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

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// SPDX-License-Identifier: MIT
//
// ES-DE is a frontend for browsing and launching games from your multi-platform collection.
//
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// The column limit is 100 characters.
// All ES-DE C++ source code is formatted using clang-format.
//
// main.cpp
//
// Main program loop. Interprets command-line arguments, checks for the home folder
// and es_settings.xml configuration file, sets up the application environment and
// starts listening to SDL events.
//
#include "ApplicationUpdater.h"
#include "ApplicationVersion.h"
#include "AudioManager.h"
#include "CollectionSystemsManager.h"
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#include "InputManager.h"
#include "Log.h"
#include "MameNames.h"
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#include "MediaViewer.h"
#include "PDFViewer.h"
#include "Screensaver.h"
#include "Scripting.h"
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#include "Settings.h"
#include "Sound.h"
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#include "SystemData.h"
#include "guis/GuiDetectDevice.h"
#include "guis/GuiLaunchScreen.h"
#include "utils/FileSystemUtil.h"
feat/update 3.1.0 (#7) * Added initial text shaping support * Fixed some font issues * (Windows) Added initial text shaping support * (macOS) Added initial text shaping support * Disabled building of HarfBuzz-subset on Windows and macOS * (Android) Added initial text shaping support * Added the nl_NL locale to locale/languages * Changed the font VRAM usage calculation to actually only include texture data * Moved the HarfBuzz segment building to a separate function Also implemented segment caching and fixed an issue where missing glyphs were not handled correctly * Moved the text shaping to a separate function * Fixed a text shaping issue when there was a font change for the last character of a string * Added support for the pl_PL locale * Changed two font calculation functions to use shaped text Also consolidated the HarfBuzz segment creation and shaping into a single function * Added a hack to make shaped text wrap somehow correctly * Changed the text shaping function to return the segment vector * Text shaping segments are no longer created by space characters * RTL text segments are now flagged as such * Fixed an issue where text was not correctly centered after line breaks * Reverted some font changes that were not needed after all * Changed to having HarfBuzz set the horizontal glyph advance * Fixed another failure mode for the wrapText shaped text hack * Added a precaution to prevent crashes in case of broken fonts being used * Made accurate text layout work correctly using HarfBuzz * Removed the offensive wrapText hacks and added some optimizations Also changed the three dots to an actual ellipsis Unicode character when abbreviating text * Reverted a change in TextComponent as it caused unforeseen issues * Changed Font::shapeText() to pass the segments vector by reference * Removed a temporary member variable in Font and replaced it with proper argument passing * Fixed a regression where text shaping stopped working * Added sharing of glyph atlas entries between shaped glyph entries that need the same texture * Added support for the ar_EG locale * Some font-related code and comments cleanup * Fixed a source file header typo * Documentation update * Removed a lot of unnecessary text processing * Added the ICU library as a dependency * (Android) Added the ICU library as a dependency * (macOS) Added the ICU library as a dependency * (Windows) Added the ICU library as a dependency * (Windows) Fixed an MSVC compiler warning * Replaced all built-in Unicode case conversion logic and lookup tables with facilities from the ICU library * Documentation update * Updated the pl_PL translations * Added a menu title font size adjustment for the pl_PL translations * Removed support for NetBSD and OpenBSD * Changed a code comment that referred to BSD Unix * Documentation update * Silenced some Clang compiler warnings * Added experimental support for building on Haiku * (Haiku) Added a ScreenScraper platform identifier * (Haiku) Added support for the Sony PlayStation Portable (psp) game system * (Haiku) Added support for the ScummVM Game Engine (scummvm) game system * Documentation update * Updated the pl_PL translations * Changed ScreenSaver to use TextComponent instead of using Font facilities directly * Changed Window to use TextComponent instead of using Font facilities directly * Changed ButtonComponent to use TextComponent instead of using Font facilities directly * Changed SliderComponent to use TextComponent instead of using Font facilities directly * Reverted ButtonComponent and SliderComponent to render the debug overlays themselves * Changed DateTimeEditComponent to use TextComponent instead of using Font facilities directly * Minor code cleanup * Changed TextEditComponent to use TextComponent instead of using Font facilities directly * Changed Font::buildTextCache() and Font::renderTextCache() to protected functions * Changed a compiler silencing option to only apply to Clang * (Haiku) Updated CMake configuration to make ES-DE build on Haiku Nightly (but no longer on R1/beta4) * Documentation update * (Haiku) Added find rule configuration for RetroArch Also added a single core for testing purposes * Removed direct use of Font::wrapText() from OptionListComponent, TextEditComponent and TextListComponent * Removed direct use of Font::wrapText() from TextComponent * Fixed an issue where ComponentList could generate elements with negative widths * Added an assertion to GuiComponent::setSize() to check for negative mSize values * DateTimeEditComponent no longer renders the debug overlay unless there is a string to display * (FreeBSD) Added support for building with DEINIT_ON_LAUNCH * (FreeBSD) Added the man page to the CPack configuration * (FreeBSD) Added support for rebooting and powering off from inside ES-DE * (FreeBSD) Added fallback method to locate binary * Added layout and line wrapping support for shaped text and for mixing of LTR and RTL scripts * Fixed a special line wrapping scenario where a trailing space should be removed * (Windows) Fixed some MSVC compiler warnings * Fixed some Clang compiler warnings * Fixed an issue where theme names in the theme downloader could get abbreviated * Added support for the ca_AD locale * Documentation update * (Android) Fonts and locales are now copied earlier than the other assets as HarfBuzz and libintl need them earlier in the startup process * Documentation update * Added support for the de_DE locale * (Android) Added a new default find rule entry for Flycast as its application ID has been changed * Documentation update * Fixed an issue where text shaping could be permanently disabled after editing text * Fixed a potential issue where globally disabling text shaping could cause space detection to fail * Added a check for whether a text element has a width defined when the container property is set * (Android) Changed ePSXe to use %ROM% instead of %ROMSAF% * (Haiku) Added support for the PDF viewer * Updated the el_GR.po, es_ES.po, fr_FR.po, it_IT.po, ja_JP.po, ru_RU.po and zh_CN.po locale files * Documentation update * (Haiku) Added correct installation directories to the CMake configuration * (Haiku) Changed to correct installation directories * (Haiku) Added support for the correct system resource directories * (Haiku) Made sure es-pdf-convert is found under all circumstances * Updated the fr_FR translations * Updated the es_ES translations * Updated the it_IT translations * Added a menu title font size adjustment for the it_IT translations * Updated the ja_JP translations * Updated the zh_CN translations * Fixed an issue where scraping using TheGamesDB would crash the application * Added an extra check in OptionListComponent to avoid potential crashes * Removed support for the ca_AD locale * Added a code comment clarification in FileSystemUtil * Updated the pl_PL translations * Some minor code modernization in MameNames * Fixed an issue where returning from a game would sometimes make the helpsystem use the dimmed theme properties * (Haiku) Added a resource file * Added a menu title font size adjustment for the de_DE translations * (Haiku) Added support for some game systems * (Haiku) Added a HaikuPorts recipe * (Haiku) Fixed an URI issue in the HaikuPorts recipe * Documentation update * (Haiku) Added configuration for a number of game systems * Updated the it_IT translations * Documentation update * (Haiku) Updated the srcGitRev value in the HaikuPorts recipe * (Haiku) Added configuration for a number of game systems * Documentation update * (Haiku) Updated the srcGitRev value in