# include <iostream>
# include <string>
# include <fstream>
# include <boost/program_options.hpp>
# include <components/files/fileops.hpp>
# include <components/files/fixedpath.hpp>
# include <components/files/collections.hpp>
# include <components/files/configurationmanager.hpp>
# include "engine.hpp"
# if defined(_WIN32) && !defined(_CONSOLE)
# include <boost/iostreams/concepts.hpp>
# include <boost/iostreams/stream_buffer.hpp>
# if !defined(_DEBUG)
# include <iostream>
# include <fstream>
# endif
// For OutputDebugString
# include <Windows.h>
// makes __argc and __argv available on windows
# include <stdlib.h>
# endif
// for Ogre::macBundlePath
# if OGRE_PLATFORM == OGRE_PLATFORM_APPLE
# include <OSX/macUtils.h>
# endif
# include "config.hpp"
using namespace std ;
/**
* \ brief Parses application command line and calls \ ref Cfg : : ConfigurationManager
* to parse configuration files .
*
* Results are directly written to \ ref Engine class .
*
* \ retval true - Everything goes OK
* \ retval false - Error
*/
bool parseOptions ( int argc , char * * argv , OMW : : Engine & engine , Files : : ConfigurationManager & cfgMgr )
{
// Create a local alias for brevity
namespace bpo = boost : : program_options ;
typedef std : : vector < std : : string > StringsVector ;
bpo : : options_description desc ( " Syntax: openmw <options> \n Allowed options " ) ;
desc . add_options ( )
( " help " , " print help message " )
( " version " , " print version information and quit " )
( " data " , bpo : : value < Files : : PathContainer > ( ) - > default_value ( Files : : PathContainer ( ) , " data " )
- > multitoken ( ) , " set data directories (later directories have higher priority) " )
( " data-local " , bpo : : value < std : : string > ( ) - > default_value ( " " ) ,
" set local data directory (highest priority) " )
( " resources " , bpo : : value < std : : string > ( ) - > default_value ( " resources " ) ,
" set resources directory " )
( " start " , bpo : : value < std : : string > ( ) - > default_value ( " Beshara " ) ,
" set initial cell " )
( " master " , bpo : : value < StringsVector > ( ) - > default_value ( StringsVector ( ) , " " )
- > multitoken ( ) , " master file(s) " )
( " plugin " , bpo : : value < StringsVector > ( ) - > default_value ( StringsVector ( ) , " " )
- > multitoken ( ) , " plugin file(s) " )
( " fps " , boost : : program_options : : value < int > ( ) - > implicit_value ( 1 )
- > default_value ( 0 ) , " fps counter detail (0 = off, 1 = fps counter, 2 = full detail) " )
( " anim-verbose " , boost : : program_options : : value < bool > ( ) - > implicit_value ( true )
- > default_value ( false ) , " output animation indices files " )
( " debug " , boost : : program_options : : value < bool > ( ) - > implicit_value ( true )
- > default_value ( false ) , " debug mode " )
( " nosound " , boost : : program_options : : value < bool > ( ) - > implicit_value ( true )
- > default_value ( false ) , " disable all sounds " )
( " script-verbose " , boost : : program_options : : value < bool > ( ) - > implicit_value ( true )
- > default_value ( false ) , " verbose script output " )
( " new-game " , boost : : program_options : : value < bool > ( ) - > implicit_value ( true )
- > default_value ( false ) , " activate char gen/new game mechanics " )
( " script-all " , boost : : program_options : : value < bool > ( ) - > implicit_value ( true )
- > default_value ( false ) , " compile all scripts (excluding dialogue scripts) at startup " )
( " fs-strict " , boost : : program_options : : value < bool > ( ) - > implicit_value ( true )
- > default_value ( false ) , " strict file system handling (no case folding) " )
Added new command line option: "encoding"
Added new command line option: "encoding" which allow to
change font encoding used in game messages.
