ES-DE/es-app/src/main.cpp

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//EmulationStation, a graphical front-end for ROM browsing. Created by Alec "Aloshi" Lofquist.
//http://www.aloshi.com
#include <SDL.h>
#include <iostream>
#include <iomanip>
#include "Renderer.h"
#include "views/ViewController.h"
#include "SystemData.h"
#include <boost/filesystem.hpp>
#include "guis/GuiDetectDevice.h"
#include "guis/GuiMsgBox.h"
#include "AudioManager.h"
#include "platform.h"
#include "Log.h"
#include "Window.h"
#include "SystemScreenSaver.h"
#include "EmulationStation.h"
#include "PowerSaver.h"
#include "Settings.h"
#include "ScraperCmdLine.h"
#include <sstream>
#include <boost/locale.hpp>
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#include <FreeImage.h>
#ifdef WIN32
#include <Windows.h>
#endif
namespace fs = boost::filesystem;
bool scrape_cmdline = false;
bool parseArgs(int argc, char* argv[], unsigned int* width, unsigned int* height)
{
for(int i = 1; i < argc; i++)
{
if(strcmp(argv[i], "--resolution") == 0)
{
if(i >= argc - 2)
{
std::cerr << "Invalid resolution supplied.";
return false;
}
*width = atoi(argv[i + 1]);
*height = atoi(argv[i + 2]);
i += 2; // skip the argument value
}else if(strcmp(argv[i], "--gamelist-only") == 0)
{
Settings::getInstance()->setBool("ParseGamelistOnly", true);
}else if(strcmp(argv[i], "--ignore-gamelist") == 0)
{
Settings::getInstance()->setBool("IgnoreGamelist", true);
#ifndef WIN32
}else if(strcmp(argv[i], "--show-hidden-files") == 0)
{
Settings::getInstance()->setBool("ShowHiddenFiles", true);
#endif
}else if(strcmp(argv[i], "--draw-framerate") == 0)
{
Settings::getInstance()->setBool("DrawFramerate", true);
}else if(strcmp(argv[i], "--no-exit") == 0)
{
Settings::getInstance()->setBool("ShowExit", false);
}else if(strcmp(argv[i], "--no-splash") == 0)
{
Settings::getInstance()->setBool("SplashScreen", false);
}else if(strcmp(argv[i], "--debug") == 0)
{
Settings::getInstance()->setBool("Debug", true);
Settings::getInstance()->setBool("HideConsole", false);
Log::setReportingLevel(LogDebug);
}else if(strcmp(argv[i], "--windowed") == 0)
{
Settings::getInstance()->setBool("Windowed", true);
}else if(strcmp(argv[i], "--vsync") == 0)
{
bool vsync = (strcmp(argv[i + 1], "on") == 0 || strcmp(argv[i + 1], "1") == 0) ? true : false;
Settings::getInstance()->setBool("VSync", vsync);
i++; // skip vsync value
}else if(strcmp(argv[i], "--scrape") == 0)
{
scrape_cmdline = true;
}else if(strcmp(argv[i], "--max-vram") == 0)
{
int maxVRAM = atoi(argv[i + 1]);
Settings::getInstance()->setInt("MaxVRAM", maxVRAM);
}
else if (strcmp(argv[i], "--force-kiosk") == 0)
{
Settings::getInstance()->setBool("ForceKiosk", true);
}else if(strcmp(argv[i], "--help") == 0 || strcmp(argv[i], "-h") == 0)
{
#ifdef WIN32
// This is a bit of a hack, but otherwise output will go to nowhere
// when the application is compiled with the "WINDOWS" subsystem (which we usually are).
// If you're an experienced Windows programmer and know how to do this
// the right way, please submit a pull request!
