{* 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 CheckMouseButton: boolean; // for checking mouse motion MAX_FPS: byte; // 0 to 255 is enough 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; // Commandline Parameter Parser Params := TCMDParams.Create; // Log + Benchmark Log := TLog.Create; Log.Title := WindowTitle; //Log.FileOutputEnabled := not Params.NoLog; 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; // 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 if (CheckMouseButton) then mouseDown := true else mouseDown := false; mouseBtn := 0; end; SDL_MOUSEBUTTONDOWN: begin mouseDown := true; mouseBtn := Event.button.button; CheckMouseButton := true; if (mouseBtn = SDL_BUTTON_LEFT) or (mouseBtn = SDL_BUTTON_RIGHT) then Display.OnMouseButton(true); end; SDL_MOUSEBUTTONUP: begin mouseDown := false; mouseBtn := Event.button.button; CheckMouseButton := false; 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.