the HaikuPorts recipe * (Haiku) Added configuration for a number of game systems * Documentation update * (Haiku) Added configuration for a number of game systems * Documentation update * (Haiku) Updated the srcGitRev value in the HaikuPorts recipe * Added basic configuration support and menu entries for theme localization * Changed a theme loading debug message * (linear-es-de) Fixed an issue where the system logo for saturnjp was incorrectly showing the western variant * (modern-es-de) Fixed an issue where the system logo for saturnjp was incorrectly showing the western variant * Updated the it_IT translations * Added support for using language variables in the theme configuration * Added localization support to DateTimeComponent * Added translations for the automatic collection names when used as theme system variables * Added localization support for the theme game counter * Added theme contextual hinting to the custom collection summary text in CollectionSystemsManager Also added translation support for a string that was previously missed * Added localization support to the label entries in capabilities.xml * Fixed a regression where horizontal text containers would sometimes not work correctly * Fixed an issue where text elements defined as gamecount using the systemdata property could not scroll horizontally * Added support for including theme files from within the colorScheme and fontSize tag pairs * Added translations for the automatic collection names (short name versions) when used as theme system variables * Fixed an incorrect code comment in CollectionSystemsManager * Added translations for the name and fullname systemdata properties for the text element * Added translation support for the metadata property for the text element * Updated all locale (.po) files with the theme engine localization additions * (linear-es-de) Added translations for en_US, en_GB and sv_SE * Documentation update * Updated the fr_FR translations * (linear-es-de) Added translations for fr_FR * Updated the ja_JP translations * Updated the zh_CN translations * (modern-es-de) Added translations for en_US, en_GB, fr_FR and sv_SE * Updated the es_ES translations * Updated the ro_RO translations * (linear-es-de) Added translations for es_ES * (linear-es-de) Added translations for ro_RO * (slate-es-de) Added translations for en_US, en_GB and sv_SE * (linear-es-de) Updated the es_ES translations * (modern-es-de) Updated the fr_FR translations * (linear-es-de) Some minor translation changes * (modern-es-de) Added translations for ro_RO * (slate-es-de) Added translations for ro_RO * Updated the it_IT translations * Updated the pt_BR translations * (linear-es-de) Added translations for it_IT * (modern-es-de) Decreased the helpsystem entry spacing * (modern-es-de) Added translations for es_ES and it_IT * (slate-es-de) Added translations for es_ES, fr_FR and it_IT * (linear-es-de) Added translations for pt_BR * (modern-es-de) Added translations for pt_BR * (slate-es-de) Added translations for pt_BR * (Haiku) Added support for the c64, plus4 and vic20 systems * Documentation update * (Haiku) Updated the srcGitRev value in the HaikuPorts recipe * Updated SDL to 2.30.6 on Android, Windows, macOS and the Linux AppImage builds * Added an ICU filter configuration file * (macOS) Reduced the ICU library size via a data filter file * (Windows) Reduced the ICU library size via a data filter file * Updated the ru_RU translations * (linear-es-de) Added translations for ru_RU * (modern-es-de) Added translations for ru_RU * (slate-es-de) Added translations for ru_RU * Added a menu title font size adjustment for the ru_RU translations * Removed an unnecessary element resize in ScrollableContainer * Fixed a line breaking issue * Added theme engine translations for 'unknown' metadata values for developer, publisher, genre and players * Added theme engine translations for 'never' and 'unknown' date values * (linear-es-de) Added translations for ja_JP and zh_CN * (modern-es-de) Added translations for ja_JP and zh_CN * (slate-es-de) Added translations for ja_JP and zh_CN * Updated all locales with new theme engine translations * Fixed an issue where the text element defaultValue property no longer worked correctly * (modern-es-de) Added some capitalized default metadata values * Documentation update * pdated the el_GR translations * (linear-es-de) Updated the system metadata * (linear-es-de) Added sv_SE translations for all system hardware types * Updated the de_DE translations * Updated the pl_PL translations * Bundled the July 2024 release of the Mozilla TLS/SSL certificates * Updated the MAME index files to include ROMs up to MAME version 0.269 * (linear-es-de) Added translations for pl_PL * Added the VirtualXT RetroArch core as an alternative emulator for the dos and pc systems * Added the Stella 2023 RetroArch core as an alternative emulator for the atari2600 system * Removed support for the ar_EG, de_DE, el_GR and nl_NL locales and moved their .po files to an archive directory * Documentation update * (modern-es-de) Added translations for pl_PL * (slate-es-de) Added translations for pl_PL * Updated SDL to 2.30.7 on Android, Windows, macOS and the Linux AppImage builds * Updated the fr_FR translations * Added support for the new Lime3DS binary names on Linux, macOS and Windows * Added some missing find rules for Lime3DS * (Windows) Added 'Shortcut' as an alternative emulator for the switch system Also added the .lnk file extension * Added jgenesis as an alternative emulator for the famicom, gamegear, gb, gbc, genesis, mastersystem, megacd, megacdjp, megadrive, megadrivejp, nes, segacd, sfc, snes and snesna systems on Linux and Windows * Documentation update * Added izapple2 standalone as an alternative emulator for the apple2 system on Linux and Windows * (Android) Added support for the Microsoft Windows (windows) game system using the Winlator emulator * (Android) Added Winlator PRoot Cmod standalone as an alternative emulator for the windows system * Documentation update * (Android) Added support for the PC Arcade Systems (pcarcade) and Taito Type X (type-x) game systems * Bumped the version to 3.1.0 * (modern-es-de) Eliminated an annoying debug message * (linear-es-de) Added some missing metadata files * (linear-es-de) Added some missing sv_SE translations * Updated the Winlator emulator names * Documentation update * Documentation update for the 3.1.0 release * Updated latest_release.json for the 3.1.0 release * Fixed a typo in the changelog * Documentation update * (Haiku) Updated the srcGitRev value in the HaikuPorts recipe * Bumped the version to 3.1.1-alpha * Video player resources are now completely freed up after finishing view transitions * Changed a rounding in ScrollableContainer to slightly decrease the risk of glyphs getting cut off at the bottom of the container * Added the Nanum Square Neo Korean font * Added support for the ko_KR locale * Fixed an issue where newly entered ScreenScraper username and password values were positioned incorrectly vertically in the account settings menu * Documentation update * Changed the position of the ko_KR language * Changed the ja_JP position in the languages file * Fixed an issue where attempting to view media for a game that had no downloaded media paused the playback of all static theme videos * Documentation update * Added support for the de_DE locale * Updated the fr_FR translations * Documentation update * Updated the de_DE translations --------- Co-authored-by: Leon Styhre <leon@leonstyhre.com>
2024-09-18 00:23:26 +00:00
#include "utils/LocalizationUtil.h"
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#include "utils/PlatformUtil.h"
#include "utils/StringUtil.h"
#include "views/ViewController.h"
#include <SDL2/SDL_events.h>
#include <SDL2/SDL_main.h>
#include <SDL2/SDL_timer.h>
#if defined(__ANDROID__)
#include "utils/PlatformUtilAndroid.h"
#endif
#if defined(__EMSCRIPTEN__)
#include <emscripten.h>
#endif
#if defined(_WIN64)
#include <cstring>
#include <windows.h>
#endif
#include <FreeImage.h>
#include <fstream>
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#include <iostream>
#include <time.h>
namespace
{
SDL_Event event {};
Renderer* renderer {nullptr};
Window* window {nullptr};
int lastTime {0};
#if defined(__ANDROID__)
int inputBlockTime {0};
bool blockInput {false};
#endif
#if defined(APPLICATION_UPDATER)
bool noUpdateCheck {false};
#endif
bool forceInputConfig {false};
bool createSystemDirectories {false};
bool settingsNeedSaving {false};
bool portableMode {false};
enum loadSystemsReturnCode {
LOADING_OK,
INVALID_FILE,
NO_ROMS
};
#if defined(_WIN64)
enum win64ConsoleType {
NO_CONSOLE,
PARENT_CONSOLE,
ALLOCATED_CONSOLE
};
#endif
} // namespace
#if defined(_WIN64)
// As we link using the WINDOWS subsystem there is no console allocated on application startup.