AttachConsole(ATTACH_PARENT_PROCESS);
freopen("CONOUT$", "wb", stdout);
#endif
std::cout <<
"EmulationStation, a graphical front-end for ROM browsing.\n"
"Written by Alec \"Aloshi\" Lofquist.\n"
"Version " << PROGRAM_VERSION_STRING << ", built " << PROGRAM_BUILT_STRING << "\n\n"
"Command line arguments:\n"
"--resolution [width] [height] try and force a particular resolution\n"
"--gamelist-only skip automatic game search, only read from gamelist.xml\n"
"--ignore-gamelist ignore the gamelist (useful for troubleshooting)\n"
"--draw-framerate display the framerate\n"
"--no-exit don't show the exit option in the menu\n"
"--no-splash don't show the splash screen\n"
"--debug more logging, show console on Windows\n"
"--scrape scrape using command line interface\n"
"--windowed not fullscreen, should be used with --resolution\n"
"--vsync [1/on or 0/off] turn vsync on or off (default is on)\n"
"--max-vram [size] Max VRAM to use in Mb before swapping. 0 for unlimited\n"
"--force-kiosk Force the UI mode to be Kiosk\n"
"--help, -h summon a sentient, angry tuba\n\n"
"More information available in README.md.\n";
return false; //exit after printing help
}
}
return true;
}
bool verifyHomeFolderExists()
{
//make sure the config directory exists
std::string home = getHomePath();
std::string configDir = home + "/.emulationstation";
if(!fs::exists(configDir))
{
std::cout << "Creating config directory \"" << configDir << "\"\n";
fs::create_directory(configDir);
if(!fs::exists(configDir))
{
std::cerr << "Config directory could not be created!\n";
return false;
}
}
return true;
}
// Returns true if everything is OK,
bool loadSystemConfigFile(const char** errorString)
{
*errorString = NULL;
if(!SystemData::loadConfig())
{
LOG(LogError) << "Error while parsing systems configuration file!";
*errorString = "IT LOOKS LIKE YOUR SYSTEMS CONFIGURATION FILE HAS NOT BEEN SET UP OR IS INVALID. YOU'LL NEED TO DO THIS BY HAND, UNFORTUNATELY.\n\n"
"VISIT EMULATIONSTATION.ORG FOR MORE INFORMATION.";
return false;
}
if(SystemData::sSystemVector.size() == 0)
{
LOG(LogError) << "No systems found! Does at least one system have a game present? (check that extensions match!)\n(Also, make sure you've updated your es_systems.cfg for XML!)";
*errorString = "WE CAN'T FIND ANY SYSTEMS!\n"
"CHECK THAT YOUR PATHS ARE CORRECT IN THE SYSTEMS CONFIGURATION FILE, "
"AND YOUR GAME DIRECTORY HAS AT LEAST ONE GAME WITH THE CORRECT EXTENSION.\n\n"
"VISIT EMULATIONSTATION.ORG FOR MORE INFORMATION.";
return false;
}
return true;
}
//called on exit, assuming we get far enough to have the log initialized
void onExit()
{
Log::close();
}
int main(int argc, char* argv[])
{
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srand((unsigned int)time(NULL));
unsigned int width = 0;
unsigned int height = 0;
std::locale::global(boost::locale::generator().generate(""));
boost::filesystem::path::imbue(std::locale());
if(!parseArgs(argc, argv, &width, &height))
return 0;
// only show the console on Windows if HideConsole is false
#ifdef WIN32
// MSVC has a "SubSystem" option, with two primary options: "WINDOWS" and "CONSOLE".
// In "WINDOWS" mode, no console is automatically created for us. This is good,
// because we can choose to only create the console window if the user explicitly
// asks for it, preventing it from flashing open and then closing.
// In "CONSOLE" mode, a console is always automatically created for us before we
// enter main. In this case, we can only hide the console after the fact, which
// will leave a brief flash.
// TL;DR: You should compile ES under the "WINDOWS" subsystem.
// I have no idea how this works with non-MSVC compilers.
if(!Settings::getInstance()->getBool("HideConsole"))
{
// we want to show the console
// if we're compiled in "CONSOLE" mode, this is already done.
// if we're compiled in "WINDOWS" mode, no console is created for us automatically;
// the user asked for one, so make one and then hook stdin/stdout/sterr up to it
if(AllocConsole()) // should only pass in "WINDOWS" mode
{
freopen("CONIN$", "r", stdin);
freopen("CONOUT$", "wb", stdout);
freopen("CONOUT$", "wb", stderr);
}
}else{
// we want to hide the console
// if we're compiled with the "WINDOWS" subsystem, this is already done.
