// CMT.cpp : Defines the entry point for the console application. // #include "StdInc.h" #include #include #include "gui/SDL_Extensions.h" #include "CGameInfo.h" #include "mapHandler.h" #include "../lib/filesystem/Filesystem.h" #include "../lib/filesystem/FileStream.h" #include "CPreGame.h" #include "windows/CCastleInterface.h" #include "../lib/CConsoleHandler.h" #include "gui/CCursorHandler.h" #include "../lib/CGameState.h" #include "../CCallback.h" #include "CPlayerInterface.h" #include "windows/CAdvmapInterface.h" #include "../lib/CBuildingHandler.h" #include "CVideoHandler.h" #include "../lib/CHeroHandler.h" #include "../lib/CCreatureHandler.h" #include "../lib/spells/CSpellHandler.h" #include "CMusicHandler.h" #include "../lib/CGeneralTextHandler.h" #include "Graphics.h" #include "Client.h" #include "../lib/CConfigHandler.h" #include "../lib/serializer/BinaryDeserializer.h" #include "../lib/serializer/BinarySerializer.h" #include "../lib/VCMI_Lib.h" #include "../lib/VCMIDirs.h" #include "../lib/NetPacks.h" #include "CMessage.h" #include "../lib/CModHandler.h" #include "../lib/CTownHandler.h" #include "../lib/CArtHandler.h" #include "../lib/CScriptingModule.h" #include "../lib/GameConstants.h" #include "gui/CGuiHandler.h" #include "../lib/logging/CBasicLogConfigurator.h" #include "../lib/StringConstants.h" #include "../lib/CPlayerState.h" #include "gui/CAnimation.h" #ifdef VCMI_WINDOWS #include "SDL_syswm.h" #endif #ifdef VCMI_ANDROID #include "lib/CAndroidVMHelper.h" #endif #include "../lib/UnlockGuard.h" #include "CMT.h" #if __MINGW32__ #undef main #endif namespace po = boost::program_options; namespace bfs = boost::filesystem; /* * CMT.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ std::string NAME_AFFIX = "client"; std::string NAME = GameConstants::VCMI_VERSION + std::string(" (") + NAME_AFFIX + ')'; //application name CGuiHandler GH; static CClient *client = nullptr; int preferredDriverIndex = -1; SDL_Window * mainWindow = nullptr; SDL_Renderer * mainRenderer = nullptr; SDL_Texture * screenTexture = nullptr; extern boost::thread_specific_ptr inGuiThread; SDL_Surface *screen = nullptr, //main screen surface *screen2 = nullptr, //and hlp surface (used to store not-active interfaces layer) *screenBuf = screen; //points to screen (if only advmapint is present) or screen2 (else) - should be used when updating controls which are not regularly redrawed std::queue events; boost::mutex eventsM; CondSh serverAlive(false); static po::variables_map vm; //static bool setResolution = false; //set by event handling thread after resolution is adjusted static bool ermInteractiveMode = false; //structurize when time is right void processCommand(const std::string &message); static void setScreenRes(int w, int h, int bpp, bool fullscreen, int displayIndex, bool resetVideo=true); void dispose(); void playIntro(); static void mainLoop(); //void requestChangingResolution(); void startGame(StartInfo * options, CConnection *serv = nullptr); void endGame(); #ifndef VCMI_WINDOWS #ifndef _GNU_SOURCE #define _GNU_SOURCE #endif #include #endif void startTestMap(const std::string &mapname) { StartInfo si; si.mapname = mapname; si.mode = StartInfo::NEW_GAME; for (int i = 0; i < 8; i++) { PlayerSettings &pset = si.playerInfos[PlayerColor(i)]; pset.color = PlayerColor(i); pset.name = CGI->generaltexth->allTexts[468];//Computer pset.playerID = PlayerSettings::PLAYER_AI; pset.compOnly = true; pset.castle = 0; pset.hero = -1; pset.heroPortrait = -1; pset.handicap = PlayerSettings::NO_HANDICAP; } while(GH.topInt()) GH.popIntTotally(GH.topInt()); startGame(&si); } void startGameFromFile(const bfs::path &fname) { StartInfo si; try //attempt retrieving start info from given file { if(fname.empty() || !bfs::exists(fname)) throw std::runtime_error("Startfile \"" + fname.string() + "\" does not exist!"); CLoadFile out(fname); if (!out.sfile || !