initializing Joystick', 1);
    end;

    // Lua
    Log.BenchmarkStart(1);
    Party := TPartyGame.Create;
    Log.BenchmarkEnd(1);
    Log.LogBenchmark('Initializing Party Manager', 1);

    Log.BenchmarkStart(1);
    LuaCore.RegisterModule('Log', ULuaLog_Lib_f);
    LuaCore.RegisterModule('Gl', ULuaGl_Lib_f);
    LuaCore.RegisterModule('TextGl', ULuaTextGl_Lib_f);
    LuaCore.RegisterModule('Party', ULuaParty_Lib_f);
    LuaCore.RegisterModule('ScreenSing', ULuaScreenSing_Lib_f);

    Log.BenchmarkEnd(1);
    Log.LogBenchmark('Initializing LuaCore', 1);

    Log.BenchmarkStart(1);
    LuaCore.LoadPlugins;
    Log.BenchmarkEnd(1);
    Log.LogBenchmark('Loading Lua Plugins', 1);

    LuaCore.DumpPlugins;

    Log.BenchmarkEnd(0);
    Log.LogBenchmark('Loading Time', 0);

    { prepare software cursor }
    Display.SetCursor;

    {**
      * Start background music
      *}
    SoundLib.StartBgMusic;

    // check microphone settings, goto record options if they are corrupt
    BadPlayer := AudioInputProcessor.ValidateSettings;
    if (BadPlayer <> 0) then
    begin
      ScreenPopupError.ShowPopup(
          Format(Language.Translate('ERROR_PLAYER_DEVICE_ASSIGNMENT'),
          [BadPlayer]));
      Display.CurrentScreen^.FadeTo( @ScreenOptionsRecord );
    end;

    //------------------------------
    // Start Mainloop
    //------------------------------
    Log.LogStatus('Main Loop', 'Initialization');
    MainLoop;

  {$IFNDEF Debug}
  finally
  {$ENDIF}
    //------------------------------
    // Finish Application
    //------------------------------

    // TODO:
    // call an uninitialize routine for every initialize step
    // or at least use the corresponding Free methods

    Log.LogStatus('Finalize Media', 'Finalization');
    FinalizeMedia();

    Log.LogStatus('Uninitialize 3D', 'Finalization');
    Finalize3D();

    Log.LogStatus('Finalize SDL', 'Finalization');
    SDL_Quit();

    Log.LogStatus('Finalize Log', 'Finalization');
    Log.Free;
  {$IFNDEF Debug}
  end;
  {$ENDIF}
end;

procedure MainLoop;
const
  MAX_FPS = 100;
var
  Delay:            integer;
  TicksCurrent:     cardinal;
  TicksBeforeFrame: cardinal;
  Done:             boolean;
begin
  SDL_EnableKeyRepeat(125, 125);

  Done := false;

  CountSkipTime();  // JB - for some reason this seems to be needed when we use the SDL Timer functions.
  repeat
    TicksBeforeFrame := SDL_GetTicks;
    
    // joypad
    if (Ini.Joypad = 1) or (Params.Joypad) then
      Joy.Update;

    // keyboard events
    CheckEvents;

    // display
    Done := not Display.Draw;
    SwapBuffers;

    // FPS limiter
    TicksCurrent := SDL_GetTicks;
    Delay := 1000 div MAX_FPS - (TicksCurrent - TicksBeforeFrame);

    if Delay >= 1 then
      SDL_Delay(Delay); // dynamic, maximum is 100 fps

    CountSkipTime;

  until Done;
end;

procedure DoQuit;
begin
  // if question option is enabled then show exit popup
  if (Ini.AskbeforeDel = 1) then
  begin
    Display.CurrentScreen^.CheckFadeTo(nil,'MSG_QUIT_USDX');
  end
  else // if ask-for-exit is disabled then simply exit
  begin
    Display.Fade := 0;
    Display.NextScreenWithCheck := nil;
    Display.CheckOK := true;
  end;
end;

procedure CheckEvents;
var
  Event:     TSDL_event;
  mouseDown: boolean;
  mouseBtn:  integer;
  KeepGoing: boolean;
begin
  KeepGoing := true;
  while (SDL_PollEvent(@Event) <> 0) do
  begin
    case Event.type_ of
      SDL_QUITEV:
      begin
        Display.Fade := 0;
        Display.NextScreenWithCheck := nil;
        Display.CheckOK := true;
      end;

      SDL_MOUSEMOTION, SDL_MOUSEBUTTONDOWN, SDL_MOUSEBUTTONUP:
      begin
        if (Ini.Mouse > 0) then
        begin
          case Event.type_ of
            SDL_MOUSEMOTION:
            begin
              mouseDown := false;
              mouseBtn  := 0;
            end;
            SDL_MOUSEBUTTONDOWN:
            begin
              mouseDown := true;
              mouseBtn  := Event.button.button;
              
              if (mouseBtn = SDL_BUTTON_LEFT) or (mouseBtn = SDL_BUTTON_RIGHT) then
                Display.OnMouseButton(true);
            end;
            SDL_MOUSEBUTTONUP:
            begin
              mouseDown := false;
              mouseBtn  := Event.button.button;

              if (mouseBtn = SDL_BUTTON_LEFT) or (mouseBtn = SDL_BUTTON_RIGHT) then
                Display.OnMouseButton(false);
            end;
          end;