Currently there are three evailable encodings:
win1250 - Central and Eastern European (languages
that use Latin script, such as Polish,
Czech, Slovak, Hungarian, Slovene, Bosnian,
Croatian, Serbian (Latin script),
Romanian and Albanian)
win1251 - languages that use the Cyrillic alphabet
such as Russian, Bulgarian, Serbian Cyrillic
and others
win1252 - Western European (Latin) - default
Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
14 years ago
( " encoding " , boost : : program_options : : value < std : : string > ( ) - >
default_value ( " win1252 " ) ,
" Character encoding used in OpenMW game messages: \n "
Added new command line option: "encoding"
Added new command line option: "encoding" which allow to
change font encoding used in game messages.
Currently there are three evailable encodings:
win1250 - Central and Eastern European (languages
that use Latin script, such as Polish,
Czech, Slovak, Hungarian, Slovene, Bosnian,
Croatian, Serbian (Latin script),
Romanian and Albanian)
win1251 - languages that use the Cyrillic alphabet
such as Russian, Bulgarian, Serbian Cyrillic
and others
win1252 - Western European (Latin) - default
Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
14 years ago
" \n \t win1250 - Central and Eastern European such as Polish, Czech, Slovak, Hungarian, Slovene, Bosnian, Croatian, Serbian (Latin script), Romanian and Albanian languages \n "
" \n \t win1251 - Cyrillic alphabet such as Russian, Bulgarian, Serbian Cyrillic and other languages \n "
" \n \t win1252 - Western European (Latin) alphabet, used by default " )
( " report-focus " , boost : : program_options : : value < bool > ( ) - > implicit_value ( true )
- > default_value ( false ) , " write name of focussed object to cout " )
;
bpo : : parsed_options valid_opts = bpo : : command_line_parser ( argc , argv )
. options ( desc ) . allow_unregistered ( ) . run ( ) ;
bpo : : variables_map variables ;
// Runtime options override settings from all configs
bpo : : store ( valid_opts , variables ) ;
bpo : : notify ( variables ) ;
cfgMgr . readConfiguration ( variables , desc ) ;
bool run = true ;
if ( variables . count ( " help " ) )
{
std : : cout < < desc < < std : : endl ;
run = false ;
}
if ( variables . count ( " version " ) )
{
std : : cout < < " OpenMW version " < < OPENMW_VERSION < < std : : endl ;
run = false ;
}
if ( ! run )
return false ;
Added new command line option: "encoding"
Added new command line option: "encoding" which allow to
change font encoding used in game messages.
Currently there are three evailable encodings:
win1250 - Central and Eastern European (languages
that use Latin script, such as Polish,
Czech, Slovak, Hungarian, Slovene, Bosnian,
Croatian, Serbian (Latin script),
Romanian and Albanian)
win1251 - languages that use the Cyrillic alphabet
such as Russian, Bulgarian, Serbian Cyrillic
and others
win1252 - Western European (Latin) - default
Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
14 years ago
// Font encoding settings
std : : string encoding ( variables [ " encoding " ] . as < std : : string > ( ) ) ;
if ( encoding = = " win1250 " )
{
std : : cout < < " Using Central and Eastern European font encoding. " < < std : : endl ;
engine . setEncoding ( encoding ) ;
}
else if ( encoding = = " win1251 " )
{
std : : cout < < " Using Cyrillic font encoding. " < < std : : endl ;
engine . setEncoding ( encoding ) ;
}
else
{
std : : cout < < " Using default (English) font encoding. " < < std : : endl ;
engine . setEncoding ( " win1252 " ) ;
}
// directory settings
engine . enableFSStrict ( variables [ " fs-strict " ] . as < bool > ( ) ) ;
Files : : PathContainer dataDirs ( variables [ " data " ] . as < Files : : PathContainer > ( ) ) ;
cfgMgr . processPaths ( dataDirs ) ;
std : : string local ( variables [ " data-local " ] . as < std : : string > ( ) ) ;
if ( ! local . empty ( ) )
{