// As such we'll attempt to attach to a parent console, and if this fails it probably means we've
// not been started from the command line. In this case there is no need to redirect anything.
// Note that some console types such as the "Git Bash" shell simply don't work properly. Windows
// thinks it's attaching to a console but is unable to redirect the standard input and output.
// Output also can't be redirected or piped by the user for any console type, and PowerShell
// behaves quite strange. Still it works well enough to be somewhat usable.
void outputToConsole()
{
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HANDLE outputHandle {nullptr};
HWND consoleWindow {nullptr};
// Try to attach to a parent console process.
if (AttachConsole(ATTACH_PARENT_PROCESS))
outputHandle = GetStdHandle(STD_OUTPUT_HANDLE);
// If there is a parent console process, then attempt to retrieve its handle.
if (outputHandle != INVALID_HANDLE_VALUE && outputHandle != nullptr)
consoleWindow = GetConsoleWindow();
// If we couldn't retrieve the handle, then we're probably not running from a console.
if (!consoleWindow)
return;
// Redirect stdin, stdout and stderr to the console window.
FILE* fp {nullptr};
freopen_s(&fp, "CONIN$", "r", stdin);
freopen_s(&fp, "CONOUT$", "w", stdout);
setvbuf(stdout, 0, _IONBF, 0);
freopen_s(&fp, "CONOUT$", "w", stderr);
setvbuf(stderr, 0, _IONBF, 0);
// Point the standard streams to the console.
std::ios::sync_with_stdio(true);
// Clear the error state for each standard stream.
std::wcout.clear();
std::cout.clear();
std::wcerr.clear();
std::cerr.clear();
std::wcin.clear();
std::cin.clear();
}
#endif
bool parseArguments(const std::vector<std::string>& arguments)
{
Utils::FileSystem::setExePath(arguments[0]);
const std::string portableFilePath {Utils::FileSystem::getExePath() + "/portable.txt"};
// This is primarily intended for portable ES-DE installations on Windows (for example
// placed on a USB memory stick) but it may be usable for other operating systems too.
if (Utils::FileSystem::exists(portableFilePath)) {
std::cout << "Found portable.txt in the ES-DE executable directory\n";
std::ifstream portableFile;
std::string homePath;
#if defined(_WIN64)
portableFile.open(Utils::String::stringToWideString(portableFilePath).c_str());
#else
portableFile.open(portableFilePath.c_str());
#endif
if (!portableFile.fail()) {
std::string relativePath;
getline(portableFile, relativePath);
// If the file is empty, use the ES-DE executable directory as home.
if (relativePath == "")
homePath = Utils::FileSystem::getExePath();
else
homePath = Utils::FileSystem::getExePath() + "/" + relativePath;
#if defined(_WIN64)
homePath = Utils::String::replace(homePath, "/", "\\");
#endif
bool homeExists {false};
if (Utils::FileSystem::exists(homePath))
homeExists = true;
#if defined(_WIN64)
else if (homePath.size() == 2 && Utils::FileSystem::driveExists(homePath))
homeExists = true;
#endif
if (!homeExists) {
std::cerr << "Error: Defined home path \"" << homePath << "\" does not exist\n";
}
else if (Utils::FileSystem::isRegularFile(homePath)) {
std::cerr << "Error: Defined home path \"" << homePath << "\" is a file\n";
}
else {
std::cout << "Setting home path to \"" << homePath << "\"\n";
Utils::FileSystem::setHomePath(homePath);
portableMode = true;
}
}
portableFile.close();
}
// We need to process --home before any call to Settings::getInstance(), because
// settings are loaded from the home path.
for (size_t i {1}; i < arguments.size(); ++i) {
if (arguments[i] == "--home") {
if (i >= arguments.size() - 1) {
std::cerr << "Error: No home path supplied with \'--home'\n";
return false;
}
#if defined(_WIN64)
if (!Utils::FileSystem::exists(arguments[i + 1]) &&
(!Utils::FileSystem::driveExists(arguments[i + 1]))) {
#else
if (!Utils::FileSystem::exists(arguments[i + 1])) {
#endif
std::cerr << "Error: Home path \'" << arguments[i + 1] << "\' does not exist\n";
return false;
}
if (Utils::FileSystem::isRegularFile(arguments[i + 1])) {
std::cerr << "Error: Home path \'" << arguments[i + 1]
<< "\' is a file and not a directory\n";
return false;
}
Utils::FileSystem::setHomePath(arguments[i + 1]);
portableMode = false;
break;
}
}
for (size_t i {1}; i < arguments.size(); ++i) {
// Skip past --home flag as we already processed it.
if (arguments[i] == "--home") {
++i; // Skip the argument value.
