{* 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; var Done: boolean; Restart: boolean; 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, UDLLManager, UGraphic, UGraphicClasses, UIni, UJoystick, ULanguage, ULog, UPathUtils, UPlaylist, UMusic, UBeatTimer, UPlatform, USkins, USongs, UThemes, UParty, ULuaCore, UHookableEvent, ULuaGl, ULuaLog, ULuaTexture, ULuaTextGL, ULuaParty, ULuaScreenSing, UTime; procedure Main; var WindowTitle: string; 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); { // SDL_ttf (Not used yet, maybe in version 1.5) Log.BenchmarkStart(1); Log.LogStatus('Initialize SDL_ttf', 'Initialization'); TTF_Init(); Log.BenchmarkEnd(1); Log.LogBenchmark('Initializing SDL_ttf', 1); } // Skin Log.BenchmarkStart(1); Log.LogStatus('Loading Skin List', 'Initialization'); Skin := TSkin.Create; Log.BenchmarkEnd(1); Log.LogBenchmark('Loading Skin 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 Themes', 'Initialization'); Theme := TTheme.Create(ThemePath.Append(ITheme[Ini.Theme] + '.ini'), Ini.Color); Log.BenchmarkEnd(1); Log.LogBenchmark('Loading Themes', 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); // PluginManager Log.BenchmarkStart(1); Log.LogStatus('PluginManager', 'Initialization'); DLLMan := TDLLMan.Create; // Load PluginList Log.BenchmarkEnd(1); Log.LogBenchmark('Loading PluginManager', 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); Log.LogStatus('Creating Core', 'Initialization'); { Core := TCore.Create( USDXShortVersionStr, MakeVersion(USDX_VERSION_MAJOR, USDX_VERSION_MINOR, USDX_VERSION_RELEASE, chr(0)) ); } Log.LogStatus('Running Core', 'Initialization'); //Core.Run; //------------------------------ // 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 FinalizeMedia(); //TTF_Quit(); SDL_Quit(); if assigned(Log) then begin Log.LogStatus('Main Loop', 'Finished'); Log.Free; end; {$IFNDEF Debug} end; {$ENDIF} end; procedure MainLoop; var Delay: integer; const MAX_FPS = 100; begin SDL_EnableKeyRepeat(125, 125); CountSkipTime(); // JB - for some reason this seems to be needed when we use the SDL Timer functions. while not Done do begin // joypad if (Ini.Joypad = 1) or (Params.Joypad) then Joy.Update; // keyboard events CheckEvents; // display Done := not Display.Draw; SwapBuffers; // delay CountMidTime; Delay := Floor(1000 / MAX_FPS - 1000 * TimeMid); if Delay >= 1 then SDL_Delay(Delay); // dynamic, maximum is 100 fps CountSkipTime; // reinitialization of graphics if Restart then begin Reinitialize3D; Restart := false; end; end; 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; begin 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 / Screen.w, Event.button.Y * 600 / Screen.h); if not Assigned(Display.NextScreen) then begin //drop input when changing screens if (ScreenPopupError <> nil) and (ScreenPopupError.Visible) then done := not ScreenPopupError.ParseMouse(mouseBtn, mouseDown, Event.button.x, Event.button.y) else if (ScreenPopupInfo <> nil) and (ScreenPopupInfo.Visible) then done := not ScreenPopupInfo.ParseMouse(mouseBtn, mouseDown, Event.button.x, Event.button.y) else if (ScreenPopupCheck <> nil) and (ScreenPopupCheck.Visible) then done := not ScreenPopupCheck.ParseMouse(mouseBtn, mouseDown, Event.button.x, Event.button.y) else begin done := not Display.CurrentScreen^.ParseMouse(mouseBtn, mouseDown, Event.button.x, Event.button.y); // if screen wants to exit if done 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. {$IF Defined(Linux) or Defined(FreeBSD)} if boolean( Ini.FullScreen ) then SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_FULLSCREEN) else SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_RESIZABLE); {$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 Done := not ScreenPopupError.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, true) else if (ScreenPopupInfo <> nil) and (ScreenPopupInfo.Visible) then Done := not ScreenPopupInfo.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, true) else if (ScreenPopupCheck <> nil) and (ScreenPopupCheck.Visible) then Done := not ScreenPopupCheck.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, true) else begin // check if screen wants to exit Done := not Display.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, true); // if screen wants to exit if Done 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.