dataDirs . push_back ( Files : : PathContainer : : value_type ( local ) ) ;
}
if ( dataDirs . empty ( ) )
{
dataDirs . push_back ( cfgMgr . getLocalPath ( ) ) ;
}
engine . setDataDirs ( dataDirs ) ;
engine . setResourceDir ( variables [ " resources " ] . as < std : : string > ( ) ) ;
// master and plugin
StringsVector master = variables [ " master " ] . as < StringsVector > ( ) ;
if ( master . empty ( ) )
{
std : : cout < < " No master file given. Assuming Morrowind.esm " < < std : : endl ;
master . push_back ( " Morrowind " ) ;
}
if ( master . size ( ) > 1 )
{
std : : cout
< < " Ignoring all but the first master file (multiple master files not yet supported). "
< < std : : endl ;
}
engine . addMaster ( master [ 0 ] ) ;
StringsVector plugin = variables [ " plugin " ] . as < StringsVector > ( ) ;
if ( ! plugin . empty ( ) )
{
std : : cout < < " Ignoring plugin files (plugins not yet supported). " < < std : : endl ;
}
// startup-settings
engine . setCell ( variables [ " start " ] . as < std : : string > ( ) ) ;
engine . setNewGame ( variables [ " new-game " ] . as < bool > ( ) ) ;
// other settings
engine . showFPS ( variables [ " fps " ] . as < int > ( ) ) ;
engine . setDebugMode ( variables [ " debug " ] . as < bool > ( ) ) ;
engine . setSoundUsage ( ! variables [ " nosound " ] . as < bool > ( ) ) ;
engine . setScriptsVerbosity ( variables [ " script-verbose " ] . as < bool > ( ) ) ;
engine . setCompileAll ( variables [ " script-all " ] . as < bool > ( ) ) ;
engine . setReportFocus ( variables [ " report-focus " ] . as < bool > ( ) ) ;
engine . setAnimationVerbose ( variables [ " anim-verbose " ] . as < bool > ( ) ) ;
return true ;
}
int main ( int argc , char * * argv )
{
# if OGRE_PLATFORM == OGRE_PLATFORM_APPLE
// set current dir to bundle path
boost : : filesystem : : path bundlePath = boost : : filesystem : : path ( Ogre : : macBundlePath ( ) ) . parent_path ( ) ;
boost : : filesystem : : current_path ( bundlePath ) ;
# endif
try
{
Files : : ConfigurationManager cfgMgr ;
OMW : : Engine engine ( cfgMgr ) ;
if ( parseOptions ( argc , argv , engine , cfgMgr ) )
{
engine . go ( ) ;
}
}
catch ( std : : exception & e )
{
std : : cout < < " \n ERROR: " < < e . what ( ) < < std : : endl ;
return 1 ;
}
return 0 ;
}
// Platform specific for Windows when there is no console built into the executable.
// Windows will call the WinMain function instead of main in this case, the normal
// main function is then called with the __argc and __argv parameters.
// In addition if it is a debug build it will redirect cout to the debug console in Visual Studio
# if defined(_WIN32) && !defined(_CONSOLE)
# if defined(_DEBUG)
class DebugOutput : public boost : : iostreams : : sink
{
public :
std : : streamsize write ( const char * str , std : : streamsize size )
{
// Make a copy for null termination
std : : string tmp ( str , size ) ;
// Write string to Visual Studio Debug output
OutputDebugString ( tmp . c_str ( ) ) ;
return size ;
}
} ;
# else
class Logger : public boost : : iostreams : : sink
{
public :
Logger ( std : : ofstream & stream )
: out ( stream )
{
}
std : : streamsize write ( const char * str , std : : streamsize size )
{
out . write ( str , size ) ;
out . flush ( ) ;
return size ;
}
private :
std : : ofstream & out ;
} ;
# endif
int WINAPI WinMain ( HINSTANCE hInstance , HINSTANCE hPrevInstance , LPSTR lpCmdLine , int nShowCmd )
{
std : : streambuf * old_rdbuf = std : : cout . rdbuf ( ) ;
int ret = 0 ;
# if defined(_DEBUG)
// Redirect cout to VS debug output when running in debug mode
{
boost : : iostreams : : stream_buffer < DebugOutput > sb ;
sb . open ( DebugOutput ( ) ) ;
# else
// Redirect cout to openmw.log
std : : ofstream logfile ( " openmw.log " ) ;
{
boost : : iostreams : : stream_buffer < Logger > sb ;
sb . open ( Logger ( logfile ) ) ;
# endif
std : : cout . rdbuf ( & sb ) ;
ret = main ( __argc , __argv ) ;
std : : cout . rdbuf ( old_rdbuf ) ;
}
return ret ;
}
# endif