{* 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;
// Language
Log.LogStatus('Initialize Paths', 'Initialization');
InitializePaths;
Log.SetLogFileLevel(50);
Log.LogStatus('Load Language', 'Initialization');
Language := TLanguage.Create;
// add const values:
Language.AddConst('US_VERSION', USDXVersionStr);
// Skin
Log.BenchmarkStart(1);
Log.LogStatus('Loading Skin List', 'Initialization');
Skin := TSkin.Create;
Log.LogStatus('Loading Theme List', 'Initialization');
Theme := TTheme.Create;
// Ini + Paths
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;
// Sound
InitializeSound();
// Lyrics-engine with media reference timer
LyricsState := TLyricsState.Create();
// Theme
Theme.LoadTheme(Ini.Theme, Ini.Color);
// Covers Cache
Covers := TCoverDatabase.Create;
// Category Covers
Log.LogStatus('Creating Category Covers Array', 'Initialization');
CatCovers:= TCatCovers.Create;
// Songs
Log.LogStatus('Creating Song Array', 'Initialization');
Songs := TSongs.Create;
Log.LogStatus('Creating 2nd Song Array', 'Initialization');
CatSongs := TCatSongs.Create;
// Graphics
Initialize3D(WindowTitle);
// Score Saving System
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);
// Playlist Manager
Log.LogStatus('Playlist Manager', 'Initialization');
PlaylistMan := TPlaylistManager.Create;
// GoldenStarsTwinkleMod
Log.LogStatus('Effect Manager', 'Initialization');
GoldenRec := TEffectManager.Create;
// Joypad
if (Ini.Joypad = 1) or (Params.Joypad) then
begin
Log.LogStatus('Initialize Joystick', 'Initialization');
Joy := TJoy.Create;
end;
// Lua
Party := TPartyGame.Create;
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);
LuaCore.LoadPlugins;
LuaCore.DumpPlugins;
{ 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 = 60;
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 boolean( Ini.FullScreen ) then
begin
{$IF Defined(Linux) or Defined(FreeBSD)}
SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_FULLSCREEN);
{$ELSE}
Screen.W := ScreenW;
Screen.H := ScreenH;
{$IFEND}
end
else
SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_RESIZABLE);
end;
SDL_KEYDOWN:
begin
// translate CTRL-A (ASCII 1) - CTRL-Z (ASCII 26) to correct charcodes.
// keysyms (SDLK_A, ...) could be used instead but they ignore the
// current key mapping (if 'a' is pressed on a French keyboard the
// .unicode field will be 'a' and .sym SDLK_Q).
// IMPORTANT: if CTRL is pressed with a key different than 'A'-'Z' SDL
// will set .unicode to 0. There is no possibility to obtain a
// translated charcode. Use keysyms instead.
//if (Event.key.keysym.unicode in [1 .. 26]) then
// Event.key.keysym.unicode := Ord('A') + Event.key.keysym.unicode - 1;
// remap the "keypad enter" key to the "standard enter" key
if (Event.key.keysym.sym = SDLK_KP_ENTER) then
Event.key.keysym.sym := SDLK_RETURN;
if not Assigned(Display.NextScreen) then
begin //drop input when changing screens
{ to-do : F11 was used for fullscreen toggle, too here
but we also use the key in screenname and some other
screens. It is droped although fullscreen toggle doesn't
even work on windows.
should we add (Event.key.keysym.sym = SDLK_F11) here
anyway? }
if ((Event.key.keysym.sym = SDLK_RETURN) and
((Event.key.keysym.modifier and KMOD_ALT) <> 0)) then // toggle full screen
begin
Ini.FullScreen := integer( not boolean( Ini.FullScreen ) );
// FIXME: SDL_SetVideoMode creates a new OpenGL RC so we have to
// reload all texture data (-> whitescreen bug).
// Only Linux and FreeBSD are able to handle screen-switching this way.
{$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.