continue;
}
if (arguments[i] == "--display") {
if (i >= arguments.size() - 1 || stoi(arguments[i + 1]) < 1 ||
stoi(arguments[i + 1]) > 4) {
std::cerr << "Error: Invalid display index supplied\n";
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return false;
}
const int displayIndex {stoi(arguments[i + 1])};
Settings::getInstance()->setInt("DisplayIndex", displayIndex);
settingsNeedSaving = true;
++i;
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}
else if (arguments[i] == "--resolution") {
if (i >= arguments.size() - 2) {
std::cerr << "Error: Invalid resolution values supplied\n";
return false;
}
const std::string widthArg {arguments[i + 1]};
const std::string heightArg {arguments[i + 2]};
if (widthArg.find_first_not_of("0123456789") != std::string::npos ||
heightArg.find_first_not_of("0123456789") != std::string::npos) {
std::cerr << "Error: Invalid resolution values supplied\n";
return false;
}
const int width {stoi(arguments[i + 1])};
const int height {stoi(arguments[i + 2])};
if (width < 224 || height < 224 || width > 7680 || height > 7680 ||
height < width / 4 || width < height / 3) {
std::cerr << "Error: Unsupported resolution " << width << "x" << height
<< " supplied\n";
return false;
}
Settings::getInstance()->setInt("ScreenWidth", width);
Settings::getInstance()->setInt("ScreenHeight", height);
i += 2;
}
else if (arguments[i] == "--screenoffset") {
if (i >= arguments.size() - 2) {
std::cerr << "Error: Invalid screenoffset values supplied\n";
return false;
}
const int x {stoi(arguments[i + 1])};
const int y {stoi(arguments[i + 2])};
Settings::getInstance()->setInt("ScreenOffsetX", x);
Settings::getInstance()->setInt("ScreenOffsetY", y);
i += 2;
}
else if (arguments[i] == "--screenrotate") {
if (i >= arguments.size() - 1) {
std::cerr << "Error: No screenrotate value supplied\n";
return false;
}
const std::string rotateValue {arguments[i + 1]};
if (rotateValue != "0" && rotateValue != "90" && rotateValue != "180" &&
rotateValue != "270") {
std::cerr << "Error: Invalid screenrotate value supplied\n";
return false;
}
Settings::getInstance()->setInt("ScreenRotate", stoi(arguments[i + 1]));
settingsNeedSaving = true;
++i;
}
else if (arguments[i] == "--fullscreen-padding") {
if (i >= arguments.size() - 1) {
std::cerr << "Error: No fullscreen-padding value supplied\n";
return false;
}
std::string fullscreenPaddingValue {arguments[i + 1]};
if (fullscreenPaddingValue != "on" && fullscreenPaddingValue != "off" &&
fullscreenPaddingValue != "1" && fullscreenPaddingValue != "0") {
std::cerr << "Error: Invalid fullscreen-padding value supplied\n";
return false;
}
const bool fullscreenPadding {
(fullscreenPaddingValue == "on" || fullscreenPaddingValue == "1") ? true : false};
Settings::getInstance()->setBool("FullscreenPadding", fullscreenPadding);
++i;
}
else if (arguments[i] == "--vsync") {
if (i >= arguments.size() - 1) {
std::cerr << "Error: No VSync value supplied\n";
return false;
}
std::string vSyncValue {arguments[i + 1]};
if (vSyncValue != "on" && vSyncValue != "off" && vSyncValue != "1" &&
vSyncValue != "0") {
std::cerr << "Error: Invalid VSync value supplied\n";
return false;
}
const bool vSync {(vSyncValue == "on" || vSyncValue == "1") ? true : false};
Settings::getInstance()->setBool("VSync", vSync);
++i;
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}
else if (arguments[i] == "--max-vram") {
if (i >= arguments.size() - 1) {
std::cerr << "Error: Invalid VRAM value supplied\n";
return false;
}
const int maxVRAM {stoi(arguments[i + 1])};
Settings::getInstance()->setInt("MaxVRAM", maxVRAM);
settingsNeedSaving = true;
++i;
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}
#if !defined(USE_OPENGLES)
else if (arguments[i] == "--anti-aliasing") {
bool invalidValue {false};
int antiAlias {0};
if (i >= arguments.size() - 1) {
invalidValue = true;
}
else {
antiAlias = stoi(arguments[i + 1]);
if (antiAlias != 0 && antiAlias != 2 && antiAlias != 4)
invalidValue = true;
}
if (invalidValue) {
std::cerr << "Error: Invalid anti-aliasing value supplied\n";
return false;
}
Settings::getInstance()->setInt("AntiAliasing", antiAlias);
settingsNeedSaving = true;
++i;
}
#endif
else if (arguments[i] == "--no-splash") {
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Settings::getInstance()->setBool("SplashScreen", false);
}
#if defined(APPLICATION_UPDATER)
else if (arguments[i] == "--no-update-check") {
noUpdateCheck = true;
}
#endif
else if (arguments[i] == "--gamelist-only") {
Settings::getInstance()->setBool("ParseGamelistOnly", true);
settingsNeedSaving = true;
}
else if (arguments[i] == "--ignore-gamelist") {
Settings::getInstance()->setBool("IgnoreGamelist", true);
}
else if (arguments[i] == "--show-hidden-files") {
Settings::getInstance()->setBool("ShowHiddenFiles", true);
settingsNeedSaving = true;
}
else if (arguments[i] == "--show-hidden-games") {
Settings::getInstance()->setBool("ShowHiddenGames", true);
settingsNeedSaving = true;
}
else if (arguments[i] == "--force-full") {
Settings::getInstance()->setString("UIMode", "full");
Settings::getInstance()->setBool("ForceFull", true);
}
else if (arguments[i] == "--force-kiosk") {
Settings::getInstance()->setBool("ForceKiosk", true);
}
else if (arguments[i] == "--force-kid") {
Settings::getInstance()->setBool("ForceKid", true);
}
else if (arguments[i] == "--force-input-config") {
forceInputConfig = true;
}
else if (arguments[i] == "--create-system-dirs") {
createSystemDirectories = true;
}
else if (arguments[i] == "--debug") {
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Settings::getInstance()->setBool("Debug", true);
Settings::getInstance()->setBool("DebugFlag", true);
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Log::setReportingLevel(LogDebug);
}
else if (arguments[i] == "--version" || arguments[i] == "-v") {
std::cout << "ES-DE " << PROGRAM_VERSION_STRING << " (r" << PROGRAM_RELEASE_NUMBER
<< ")\n";
return false;
}
else if (arguments[i] == "--help" || arguments[i] == "-h") {
std::cout <<
// clang-format off
"Usage: es-de [options]\n"
"ES-DE Frontend\n\n"
"Options:\n"
" --display [1 to 4] Display/monitor to use\n"
" --resolution [width] [height] Application resolution\n"
" --screenoffset [horiz.] [vert.] Offset screen contents within application window\n"
" --screenrotate [0, 90, 180 or 270] Rotate screen contents within application window\n"
" --fullscreen-padding [1/on or 0/off] Padding if --resolution is lower than display 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 mebibytes) before swapping\n"
#if !defined(USE_OPENGLES)
" --anti-aliasing [0, 2 or 4] Set MSAA anti-aliasing to disabled, 2x or 4x\n"
#endif
" --no-splash Don't show the splash screen during startup\n"
#if defined(APPLICATION_UPDATER)
" --no-update-check Don't check for application updates during startup\n"
#endif
" --gamelist-only Skip automatic game search, only read from gamelist.xml\n"
" --ignore-gamelist Ignore the gamelist.xml files\n"
" --show-hidden-files Show hidden files and folders\n"
" --show-hidden-games Show hidden games\n"
" --force-full Force the UI mode to Full\n"
" --force-kiosk Force the UI mode to Kiosk\n"
" --force-kid Force the UI mode to Kid\n"
" --force-input-config Force configuration of input devices\n"
" --create-system-dirs Create game system directories\n"
" --home [path] Directory to use as home path\n"
" --debug Enable debug mode\n"
" --version, -v Display version information\n"
" --help, -h Summon a sentient, angry tuba\n";
// clang-format on
return false;
}
else {
const std::string argUnknown {arguments[i]};
std::cout << "Unknown option '" << argUnknown << "'.\n";
std::cout << "Try 'es-de --help' for more information.\n";
return false;
}
}
if (Settings::getInstance()->getBool("IgnoreGamelist")) {
Settings::getInstance()->setBool("ParseGamelistOnly", false);
settingsNeedSaving = true;
}
return true;
}
bool checkApplicationDataDirectory()
{
// Check that the application data directory exists, otherwise create it.