// if we're compiled with the "CONSOLE" subsystem, a console is already created;
// it'll flash open, but we hide it nearly immediately
if(GetConsoleWindow()) // should only pass in "CONSOLE" mode
ShowWindow(GetConsoleWindow(), SW_HIDE);
}
#endif
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// call this ONLY when linking with FreeImage as a static library
#ifdef FREEIMAGE_LIB
FreeImage_Initialise();
#endif
//if ~/.emulationstation doesn't exist and cannot be created, bail
if(!verifyHomeFolderExists())
return 1;
//start the logger
Log::init();
Log::open();
LOG(LogInfo) << "EmulationStation - v" << PROGRAM_VERSION_STRING << ", built " << PROGRAM_BUILT_STRING;
//always close the log on exit
atexit(&onExit);
Window window;
SystemScreenSaver screensaver(&window);
PowerSaver::init();
ViewController::init(&window);
CollectionSystemManager::init(&window);
window.pushGui(ViewController::get());
if(!scrape_cmdline)
{
if(!window.init(width, height))
{
LOG(LogError) << "Window failed to initialize!";
return 1;
}
std::string glExts = (const char*)glGetString(GL_EXTENSIONS);
LOG(LogInfo) << "Checking available OpenGL extensions...";
LOG(LogInfo) << " ARB_texture_non_power_of_two: " << (glExts.find("ARB_texture_non_power_of_two") != std::string::npos ? "ok" : "MISSING");
if(Settings::getInstance()->getBool("SplashScreen"))
window.renderLoadingScreen();
}
const char* errorMsg = NULL;
if(!loadSystemConfigFile(&errorMsg))
{
// something went terribly wrong
if(errorMsg == NULL)
{
LOG(LogError) << "Unknown error occured while parsing system config file.";
if(!scrape_cmdline)
Renderer::deinit();
return 1;
}
// we can't handle es_systems.cfg file problems inside ES itself, so display the error message then quit
window.pushGui(new GuiMsgBox(&window,
errorMsg,
"QUIT", [] {
SDL_Event* quit = new SDL_Event();
quit->type = SDL_QUIT;
SDL_PushEvent(quit);
}));
}
//run the command line scraper then quit
if(scrape_cmdline)
{
return run_scraper_cmdline();
}
//dont generate joystick events while we're loading (hopefully fixes "automatically started emulator" bug)
SDL_JoystickEventState(SDL_DISABLE);
// preload what we can right away instead of waiting for the user to select it
// this makes for no delays when accessing content, but a longer startup time
ViewController::get()->preload();
//choose which GUI to open depending on if an input configuration already exists
if(errorMsg == NULL)
{
if(fs::exists(InputManager::getConfigPath()) && InputManager::getInstance()->getNumConfiguredDevices() > 0)
{
ViewController::get()->goToStart();
}else{
window.pushGui(new GuiDetectDevice(&window, true, [] { ViewController::get()->goToStart(); }));
}
}
//generate joystick events since we're done loading
SDL_JoystickEventState(SDL_ENABLE);
int lastTime = SDL_GetTicks();
int ps_time = SDL_GetTicks();
bool running = true;
bool ps_standby = false;
while(running)
{
SDL_Event event;
bool ps_standby = PowerSaver::getState() && SDL_GetTicks() - ps_time > PowerSaver::getMode();
if(ps_standby ? SDL_WaitEventTimeout(&event, PowerSaver::getTimeout()) : SDL_PollEvent(&event))
{
do
{
switch(event.type)
{
case SDL_JOYHATMOTION:
case SDL_JOYBUTTONDOWN:
case SDL_JOYBUTTONUP:
case SDL_KEYDOWN:
case SDL_KEYUP:
case SDL_JOYAXISMOTION:
case SDL_TEXTINPUT:
case SDL_TEXTEDITING:
case SDL_JOYDEVICEADDED:
case SDL_JOYDEVICEREMOVED:
InputManager::getInstance()->parseEvent(event, &window);
break;
case SDL_QUIT:
running = false;
break;
}
} while(SDL_PollEvent(&event));
// triggered if exiting from SDL_WaitEvent due to event
if (ps_standby)
// show as if continuing from last event
lastTime = SDL_GetTicks();
// reset counter
ps_time = SDL_GetTicks();
}
else if (ps_standby)
{
// If exitting SDL_WaitEventTimeout due to timeout. Trail considering
// timeout as an event
ps_time = SDL_GetTicks();
}
if(window.isSleeping())
{
lastTime = SDL_GetTicks();
SDL_Delay(1); // this doesn't need to be accurate, we're just giving up our CPU time until something wakes us up
continue;
}
int curTime = SDL_GetTicks();
int deltaTime = curTime - lastTime;
lastTime = curTime;
// cap deltaTime if it ever goes negative
if(deltaTime < 0)
deltaTime = 1000;
window.update(deltaTime);
window.render();
Renderer::swapBuffers();
Log::flush();
}
while(window.peekGui() != ViewController::get())
delete window.peekGui();
window.deinit();
CollectionSystemManager::deinit();
SystemData::deleteSystems();
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// call this ONLY when linking with FreeImage as a static library
#ifdef FREEIMAGE_LIB
FreeImage_DeInitialise();
#endif
LOG(LogInfo) << "EmulationStation cleanly shutting down.";
return 0;
}