*out.sfile) throw std::runtime_error("Cannot read from startfile \"" + fname.string() +"\"!"); out >> si; } catch(std::exception &e) { logGlobal->errorStream() << "Failed to start from the file: " << fname << ". Error: " << e.what() << " Falling back to main menu."; GH.curInt = CGPreGame::create(); return; } while(GH.topInt()) GH.popIntTotally(GH.topInt()); startGame(&si); } void init() { CStopWatch tmh, pomtime; loadDLLClasses(); const_cast(CGI)->setFromLib(); logGlobal->infoStream()<<"Initializing VCMI_Lib: "<curh = new CCursorHandler; graphics = new Graphics(); // should be before curh->init() CCS->curh->initCursor(); CCS->curh->show(); logGlobal->infoStream()<<"Screen handler: "<load(); logGlobal->infoStream()<<"\tMain graphics: "<infoStream()<<"Initializing game graphics: "<infoStream()<<"Message handler: "<debugStream() << "SDL(category " << category << "; priority " <(), "runs game in duel mode (battle-only") ("start", po::value(), "starts game from saved StartInfo file") ("testmap", po::value(), "") ("spectate,s", "enable spectator interface for AI-only games") ("spectate-ignore-hero", "wont follow heroes on adventure map") ("spectate-hero-speed", po::value(), "hero movement speed on adventure map") ("spectate-battle-speed", po::value(), "battle animation speed for spectator") ("spectate-skip-battle", "skip battles in spectator view") ("spectate-skip-battle-result", "skip battle result window") ("onlyAI", "runs without human player, all players will be default AI") ("headless", "runs without GUI, implies --onlyAI") ("ai", po::value>(), "AI to be used for the player, can be specified several times for the consecutive players") ("oneGoodAI", "puts one default AI and the rest will be EmptyAI") ("autoSkip", "automatically skip turns in GUI") ("disable-video", "disable video player") ("nointro,i", "skips intro movies") ("donotstartserver,d","do not attempt to start server and just connect to it instead server") ("loadserver","specifies we are the multiplayer server for loaded games") ("loadnumplayers",po::value(),"specifies the number of players connecting to a multiplayer game") ("loadhumanplayerindices",po::value>(),"Indexes of human players (0=Red, etc.)") ("loadplayer", po::value(),"specifies which player we are in multiplayer loaded games (0=Red, etc.)") ("loadserverip",po::value(),"IP for loaded game server") ("loadserverport",po::value(),"port for loaded game server") ("serverport", po::value(), "override port specified in config file") ("saveprefix", po::value(), "prefix for auto save files") ("savefrequency", po::value(), "limit auto save creation to each N days"); if(argc > 1) { try { po::store(po::parse_command_line(argc, argv, opts), vm); } catch(std::exception &e) { std::cerr << "Failure during parsing command-line options:\n" << e.what() << std::endl; } } po::notify(vm); if(vm.count("help")) { prog_help(opts); return 0; } if(vm.count("version")) { prog_version(); return 0; } if(vm.count("donotstartserver")) { CServerHandler::DO_NOT_START_SERVER = true; } // Have effect on X11 system only (Linux). // For whatever reason in fullscreen mode SDL takes "raw" mouse input from DGA X11 extension // (DGA = Direct graphics access). Because this is raw input (before any speed\acceleration proceesing) // it may result in very small \ very fast mouse when game in fullscreen mode putenv((char*)"SDL_VIDEO_X11_DGAMOUSE=0"); // Init old logging system and new (temporary) logging system CStopWatch total, pomtime; std::cout.flags(std::ios::unitbuf); console = new CConsoleHandler; *console->cb = processCommand; console->start(); const bfs::path logPath = VCMIDirs::get().userCachePath() / "VCMI_Client_log.txt"; CBasicLogConfigurator logConfig(logPath, console); logConfig.configureDefault(); logGlobal->infoStream() << NAME; logGlobal->infoStream() << "Creating console and configuring logger: " << pomtime.getDiff(); logGlobal->infoStream() << "The log file will be saved to " << logPath; // Init filesystem and settings preinitDLL(::console); settings.init(); Settings session = settings.write["session"]; session["onlyai"].Bool() = vm.count("onlyAI"); if(vm.count("headless")) { session["headless"].Bool() = true; session["onlyai"].Bool() = true; } // Shared memory options session["disable-shm"].Bool() = vm.count("disable-shm"); session["enable-shm-uuid"].Bool() = vm.count("enable-shm-uuid"); // Init special testing settings session["serverport"].Integer() = vm.count("serverport") ? vm["serverport"].as() : 0; session["saveprefix"].String() = vm.count("saveprefix") ? vm["saveprefix"].as() : ""; session["savefrequency"].Integer() = vm.count("savefrequency") ? vm["savefrequency"].as() : 1; // Initialize logging based on settings logConfig.configure(); // Some basic data validation to produce better error messages in cases of incorrect install auto testFile = [](std::string filename, std::string message) -> bool { if (CResourceHandler::get()->existsResource(ResourceID(filename))) return true; logGlobal->errorStream() << "Error: " << message << " was not found!"; return false; }; if (!testFile("DATA/HELP.TXT", "Heroes III data") || !testFile("MODS/VCMI/MOD.JSON", "VCMI data")) { exit(1); // These are unrecoverable errors } // these two are optional + some installs have them on CD and not in data directory testFile("VIDEO/GOOD1A.SMK", "campaign movies"); testFile("SOUNDS/G1A.WAV", "campaign music"); //technically not a music but voiced intro sounds conf.init(); logGlobal->infoStream() << "Loading settings: " << pomtime.getDiff(); srand ( time(nullptr) ); const JsonNode& video = settings["video"]; const JsonNode& res = video["screenRes"]; //something is really wrong... if (res["width"].Float() < 100 || res["height"].Float() < 100) { logGlobal->errorStream() << "Fatal error: failed to load settings!"; logGlobal->errorStream() << "Possible reasons:"; logGlobal->errorStream() << "\tCorrupted local configuration file at " << VCMIDirs::get().userConfigPath() << "/settings.json"; logGlobal->errorStream() << "\tMissing or corrupted global configuration file at " << VCMIDirs::get().userConfigPath() << "/schemas/settings.json"; logGlobal->errorStream() << "VCMI will now exit..."; exit(EXIT_FAILURE); } if(!settings["session"]["headless"].Bool()) { if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_AUDIO|SDL_INIT_NOPARACHUTE)) { logGlobal->errorStream()<<"Something was wrong: "<< SDL_GetError(); exit(-1); } GH.mainFPSmng->init(); //(!)init here AFTER SDL_Init() while using SDL for FPS management SDL_LogSetOutputFunction(&SDLLogCallback, nullptr); int driversCount = SDL_GetNumRenderDrivers(); std::string preferredDriverName = video["driver"].String(); logGlobal->infoStream() << "Found " << driversCount << " render drivers"; for(int it = 0; it < driversCount; it++) { SDL_RendererInfo info; SDL_GetRenderDriverInfo(it,&info); std::string driverName(info.name); if(!preferredDriverName.empty() && driverName == preferredDriverName) { preferredDriverIndex = it; logGlobal->infoStream() << "\t" << driverName << " (active)"; } else logGlobal->infoStream() << "\t" << driverName; } config::CConfigHandler::GuiOptionsMap::key_type resPair(res["width"].Float(), res["height"].Float()); if (conf.guiOptions.count(resPair) == 0) { // selected resolution was not found - complain & fallback to something that we do have. logGlobal->errorStream() << "Selected resolution " << resPair.first << "x" << resPair.second << " was not found!"; if (conf.guiOptions.empty()) { logGlobal->errorStream() << "Unable to continue - no valid resolutions found! Please reinstall VCMI to fix this"; exit(1); } else { Settings newRes = settings.write["video"]["screenRes"]; newRes["width"].Float() = conf.guiOptions.begin()->first.first; newRes["height"].Float() = conf.guiOptions.begin()->first.second; conf.SetResolution(newRes["width"].Float(), newRes["height"].Float()); logGlobal->errorStream() << "Falling back to " << newRes["width"].Float() << "x" << newRes["height"].Float(); } } setScreenRes(res["width"].Float(), res["height"].Float(), video["bitsPerPixel"].Float(), video["fullscreen"].Bool(), video["displayIndex"].Float()); logGlobal->infoStream() <<"\tInitializing