const std::string applicationData {Utils::FileSystem::getAppDataDirectory()};
if (!Utils::FileSystem::exists(applicationData)) {
#if defined(__ANDROID__)
__android_log_print(ANDROID_LOG_VERBOSE, ANDROID_APPLICATION_ID,
"First startup, creating application data directory \"%s\"",
applicationData.c_str());
#else
std::cout << "First startup, creating application data directory \"" << applicationData
<< "\"\n";
#endif
Utils::FileSystem::createDirectory(applicationData);
if (!Utils::FileSystem::exists(applicationData)) {
#if defined(__ANDROID__)
__android_log_print(ANDROID_LOG_ERROR, ANDROID_APPLICATION_ID,
"Error: Couldn't create directory, permission problems?");
#else
std::cerr << "Error: Couldn't create directory, permission problems?\n";
#endif
return false;
}
}
return true;
}
loadSystemsReturnCode loadSystemConfigFile()
{
if (SystemData::loadConfig())
return INVALID_FILE;
if (SystemData::sSystemVector.size() == 0) {
LOG(LogInfo) << "No game files were found, make sure that the system directories are "
"setup correctly and that the file extensions are supported";
return NO_ROMS;
}
return LOADING_OK;
}
void onExit()
{
// Called on exit, assuming we get far enough to have the log initialized.
Log::close();
}
void applicationLoop()
{
#if !defined(__EMSCRIPTEN__)
while (true) {
#endif
if (SDL_PollEvent(&event)) {
do {
#if defined(__ANDROID__)
if (event.type == SDL_WINDOWEVENT &&
event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
// This covers switching to/from multi-window mode. Note that the reload
// mechanism is rather ungraceful as it just forcekills any open windows, which
// is problematic if the scraper or theme downloader is running for instance.
ViewController::getInstance()->setWindowSizeChanged(
static_cast<int>(event.window.data1), static_cast<int>(event.window.data2));
ViewController::getInstance()->checkWindowSizeChanged();
}
// Prevent that button presses get registered immediately when entering the
// foreground (which most commonly mean we're returning from a game).
// Also perform some other tasks on resume such as resetting timers.
if (event.type == SDL_APP_WILLENTERFOREGROUND) {
blockInput = true;
inputBlockTime = 0;
window->setBlockInput(true);
Utils::Platform::Android::onResume();
ViewController::getInstance()->resetViewVideosTimer();
}
#endif
InputManager::getInstance().parseEvent(event);
if (event.type == SDL_QUIT)
#if !defined(__EMSCRIPTEN__)
return;
#else
SDL_Quit();
#endif
} while (SDL_PollEvent(&event));
}
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int curTime {static_cast<int>(SDL_GetTicks())};
int deltaTime {curTime - lastTime};
lastTime = curTime;
// Cap deltaTime if it ever goes negative.
if (deltaTime < 0)
deltaTime = 1000;
#if defined(__ANDROID__)
if (blockInput) {
inputBlockTime += deltaTime;
if (inputBlockTime > 300) {
inputBlockTime = 0;
blockInput = false;
window->setBlockInput(false);
}
}
#endif
window->update(deltaTime);
window->render();
renderer->swapBuffers();
Log::flush();
#if !defined(__EMSCRIPTEN__)
}
#endif
}
int main(int argc, char* argv[])
{
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const auto applicationStartTime {std::chrono::system_clock::now()};
2016-12-20 20:25:35 +00:00
std::locale::global(std::locale("C"));
SDL_SetHint(SDL_HINT_APP_NAME, "ES-DE");
#if defined(__APPLE__)
// This is a workaround to disable the incredibly annoying save state functionality in
// macOS which forces a restore of the previous window state. The problem is that this
// removes the splash screen on startup and it may have other adverse effects as well.
std::string saveStateDir {Utils::FileSystem::expandHomePath(
"~/Library/Saved Application State/org.es-de.Frontend.savedState")};
// Deletion of the state files should normally not be required as there shouldn't be any
// files to begin with. But maybe the files can still be created for unknown reasons
// as macOS really really loves to restore windows. Let's therefore include this deletion
// step as an extra precaution.
if (Utils::FileSystem::exists(saveStateDir)) {
for (std::string stateFile : Utils::FileSystem::getDirContent(saveStateDir))
Utils::FileSystem::removeFile(stateFile);
}
else {
Utils::FileSystem::createDirectory(saveStateDir);
}
// Removing the write permission from the save state directory effectively disables
// the functionality.
2023-01-08 15:30:39 +00:00
std::string chmodCommand {"chmod 500 \"" + saveStateDir + "\""};
system(chmodCommand.c_str());
#endif
#if defined(_WIN64)
// If we've been started from a console then redirect the standard streams there.
outputToConsole();
#endif
#if !defined(__ANDROID__)
{
std::vector<std::string> arguments;
for (int i {0}; i < argc; ++i)
arguments.emplace_back(argv[i]);
#if defined(_WIN64)
if (!parseArguments(arguments)) {
FreeConsole();
return 0;
}
#else
if (!parseArguments(arguments)) {
return 0;
}
#endif
}
#endif
#if defined(__ANDROID__)
// This hint will prevent a popup from being displayed asking for access to the controller.
// Pressing OK in that dialog grants exclusive access to the controller which makes it
// unusable in any emulator that is launched.
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI, "0");
// If ES-DE is set as the home app/launcher we may be in a situation where we get started
// before the external storage has been mounted. If the application data directory or the
// ROMs directory have been located on this storage then the configurator will get executed.
// To prevent the likelyhood of this happening we wait up to 45 * 100 milliseconds, then
// we give up. This is not an airtight solution but it hopefully decreases the risk of
// this failure occuring. Under normal circumstances the storage would be mounted when
// the application is starting, so no delay would occur.
if (SDL_AndroidGetExternalStorageState() == 0) {
for (int i {0}; i < 45; ++i) {
__android_log_print(ANDROID_LOG_VERBOSE, ANDROID_APPLICATION_ID,
"Storage not mounted, waiting 100 ms until next attempt");
SDL_Delay(100);
if (SDL_AndroidGetExternalStorageState() != 0)
break;
}
}
if (Utils::Platform::Android::checkConfigurationNeeded()) {
Utils::Platform::Android::startConfigurator();
while (AndroidVariables::sHold)
SDL_Delay(20);
if (Utils::Platform::Android::checkConfigurationNeeded())
exit(0);
}
Utils::Platform::Android::setDataDirectories();
Utils::Platform::Android::setROMDirectory();
#endif
if (!Settings::getInstance()->getBool("DebugFlag") &&
Settings::getInstance()->getBool("DebugMode")) {
Settings::getInstance()->setBool("Debug", true);
Log::setReportingLevel(LogDebug);
}
#if defined(FREEIMAGE_LIB)
// Call this ONLY when linking with FreeImage as a static library.