          Display.MoveCursor(Event.button.X * 800 * Screens / ScreenW,
                             Event.button.Y * 600 / ScreenH);

          if not Assigned(Display.NextScreen) then
          begin //drop input when changing screens
            if (ScreenPopupError <> nil) and (ScreenPopupError.Visible) then
              KeepGoing := ScreenPopupError.ParseMouse(mouseBtn, mouseDown, Event.button.x, Event.button.y)
            else if (ScreenPopupInfo <> nil) and (ScreenPopupInfo.Visible) then
              KeepGoing := ScreenPopupInfo.ParseMouse(mouseBtn, mouseDown, Event.button.x, Event.button.y)
            else if (ScreenPopupCheck <> nil) and (ScreenPopupCheck.Visible) then
              KeepGoing := ScreenPopupCheck.ParseMouse(mouseBtn, mouseDown, Event.button.x, Event.button.y)
            else
            begin
              KeepGoing := Display.CurrentScreen^.ParseMouse(mouseBtn, mouseDown, Event.button.x, Event.button.y);

              // if screen wants to exit
              if not KeepGoing then
                DoQuit;
            end;
          end;
        end;
      end;
      SDL_VIDEORESIZE:
      begin
        ScreenW := Event.resize.w;
        ScreenH := Event.resize.h;
        // Note: do NOT call SDL_SetVideoMode on Windows and MacOSX here.
        // This would create a new OpenGL render-context and all texture data
        // would be invalidated.
        // On Linux the mode MUST be reset, otherwise graphics will be corrupted.
        // Update: It seems to work now without creating a new OpenGL context. At least
        // with Win7 and SDL 1.2.14. Maybe it generally works now with SDL 1.2.14 and we
        // can switch it on for windows.
        // Important: Unless SDL_SetVideoMode() is called (it is not on Windows), Screen.w
        // and Screen.h are not valid after a resize and still contain the old size. Use
        // ScreenW and ScreenH instead.
        {$IF Defined(Linux) or Defined(FreeBSD)}
        if boolean( Ini.FullScreen ) then
          SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_FULLSCREEN)
        else
          SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_RESIZABLE);
        {$ELSE}
        Screen.W := ScreenW;
        Screen.H := ScreenH;
        {$IFEND}
      end;
      SDL_KEYDOWN:
        begin
          // translate CTRL-A (ASCII 1) - CTRL-Z (ASCII 26) to correct charcodes.
          // keysyms (SDLK_A, ...) could be used instead but they ignore the
          // current key mapping (if 'a' is pressed on a French keyboard the
          // .unicode field will be 'a' and .sym SDLK_Q).
          // IMPORTANT: if CTRL is pressed with a key different than 'A'-'Z' SDL
          // will set .unicode to 0. There is no possibility to obtain a
          // translated charcode. Use keysyms instead.
          //if (Event.key.keysym.unicode in [1 .. 26]) then
          //  Event.key.keysym.unicode := Ord('A') + Event.key.keysym.unicode - 1;

          // remap the "keypad enter" key to the "standard enter" key
          if (Event.key.keysym.sym = SDLK_KP_ENTER) then
            Event.key.keysym.sym := SDLK_RETURN;

          if not Assigned(Display.NextScreen) then
          begin //drop input when changing screens
            { to-do : F11 was used for fullscreen toggle, too here
                      but we also use the key in screenname and some other
                      screens. It is droped although fullscreen toggle doesn't
                      even work on windows.
                      should we add (Event.key.keysym.sym = SDLK_F11) here
                      anyway? }
            if ((Event.key.keysym.sym = SDLK_RETURN) and
               ((Event.key.keysym.modifier and KMOD_ALT) <> 0)) then // toggle full screen
            begin
              Ini.FullScreen := integer( not boolean( Ini.FullScreen ) );

              // FIXME: SDL_SetVideoMode creates a new OpenGL RC so we have to
              // reload all texture data (-> whitescreen bug).
              // Only Linux and FreeBSD are able to handle screen-switching this way.
              {$IF Defined(Linux) or Defined(FreeBSD)}
              if boolean( Ini.FullScreen ) then
              begin
                SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_FULLSCREEN);
              end
              else
              begin
                SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_RESIZABLE);
              end;

              Display.SetCursor;

              glViewPort(0, 0, ScreenW, ScreenH);
              {$IFEND}
            end
            // if print is pressed -> make screenshot and save to screenshot path
            else if (Event.key.keysym.sym = SDLK_SYSREQ) or (Event.key.keysym.sym = SDLK_PRINT) then
              Display.SaveScreenShot
            // if there is a visible popup then let it handle input instead of underlying screen
            // shoud be done in a way to be sure the topmost popup has preference (maybe error, then check)
            else if (ScreenPopupError <> nil) and (ScreenPopupError.Visible) then
              KeepGoing := ScreenPopupError.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, true)
            else if (ScreenPopupInfo <> nil) and (ScreenPopupInfo.Visible) then
              KeepGoing := ScreenPopupInfo.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, true)
            else if (ScreenPopupCheck <> nil) and (ScreenPopupCheck.Visible) then
              KeepGoing := ScreenPopupCheck.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, true)
            else
            begin
              // check if screen wants to exit
              KeepGoing := Display.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, true);

              // if screen wants to exit
              if not KeepGoing then
                DoQuit;

            end;
          end;
        end;
      SDL_JOYAXISMOTION:
        begin
          // not implemented
        end;
      SDL_JOYBUTTONDOWN:
        begin
          // not implemented
        end;
      MAINTHREAD_EXEC_EVENT:
        with Event.user do
        begin
          TMainThreadExecProc(data1)(data2);
        end;
    end; // case
  end; // while
end;

procedure MainThreadExec(Proc: TMainThreadExecProc; Data: Pointer);
var
  Event: TSDL_Event;
begin
  with Event.user do
  begin
    type_ := MAINTHREAD_EXEC_EVENT;
    code  := 0;     // not used at the moment
    data1 := @Proc;
    data2 := Data;
  end;
  SDL_PushEvent(@Event);
end;

end.