screen: "<videoh = new CEmptyVideoPlayer; #else if (!settings["session"]["headless"].Bool() && !vm.count("disable-video")) CCS->videoh = new CVideoPlayer; else CCS->videoh = new CEmptyVideoPlayer; #endif logGlobal->infoStream()<<"\tInitializing video: "<soundh = new CSoundHandler; CCS->soundh->init(); CCS->soundh->setVolume(settings["general"]["sound"].Float()); CCS->musich = new CMusicHandler; CCS->musich->init(); CCS->musich->setVolume(settings["general"]["music"].Float()); logGlobal->infoStream()<<"Initializing screen and sound handling: "<infoStream()<<"Initialization of VCMI (together): "<(); if(vm.count("testmap")) { session["testmap"].String() = vm["testmap"].as(); } session["spectate"].Bool() = vm.count("spectate"); if(session["spectate"].Bool()) { session["spectate-ignore-hero"].Bool() = vm.count("spectate-ignore-hero"); session["spectate-skip-battle"].Bool() = vm.count("spectate-skip-battle"); session["spectate-skip-battle-result"].Bool() = vm.count("spectate-skip-battle-result"); if(vm.count("spectate-hero-speed")) session["spectate-hero-speed"].Integer() = vm["spectate-hero-speed"].as(); if(vm.count("spectate-battle-speed")) session["spectate-battle-speed"].Float() = vm["spectate-battle-speed"].as(); } if(!session["testmap"].isNull()) { startTestMap(session["testmap"].String()); } else { if(!fileToStartFrom.empty() && bfs::exists(fileToStartFrom)) startGameFromFile(fileToStartFrom); //ommit pregame and start the game using settings from file else { if(!fileToStartFrom.empty()) { logGlobal->warnStream() << "Warning: cannot find given file to start from (" << fileToStartFrom << "). Falling back to main menu."; } GH.curInt = CGPreGame::create(); //will set CGP pointer to itself } } } else { auto si = new StartInfo(); si->mode = StartInfo::DUEL; si->mapname = vm["battle"].as(); si->playerInfos[PlayerColor(0)].color = PlayerColor(0); si->playerInfos[PlayerColor(1)].color = PlayerColor(1); startGame(si); } if(!settings["session"]["headless"].Bool()) { mainLoop(); } else { while(true) boost::this_thread::sleep(boost::posix_time::milliseconds(1000)); } return 0; } void printInfoAboutIntObject(const CIntObject *obj, int level) { std::stringstream sbuffer; sbuffer << std::string(level, '\t'); sbuffer << typeid(*obj).name() << " *** "; if (obj->active) { #define PRINT(check, text) if (obj->active & CIntObject::check) sbuffer << text PRINT(LCLICK, 'L'); PRINT(RCLICK, 'R'); PRINT(HOVER, 'H'); PRINT(MOVE, 'M'); PRINT(KEYBOARD, 'K'); PRINT(TIME, 'T'); PRINT(GENERAL, 'A'); PRINT(WHEEL, 'W'); PRINT(DOUBLECLICK, 'D'); #undef PRINT } else sbuffer << "inactive"; sbuffer << " at " << obj->pos.x <<"x"<< obj->pos.y; sbuffer << " (" << obj->pos.w <<"x"<< obj->pos.h << ")"; logGlobal->infoStream() << sbuffer.str(); for(const CIntObject *child : obj->children) printInfoAboutIntObject(child, level+1); } void removeGUI() { // CClient::endGame GH.curInt = nullptr; if(GH.topInt()) GH.topInt()->deactivate(); GH.listInt.clear(); GH.objsToBlit.clear(); GH.statusbar = nullptr; logGlobal->infoStream() << "Removed GUI."; LOCPLINT = nullptr; }; void processCommand(const std::string &message) { std::istringstream readed; readed.str(message); std::string cn; //command name readed >> cn; // Check mantis issue 2292 for details // if(LOCPLINT && LOCPLINT->cingconsole) // LOCPLINT->cingconsole->print(message); if(ermInteractiveMode) { if(cn == "exit") { ermInteractiveMode = false; return; } else { if(client && client->erm) client->erm->executeUserCommand(message); std::cout << "erm>"; } } else if(message==std::string("die, fool")) { exit(EXIT_SUCCESS); } else if(cn == "erm") { ermInteractiveMode = true; std::cout << "erm>"; } else if(cn==std::string("activate")) { int what; readed >> what; switch (what) { case 0: GH.topInt()->activate(); break; case 1: adventureInt->activate(); break; case 2: LOCPLINT->castleInt->activate(); break; } } else if(cn=="redraw") { GH.totalRedraw(); } else if(cn=="screen") { std::cout << "Screenbuf points to "; if(screenBuf == screen) logGlobal->errorStream() << "screen"; else if(screenBuf == screen2) logGlobal->errorStream() << "screen2"; else logGlobal->errorStream() << "?!?"; SDL_SaveBMP(screen, "Screen_c.bmp"); SDL_SaveBMP(screen2, "Screen2_c.bmp"); } else if(cn=="save") { if(!client) { std::cout << "Game in not active"; return; } std::string fname; readed >> fname; client->save(fname); } // else if(cn=="load") // { // // TODO: this code should end the running game and manage to call startGame instead // std::string fname; // readed >> fname; // client->loadGame(fname); // } else if(message=="get txt") { std::cout << "Command accepted.\t"; const bfs::path outPath = VCMIDirs::get().userCachePath() / "extracted"; auto list = CResourceHandler::get()->getFilteredFiles([](const ResourceID & ident) { return ident.getType() == EResType::TEXT && boost::algorithm::starts_with(ident.getName(), "DATA/"); }); for (auto & filename : list) { const bfs::path filePath = outPath / (filename.getName() + ".TXT"); bfs::create_directories(filePath.parent_path()); bfs::ofstream file(filePath); auto text = CResourceHandler::get()->load(filename)->readAll(); file.write((char*)text.first.get(), text.second); } std::cout << "\rExtracting done :)\n"; std::cout << " Extracted files can be found in " << outPath << " directory\n"; } else if(cn=="crash") { int *ptr = nullptr; *ptr = 666; //disaster! } else if(cn == "mp" && adventureInt) { if(const CGHeroInstance *h = dynamic_cast(adventureInt->selection)) std::cout << h->movement << "; max: " << h->maxMovePoints(true) << "/" << h->maxMovePoints(false) << std::endl; } else if(cn == "bonuses") { std::cout << "Bonuses of " << adventureInt->selection->getObjectName() << std::endl << adventureInt->selection->getBonusList() << std::endl; std::cout << "\nInherited bonuses:\n"; TCNodes parents; adventureInt->selection->getParents(parents); for(const CBonusSystemNode *parent : parents) { std::cout << "\nBonuses from " << typeid(*parent).name() << std::endl << parent->getBonusList() << std::endl; } } else if(cn == "not dialog") { LOCPLINT->showingDialog->setn(false); } else if(cn == "gui") { for(const IShowActivatable *child : GH.listInt) { if(const CIntObject *obj = dynamic_cast(child)) printInfoAboutIntObject(obj, 0); else std::cout << typeid(*child).name() << std::endl; } } else if(cn=="tell") { std::string what; int id1, id2; readed >> what >> id1 >> id2; if(what == "hs") { for(const CGHeroInstance *h : LOCPLINT->cb->getHeroesInfo()) if(h->type->ID.getNum() == id1) if(const CArtifactInstance *a = h->getArt(ArtifactPosition(id2))) std::cout << a->nodeName(); } } else if (cn == "set") { std::string what, value; readed >> what; Settings conf = settings.write["session"][what]; readed >> value; if (value == "on") { conf->Bool() = true; logGlobal->info("Option %s enabled!", what); } else if (value == "off") { conf->Bool() = false; logGlobal->info("Option %s disabled!", what); } } else if(cn == "sinfo") { std::string fname; readed >> fname; if(fname.size() && SEL) { CSaveFile out(fname); out << SEL->sInfo; } } else if(cn == "start") { std::string fname; readed >> fname; startGameFromFile(fname); } else if(cn == "unlock") { std::string mxname; readed >> mxname; if(mxname == "pim" && LOCPLINT) LOCPLINT->pim->unlock(); } else if(cn == "def2bmp") { std::string URI; readed >> URI; std::unique_ptr anim = make_unique(URI); anim->preload(); anim->exportBitmaps(VCMIDirs::get().userCachePath() / "extracted"); } else if(cn == "extract") { std::string URI; readed >> URI; if (CResourceHandler::get()->existsResource(ResourceID(URI))) { const bfs::path outPath = VCMIDirs::get().userCachePath() / "extracted" / URI; auto data = CResourceHandler::get()->load(ResourceID(URI))->readAll(); bfs::create_directories(outPath.parent_path()); bfs::ofstream outFile(outPath, bfs::ofstream::binary); outFile.write((char*)data.first.get(), data.second); } else logGlobal->errorStream() << "File not found!"; } else if(cn == "setBattleAI") { std::string fname; readed >> fname; std::cout << "Will try loading that AI to see if it is correct name...