FreeImage_Initialise();
#endif
2017-10-17 20:05:12 +00:00
// If the application data directory doesn't exist and can't be created, then exit.
if (!checkApplicationDataDirectory())
return 1;
{
if (!Settings::getInstance()->getBool("LegacyAppDataDirectory")) {
// Create the logs folder in the application data directory.
const std::string logsDir {Utils::FileSystem::getAppDataDirectory() + "/logs"};
if (!Utils::FileSystem::isDirectory(logsDir)) {
#if defined(__ANDROID__)
__android_log_print(ANDROID_LOG_VERBOSE, ANDROID_APPLICATION_ID,
"Creating logs directory \"%s\"...", logsDir.c_str());
#else
std::cout << "Creating logs directory \"" << logsDir << "\"..." << std::endl;
#endif
Utils::FileSystem::createDirectory(logsDir);
if (!Utils::FileSystem::isDirectory(logsDir)) {
#if defined(__ANDROID__)
__android_log_print(ANDROID_LOG_ERROR, ANDROID_APPLICATION_ID,
"Couldn't create directory, permission problems?");
#else
std::cerr << "Couldn't create directory, permission problems?" << std::endl;
#endif
}
else {
// Remove any old logs in the root of the directory.
Utils::FileSystem::removeFile(Utils::FileSystem::getAppDataDirectory() +
"/es_log.txt");
Utils::FileSystem::removeFile(Utils::FileSystem::getAppDataDirectory() +
"/es_log.txt.bak");
}
}
}
}
// Start the logger.
Log::init();
Log::open();
{
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const std::string applicationName = "ES-DE";
#if defined(__ANDROID__)
LOG(LogInfo) << applicationName << " " << PROGRAM_VERSION_STRING << "-"
<< ANDROID_VERSION_CODE << " (r" << PROGRAM_RELEASE_NUMBER << "), built "
<< PROGRAM_BUILT_STRING;
if (AndroidVariables::sIsHomeApp) {
LOG(LogInfo) << "Running as the Android home app";
}
else {
LOG(LogInfo) << "Running as a regular Android app";
}
#else
LOG(LogInfo) << applicationName << " " << PROGRAM_VERSION_STRING << " (r"
<< PROGRAM_RELEASE_NUMBER << "), built " << PROGRAM_BUILT_STRING;
#endif
if (portableMode) {
LOG(LogInfo) << "Running in portable mode";
Settings::getInstance()->setBool("PortableMode", true);
}
else {
Settings::getInstance()->setBool("PortableMode", false);
}
}
// Always close the log on exit.
atexit(&onExit);
if (createSystemDirectories) {
if (!SystemData::createSystemDirectories() && !Settings::getInstance()->getBool("Debug"))
std::cout << "System directories successfully created" << std::endl;
LOG(LogInfo) << "ES-DE cleanly shutting down";
#if defined(_WIN64)
FreeConsole();
#endif
return 0;
}
Scripting::fireEvent("startup");
#if defined(__EMSCRIPTEN__)
// TODO: Remove when application window resizing has been implemented.
Settings::getInstance()->setBool("Debug", true);
Log::setReportingLevel(LogDebug);
Settings::getInstance()->setInt("ScreenWidth", 1280);
Settings::getInstance()->setInt("ScreenHeight", 720);
#endif
bool migratedSettings {false};
{
if (!Settings::getInstance()->getBool("LegacyAppDataDirectory")) {
// Create the settings folder in the application data directory.
const std::string settingsDir {Utils::FileSystem::getAppDataDirectory() + "/settings"};
if (!Utils::FileSystem::isDirectory(settingsDir)) {
#if defined(_WIN64)
LOG(LogInfo) << "Creating settings directory \""
<< Utils::String::replace(settingsDir, "/", "\\") << "\"...";
#else
LOG(LogInfo) << "Creating settings directory \"" << settingsDir << "\"...";
#endif
Utils::FileSystem::createDirectory(settingsDir);
if (!Utils::FileSystem::isDirectory(settingsDir)) {
LOG(LogError) << "Couldn't create directory, permission problems?";
}
}
std::string settingsPathOld;
std::string settingsPathNew;
settingsPathOld = Utils::FileSystem::getAppDataDirectory() + "/es_settings.xml";
settingsPathNew =
Utils::FileSystem::getAppDataDirectory() + "/settings/es_settings.xml";
if (!Utils::FileSystem::exists(settingsPathNew) &&
Utils::FileSystem::exists(settingsPathOld)) {
Utils::FileSystem::renameFile(settingsPathOld, settingsPathNew, false);
Settings::getInstance()->loadFile();
migratedSettings = true;
}
settingsPathOld = Utils::FileSystem::getAppDataDirectory() + "/es_input.xml";
settingsPathNew = Utils::FileSystem::getAppDataDirectory() + "/settings/es_input.xml";
if (!Utils::FileSystem::exists(settingsPathNew) &&
Utils::FileSystem::exists(settingsPathOld)) {
Utils::FileSystem::renameFile(settingsPathOld, settingsPathNew, false);
migratedSettings = true;
}
}
}
{
// Check if the es_settings.xml file exists, and if not, create it.
std::string settingsPath;
if (Settings::getInstance()->getBool("LegacyAppDataDirectory"))
settingsPath = Utils::FileSystem::getAppDataDirectory() + "/es_settings.xml";
else
settingsPath = Utils::FileSystem::getAppDataDirectory() + "/settings/es_settings.xml";
if (!Utils::FileSystem::exists(settingsPath)) {
LOG(LogInfo) << "Settings file es_settings.xml does not exist, creating it...";
Settings::getInstance()->saveFile();
}
else if (settingsNeedSaving) {
LOG(LogInfo) << "Saving settings that were modified by command line options...";
Settings::getInstance()->saveFile();
}
}
#if defined(__ANDROID__)
// Reset the touch overlay if at least the second screen of the configurator was reached.
if (AndroidVariables::sResetTouchOverlay) {
Settings::getInstance()->setBool("InputTouchOverlay", true);
Settings::getInstance()->saveFile();
}
#endif
{
// Check if the application release number has changed, which would normally mean that the
// user has upgraded to a new version.
int applicationRelease;
if ((applicationRelease = Settings::getInstance()->getInt("ApplicationRelease")) !=
PROGRAM_RELEASE_NUMBER) {
if (applicationRelease != 0) {
LOG(LogInfo) << "Application release number changed from previous startup, from \""
<< applicationRelease << "\" to \"" << PROGRAM_RELEASE_NUMBER << "\"";
}
else {
LOG(LogInfo) << "Application release number setting is blank, changing it to \""
<< PROGRAM_RELEASE_NUMBER << "\"";
}
Settings::getInstance()->setInt("ApplicationRelease", PROGRAM_RELEASE_NUMBER);
Settings::getInstance()->saveFile();
}
}
{
// Create the gamelists folder in the application data directory.
const std::string gamelistsDir {Utils::FileSystem::getAppDataDirectory() + "/gamelists"};
if (!Utils::FileSystem::exists(gamelistsDir)) {
#if defined(_WIN64)
LOG(LogInfo) << "Creating gamelists directory \""
<< Utils::String::replace(gamelistsDir, "/", "\\") << "\"...";
#else
LOG(LogInfo) << "Creating gamelists directory \"" << gamelistsDir << "\"...";
#endif
Utils::FileSystem::createDirectory(gamelistsDir);
if (!Utils::FileSystem::exists(gamelistsDir)) {
LOG(LogWarning) << "Couldn't create directory, permission problems?";
}
}
}
{
// Create the game media folder.
const std::string mediaDirectory {FileData::getMediaDirectory()};
if (!Utils::FileSystem::exists(mediaDirectory)) {
#if defined(_WIN64)
LOG(LogInfo) << "Creating game media directory \""
<< Utils::String::replace(mediaDirectory, "/", "\\") << "\"...";
#else
LOG(LogInfo) << "Creating game media directory \"" << mediaDirectory << "\"...";
#endif
Utils::FileSystem::createDirectory(mediaDirectory);
if (!Utils::FileSystem::exists(mediaDirectory)) {
LOG(LogWarning) << "Couldn't create directory, permission problems?";
}
}
}
{
#if defined(__ANDROID__)
const std::string themeDir {Utils::FileSystem::getAppDataDirectory() + "/themes"};
if (!Utils::FileSystem::exists(themeDir)) {
LOG(LogInfo) << "Creating themes directory \"" << themeDir << "\"...";
Utils::FileSystem::createDirectory(themeDir);
if (!Utils::FileSystem::exists(themeDir)) {
LOG(LogWarning) << "Couldn't create directory, permission problems?";
}
}
if (!Utils::FileSystem::exists(themeDir + "/.nomedia")) {
LOG(LogInfo) << "Creating \"no media\" file \"" << themeDir + "/.nomedia" << "\"...";
Utils::FileSystem::createEmptyFile(themeDir + "/.nomedia");
if (!Utils::FileSystem::exists(themeDir + "/.nomedia")) {
LOG(LogWarning) << "Couldn't create file, permission problems?";
}
}
#else
// Create the themes folder in the application data directory (or elsewhere if the
// UserThemeDirectory setting has been defined).
const std::string defaultUserThemeDir {Utils::FileSystem::getAppDataDirectory() +
"/themes"};
std::string userThemeDirSetting {Utils::FileSystem::expandHomePath(
Settings::getInstance()->getString("UserThemeDirectory"))};
std::string userThemeDirectory;
if (userThemeDirSetting.empty())
userThemeDirectory = defaultUserThemeDir;
else
userThemeDirectory = userThemeDirSetting;
if (!Utils::FileSystem::exists(userThemeDirectory)) {
#if defined(_WIN64)
LOG(LogInfo) << "Creating themes directory \""
<< Utils::String::replace(userThemeDirectory, "/", "\\") << "\"...";
#else
LOG(LogInfo) << "Creating themes directory \"" << userThemeDirectory << "\"...";
#endif
Utils::FileSystem::createDirectory(userThemeDirectory);
if (!Utils::FileSystem::exists(userThemeDirectory)) {
LOG(LogWarning) << "Couldn't create directory, permission problems?";
}
}
#endif
}
{
#if defined(__ANDROID__)
const std::string mediaDirectory {FileData::getMediaDirectory()};
if (Utils::FileSystem::exists(mediaDirectory))
if (!Utils::FileSystem::exists(mediaDirectory + ".nomedia")) {
LOG(LogInfo) << "Creating \"no media\" file \"" << mediaDirectory + ".nomedia"
<< "\"...";
Utils::FileSystem::createEmptyFile(mediaDirectory + ".nomedia");
if (!Utils::FileSystem::exists(mediaDirectory + ".nomedia")) {
LOG(LogWarning) << "Couldn't create file, permission problems?";
}
}
#endif
}
{
// Create the scripts folder in the application data directory. This is only required
// for custom event scripts so it's also created as a convenience.
const std::string scriptsDir {Utils::FileSystem::getAppDataDirectory() + "/scripts"};
if (!Utils::FileSystem::exists(scriptsDir)) {
#if defined(_WIN64)
LOG(LogInfo) << "Creating scripts directory \""
<< Utils::String::replace(scriptsDir, "/", "\\") << "\"...";
#else
LOG(LogInfo) << "Creating scripts directory \"" << scriptsDir << "\"...";
#endif
Utils::FileSystem::createDirectory(scriptsDir);
if (!Utils::FileSystem::exists(scriptsDir)) {
LOG(LogWarning) << "Couldn't create directory, permission problems?";
}
}
}
{
// Create the screensavers and screensavers/custom_slideshow directories.
const std::string screensaversDir {Utils::FileSystem::getAppDataDirectory() +
"/screensavers"};
const std::string slideshowDir {Utils::FileSystem::getAppDataDirectory() +
"/screensavers/custom_slideshow"};
if (!Utils::FileSystem::exists(screensaversDir)) {
#if defined(_WIN64)
LOG(LogInfo) << "Creating screensavers directory \""
<< Utils::String::replace(screensaversDir, "/", "\\") << "\"...";
#else
LOG(LogInfo) << "Creating screensavers directory \"" << screensaversDir << "\"...";
#endif
Utils::FileSystem::createDirectory(screensaversDir);
if (!Utils::FileSystem::exists(screensaversDir)) {
LOG(LogWarning) << "Couldn't create directory, permission problems?";
}
}
#if defined(__ANDROID__)
if (!Utils::FileSystem::exists(screensaversDir + "/.nomedia")) {
LOG(LogInfo) << "Creating \"no media\" file \"" << screensaversDir + "/.nomedia"
<< "\"...";
Utils::FileSystem::createEmptyFile(screensaversDir + "/.nomedia");
if (!Utils::FileSystem::exists(screensaversDir + "/.nomedia")) {
LOG(LogWarning) << "Couldn't create file, permission problems?";
}
}
#endif
if (!Utils::FileSystem::exists(slideshowDir)) {
#if defined(_WIN64)
LOG(LogInfo) << "Creating custom_slideshow directory \""
<< Utils::String::replace(slideshowDir, "/", "\\") << "\"...";
#else
LOG(LogInfo) << "Creating custom_slideshow directory \"" << slideshowDir << "\"...";
#endif
Utils::FileSystem::createDirectory(slideshowDir);
if (!Utils::FileSystem::exists(slideshowDir)) {
LOG(LogWarning) << "Couldn't create directory, permission problems?";
}
}
}
{
if (!Settings::getInstance()->getBool("LegacyAppDataDirectory")) {
// Create the controllers folder in the application data directory.