\n"; try { if(auto ai = CDynLibHandler::getNewBattleAI(fname)) //test that given AI is indeed available... heavy but it is easy to make a typo and break the game { Settings neutralAI = settings.write["server"]["neutralAI"]; neutralAI->String() = fname; std::cout << "Setting changed, from now the battle ai will be " << fname << "!\n"; } } catch(std::exception &e) { logGlobal->warnStream() << "Failed opening " << fname << ": " << e.what(); logGlobal->warnStream() << "Setting not changes, AI not found or invalid!"; } } auto giveTurn = [&](PlayerColor player) { YourTurn yt; yt.player = player; yt.daysWithoutCastle = client->getPlayer(player)->daysWithoutCastle; yt.applyCl(client); }; Settings session = settings.write["session"]; if(cn == "autoskip") { session["autoSkip"].Bool() = !session["autoSkip"].Bool(); } else if(cn == "gosolo") { boost::unique_lock un(*CPlayerInterface::pim); if(!client) { std::cout << "Game in not active"; return; } PlayerColor color; if(session["aiSolo"].Bool()) { for(auto & elem : client->gameState()->players) { if(elem.second.human) client->installNewPlayerInterface(std::make_shared(elem.first), elem.first); } } else { color = LOCPLINT->playerID; removeGUI(); for(auto & elem : client->gameState()->players) { if(elem.second.human) { auto AiToGive = client->aiNameForPlayer(*client->getPlayerSettings(elem.first), false); logNetwork->infoStream() << boost::format("Player %s will be lead by %s") % elem.first % AiToGive; client->installNewPlayerInterface(CDynLibHandler::getNewAI(AiToGive), elem.first); } } GH.totalRedraw(); giveTurn(color); } session["aiSolo"].Bool() = !session["aiSolo"].Bool(); } else if(cn == "controlai") { std::string colorName; readed >> colorName; boost::to_lower(colorName); boost::unique_lock un(*CPlayerInterface::pim); if(!client) { std::cout << "Game in not active"; return; } PlayerColor color; if(LOCPLINT) color = LOCPLINT->playerID; for(auto & elem : client->gameState()->players) { if(elem.second.human || (colorName.length() && elem.first.getNum() != vstd::find_pos(GameConstants::PLAYER_COLOR_NAMES, colorName))) { continue; } removeGUI(); client->installNewPlayerInterface(std::make_shared(elem.first), elem.first); } GH.totalRedraw(); if(color != PlayerColor::NEUTRAL) giveTurn(color); } // Check mantis issue 2292 for details /* else if(client && client->serv && client->serv->connected && LOCPLINT) //send to server { boost::unique_lock un(*CPlayerInterface::pim); LOCPLINT->cb->sendMessage(message); }*/ } //plays intro, ends when intro is over or button has been pressed (handles events) void playIntro() { if(CCS->videoh->openAndPlayVideo("3DOLOGO.SMK", 60, 40, screen, true, true)) { CCS->videoh->openAndPlayVideo("AZVS.SMK", 60, 80, screen, true, true); } } void dispose() { if(VLC) { delete VLC; VLC = nullptr; } // cleanup, mostly to remove false leaks from analyzer CResourceHandler::clear(); if(CCS) { CCS->musich->release(); CCS->soundh->release(); } CMessage::dispose(); vstd::clear_pointer(graphics); if(console) { delete console; // should be removed after everything else since used by logging console = nullptr; } } static bool checkVideoMode(int monitorIndex, int w, int h) { //we only check that our desired window size fits on screen SDL_DisplayMode mode; if (0 != SDL_GetDesktopDisplayMode(monitorIndex, &mode)) { logGlobal->error("SDL_GetDesktopDisplayMode failed"); logGlobal->error(SDL_GetError()); return false; } logGlobal->info("Check display mode: requested %d x %d; available up to %d x %d ", w, h, mode.w, mode.h); if (!mode.w || !mode.h || (w <= mode.w && h <= mode.h)) { return true; } return false; } static void cleanupRenderer() { screenBuf = nullptr; //it`s a link - just nullify if(nullptr != screen2) { SDL_FreeSurface(screen2); screen2 = nullptr; } if(nullptr != screen) { SDL_FreeSurface(screen); screen = nullptr; } if(nullptr != screenTexture) { SDL_DestroyTexture(screenTexture); screenTexture = nullptr; } if(nullptr != mainRenderer) { SDL_DestroyRenderer(mainRenderer); mainRenderer = nullptr; } if(nullptr != mainWindow) { SDL_DestroyWindow(mainWindow); mainWindow = nullptr; } } static bool recreateWindow(int w, int h, int bpp, bool fullscreen, int displayIndex) { // VCMI will only work with 2 or 4 bytes per pixel vstd::amax(bpp, 16); vstd::amin(bpp, 32); if(bpp>16) bpp = 32; if(displayIndex < 0) { if (mainWindow != nullptr) displayIndex = SDL_GetWindowDisplayIndex(mainWindow); if (displayIndex < 0) displayIndex = 0; } if(!checkVideoMode(displayIndex, w, h)) { logGlobal->errorStream() << "Error: SDL says that " << w << "x" << h << " resolution is not available!"; return false; } bool bufOnScreen = (screenBuf == screen); cleanupRenderer(); #ifdef VCMI_ANDROID mainWindow = SDL_CreateWindow(NAME.c_str(), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex),SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), 0, 0, SDL_WINDOW_FULLSCREEN); #else if(fullscreen) { //in full-screen mode always use desktop resolution mainWindow = SDL_CreateWindow(NAME.c_str(), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex),SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), 0, 0, SDL_WINDOW_FULLSCREEN_DESKTOP); SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear"); } else { mainWindow = SDL_CreateWindow(NAME.c_str(), SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex),SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex), w, h, 0); } #endif if(nullptr == mainWindow) { throw std::runtime_error("Unable to create window\n"); } //create first available renderer if preferred not set. Use no flags, so HW accelerated will be preferred but SW renderer also will possible mainRenderer = SDL_CreateRenderer(mainWindow,preferredDriverIndex,0); if(nullptr == mainRenderer) { throw std::runtime_error("Unable to create renderer\n"); } SDL_RendererInfo info; SDL_GetRendererInfo(mainRenderer,&info); logGlobal->infoStream() << "Created renderer " << info.name; SDL_RenderSetLogicalSize(mainRenderer, w, h); #ifndef VCMI_ANDROID // on android this stretches the game to fit the screen, not preserving aspect and apparently this also breaks coordinates scaling in mouse events SDL_RenderSetViewport(mainRenderer, nullptr); #endif #if (SDL_BYTEORDER == SDL_BIG_ENDIAN) int bmask = 0xff000000; int gmask = 0x00ff0000; int rmask = 0x0000ff00; int amask = 0x000000ff; #else int bmask = 0x000000ff; int gmask = 0x0000ff00; int rmask = 0x00ff0000; int amask = 0xFF000000; #endif screen = SDL_CreateRGBSurface(0,w,h,bpp,rmask,gmask,bmask,amask); if(nullptr == screen) { logGlobal->errorStream() << "Unable to create surface"; logGlobal->errorStream() << w << " "<< h << " "<< bpp; logGlobal->errorStream() << SDL_GetError(); throw std::runtime_error("Unable to create surface"); } //No blending for screen itself. Required for proper cursor rendering. SDL_SetSurfaceBlendMode(screen, SDL_BLENDMODE_NONE); screenTexture = SDL_CreateTexture(mainRenderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, w, h); if(nullptr == screenTexture) { logGlobal->errorStream() << "Unable to create screen texture"; logGlobal->errorStream() << SDL_GetError(); throw std::runtime_error("Unable to create screen texture"); } screen2 = CSDL_Ext::copySurface(screen); if(nullptr == screen2) { throw std::runtime_error("Unable to copy surface\n"); } screenBuf = bufOnScreen ? screen : screen2; SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 0); SDL_RenderClear(mainRenderer); SDL_RenderPresent(mainRenderer); return true; } //used only once during initialization static void setScreenRes(int w, int h, int bpp, bool fullscreen, int displayIndex, bool resetVideo) { if(!recreateWindow(w, h, bpp, fullscreen, displayIndex)) { throw std::runtime_error("Requested screen resolution is not available\n"); } } static void fullScreenChanged() { boost::unique_lock lock(*CPlayerInterface::pim); Settings full = settings.write["video"]["fullscreen"]; const bool toFullscreen = full->Bool(); auto bitsPerPixel = screen->format->BitsPerPixel; auto w = screen->w; auto h = screen->h; if(!recreateWindow(w, h, bitsPerPixel, toFullscreen, -1)) { //will return false and report error if video mode is not supported return; } GH.totalRedraw(); } static void handleEvent(SDL_Event & ev) { if((ev.type==SDL_QUIT) ||(ev.type == SDL_KEYDOWN && ev.key.keysym.sym==SDLK_F4 && (ev.key.keysym.mod & KMOD_ALT))) { #ifdef VCMI_ANDROID handleQuit(false); #else handleQuit(); #endif return; } #ifdef VCMI_ANDROID else if (ev.type == SDL_KEYDOWN && ev.key.keysym.scancode == SDL_SCANCODE_AC_BACK) { handleQuit(true); } #endif else if(ev.type == SDL_KEYDOWN && ev.key.keysym.sym==SDLK_F4) { Settings full = settings.write["video"]["fullscreen"]; full->Bool() = !full->Bool(); return; } else if(ev.type == SDL_USEREVENT) { switch(ev.user.code) { case FORCE_QUIT: { handleQuit(false); return; } break; case RETURN_TO_MAIN_MENU: { endGame(); GH.curInt = CGPreGame::create(); GH.defActionsDef = 63; } break; case RESTART_GAME: { StartInfo si = *client->getStartInfo(true); si.seedToBeUsed = 0; //server gives new random generator seed if 0 endGame(); startGame(&si); } break; case PREPARE_RESTART_CAMPAIGN: { auto si = reinterpret_cast(ev.user.data1); endGame(); startGame(si); } break; case RETURN_TO_MENU_LOAD: endGame(); CGPreGame::create(); GH.defActionsDef = 63; CGP->update(); CGP->menu->switchToTab(vstd::find_pos(CGP->menu->menuNameToEntry, "load")); GH.curInt = CGP; break; case FULLSCREEN_TOGGLED: fullScreenChanged(); break; default: logGlobal->errorStream() << "Unknown user event. Code " << ev.user.code; break; } return; } else if(ev.type == SDL_WINDOWEVENT) { switch (ev.window.event) { case SDL_WINDOWEVENT_RESTORED: fullScreenChanged(); break; } return; } { boost::unique_lock lock(eventsM); events.push(ev); } } static void mainLoop() { SettingsListener resChanged = settings.listen["video"]["fullscreen"]; resChanged([](const JsonNode &newState){ CGuiHandler::pushSDLEvent(SDL_USEREVENT, FULLSCREEN_TOGGLED); }); inGuiThread.reset(new bool(true)); GH.mainFPSmng->init(); while(1) //main SDL events loop { SDL_Event ev; while(1 == SDL_PollEvent(&ev)) { handleEvent(ev); } GH.renderFrame(); } } void startGame(StartInfo * options, CConnection *serv/* = nullptr*/) { if(!CServerHandler::DO_NOT_START_SERVER) { serverAlive.waitWhileTrue(); serverAlive.setn(true); } if(settings["session"]["onlyai"].Bool()) { auto ais = vm.count("ai") ? vm["ai"].as>() : std::vector(); int i = 0; for(auto & elem : options->playerInfos) { elem.second.playerID = PlayerSettings::PLAYER_AI; if(i < ais.size()) elem.second.name = ais[i++]; } } client = new CClient(); CPlayerInterface::howManyPeople = 0; switch(options->mode) //new game { case StartInfo::NEW_GAME: case StartInfo::CAMPAIGN: case StartInfo::DUEL: client->newGame(serv, options); break; case StartInfo::LOAD_GAME: std::string fname = options->mapname; boost::algorithm::erase_last(fname,".vlgm1"); if(!vm.count("loadplayer")) client->loadGame(fname); else client->loadGame(fname,vm.count("loadserver"),vm.count("loadhumanplayerindices") ? vm["loadhumanplayerindices"].as>() : std::vector(),vm.count("loadnumplayers") ? vm["loadnumplayers"].as() : 1,vm["loadplayer"].as(),vm.count("loadserverip") ? vm["loadserverip"].as() : "", vm.count("loadserverport") ? vm["loadserverport"].as() : CServerHandler::getDefaultPort()); break; } client->connectionHandler = new boost::thread(&CClient::run, client); } void endGame() { client->endGame(); vstd::clear_pointer(client); } void handleQuit(bool ask/* = true*/) { auto quitApplication = []() { if(client) endGame(); dispose(); vstd::clear_pointer(console); boost::this_thread::sleep(boost::posix_time::milliseconds(750)); if(!settings["session"]["headless"].Bool()) { cleanupRenderer(); SDL_Quit(); } std::cout << "Ending...\n"; exit(0); }; if(client && LOCPLINT && ask) { CCS->curh->changeGraphic(ECursor::ADVENTURE, 0); LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[69], quitApplication, 0); } else { quitApplication(); } }