const std::string controllersDir {Utils::FileSystem::getAppDataDirectory() +
"/controllers"};
if (!Utils::FileSystem::exists(controllersDir)) {
#if defined(_WIN64)
LOG(LogInfo) << "Creating controllers directory \""
<< Utils::String::replace(controllersDir, "/", "\\") << "\"...";
#else
LOG(LogInfo) << "Creating controllers directory \"" << controllersDir << "\"...";
#endif
Utils::FileSystem::createDirectory(controllersDir);
if (!Utils::FileSystem::exists(controllersDir)) {
LOG(LogWarning) << "Couldn't create directory, permission problems?";
}
}
std::string configPathOld {Utils::FileSystem::getAppDataDirectory() +
"/es_controller_mappings.cfg"};
std::string configPathNew {Utils::FileSystem::getAppDataDirectory() +
"/controllers/es_controller_mappings.cfg"};
if (!Utils::FileSystem::exists(configPathNew) &&
Utils::FileSystem::exists(configPathOld)) {
Utils::FileSystem::renameFile(configPathOld, configPathNew, false);
migratedSettings = true;
}
}
}
feat/update 3.1.0 (#7) * Added initial text shaping support * Fixed some font issues * (Windows) Added initial text shaping support * (macOS) Added initial text shaping support * Disabled building of HarfBuzz-subset on Windows and macOS * (Android) Added initial text shaping support * Added the nl_NL locale to locale/languages * Changed the font VRAM usage calculation to actually only include texture data * Moved the HarfBuzz segment building to a separate function Also implemented segment caching and fixed an issue where missing glyphs were not handled correctly * Moved the text shaping to a separate function * Fixed a text shaping issue when there was a font change for the last character of a string * Added support for the pl_PL locale * Changed two font calculation functions to use shaped text Also consolidated the HarfBuzz segment creation and shaping into a single function * Added a hack to make shaped text wrap somehow correctly * Changed the text shaping function to return the segment vector * Text shaping segments are no longer created by space characters * RTL text segments are now flagged as such * Fixed an issue where text was not correctly centered after line breaks * Reverted some font changes that were not needed after all * Changed to having HarfBuzz set the horizontal glyph advance * Fixed another failure mode for the wrapText shaped text hack * Added a precaution to prevent crashes in case of broken fonts being used * Made accurate text layout work correctly using HarfBuzz * Removed the offensive wrapText hacks and added some optimizations Also changed the three dots to an actual ellipsis Unicode character when abbreviating text * Reverted a change in TextComponent as it caused unforeseen issues * Changed Font::shapeText() to pass the segments vector by reference * Removed a temporary member variable in Font and replaced it with proper argument passing * Fixed a regression where text shaping stopped working * Added sharing of glyph atlas entries between shaped glyph entries that need the same texture * Added support for the ar_EG locale * Some font-related code and comments cleanup * Fixed a source file header typo * Documentation update * Removed a lot of unnecessary text processing * Added the ICU library as a dependency * (Android) Added the ICU library as a dependency * (macOS) Added the ICU library as a dependency * (Windows) Added the ICU library as a dependency * (Windows) Fixed an MSVC compiler warning * Replaced all built-in Unicode case conversion logic and lookup tables with facilities from the ICU library * Documentation update * Updated the pl_PL translations * Added a menu title font size adjustment for the pl_PL translations * Removed support for NetBSD and OpenBSD * Changed a code comment that referred to BSD Unix * Documentation update * Silenced some Clang compiler warnings * Added experimental support for building on Haiku * (Haiku) Added a ScreenScraper platform identifier * (Haiku) Added support for the Sony PlayStation Portable (psp) game system * (Haiku) Added support for the ScummVM Game Engine (scummvm) game system * Documentation update * Updated the pl_PL translations * Changed ScreenSaver to use TextComponent instead of using Font facilities directly * Changed Window to use TextComponent instead of using Font facilities directly * Changed ButtonComponent to use TextComponent instead of using Font facilities directly * Changed SliderComponent to use TextComponent instead of using Font facilities directly * Reverted ButtonComponent and SliderComponent to render the debug overlays themselves * Changed DateTimeEditComponent to use TextComponent instead of using Font facilities directly * Minor code cleanup * Changed TextEditComponent to use TextComponent instead of using Font facilities directly * Changed Font::buildTextCache() and Font::renderTextCache() to protected functions * Changed a compiler silencing option to only apply to Clang * (Haiku) Updated CMake configuration to make ES-DE build on Haiku Nightly (but no longer on R1/beta4) * Documentation update * (Haiku) Added find rule configuration for RetroArch Also added a single core for testing purposes * Removed direct use of Font::wrapText() from OptionListComponent, TextEditComponent and TextListComponent * Removed direct use of Font::wrapText() from TextComponent * Fixed an issue where ComponentList could generate elements with negative widths * Added an assertion to GuiComponent::setSize() to check for negative mSize values * DateTimeEditComponent no longer renders the debug overlay unless there is a string to display * (FreeBSD) Added support for building with DEINIT_ON_LAUNCH * (FreeBSD) Added the man page to the CPack configuration * (FreeBSD) Added support for rebooting and powering off from inside ES-DE * (FreeBSD) Added fallback method to locate binary * Added layout and line wrapping support for shaped text and for mixing of LTR and RTL scripts * Fixed a special line wrapping scenario where a trailing space should be removed * (Windows) Fixed some MSVC compiler warnings * Fixed some Clang compiler warnings * Fixed an issue where theme names in the theme downloader could get abbreviated * Added support for the ca_AD locale * Documentation update * (Android) Fonts and locales are now copied earlier than the other assets as HarfBuzz and libintl need them earlier in the startup process * Documentation update * Added support for the de_DE locale * (Android) Added a new default find rule entry for Flycast as its application ID has been changed * Documentation update * Fixed an issue where text shaping could be permanently disabled after editing text * Fixed a potential issue where globally disabling text shaping could cause space detection to fail * Added a check for whether a text element has a width defined when the container property is set * (Android) Changed ePSXe to use %ROM% instead of %ROMSAF% * (Haiku) Added support for the PDF viewer * Updated the el_GR.po, es_ES.po, fr_FR.po, it_IT.po, ja_JP.po, ru_RU.po and zh_CN.po locale files * Documentation update * (Haiku) Added correct installation directories to the CMake configuration * (Haiku) Changed to correct installation directories * (Haiku) Added support for the correct system resource directories * (Haiku) Made sure es-pdf-convert is found under all circumstances * Updated the fr_FR translations * Updated the es_ES translations * Updated the it_IT translations * Added a menu title font size adjustment for the it_IT translations * Updated the ja_JP translations * Updated the zh_CN translations * Fixed an issue where scraping using TheGamesDB would crash the application * Added an extra check in OptionListComponent to avoid potential crashes * Removed support for the ca_AD locale * Added a code comment clarification in FileSystemUtil * Updated the pl_PL translations * Some minor code modernization in MameNames * Fixed an issue where returning from a game would sometimes make the helpsystem use the dimmed theme properties * (Haiku) Added a resource file * Added a menu title font size adjustment for the de_DE translations * (Haiku) Added support for some game systems * (Haiku) Added a HaikuPorts recipe * (Haiku) Fixed an URI issue in the HaikuPorts recipe * Documentation update * (Haiku) Added configuration for a number of game systems * Updated the it_IT translations * Documentation update * (Haiku) Updated the srcGitRev value in the HaikuPorts recipe * (Haiku) Added configuration for a number of game systems * Documentation update * (Haiku) Updated the srcGitRev value in the HaikuPorts recipe * (Haiku) Added configuration for a number of game systems * Documentation update * (Haiku) Added configuration for a number of game systems * Documentation update * (Haiku) Updated the srcGitRev value in the HaikuPorts recipe * Added basic configuration support and menu entries for theme localization * Changed a theme loading debug message * (linear-es-de) Fixed an issue where the system logo for saturnjp was incorrectly showing the western variant * (modern-es-de) Fixed an issue where the system logo for saturnjp was incorrectly showing the western variant * Updated the it_IT translations * Added support for using language variables in the theme configuration * Added localization support to DateTimeComponent * Added translations for the automatic collection names when used as theme system variables * Added localization support for the theme game counter * Added theme contextual hinting to the custom collection summary text in CollectionSystemsManager Also added translation support for a string that was previously missed * Added localization support to the label entries in capabilities.xml * Fixed a regression where horizontal text containers would sometimes not work correctly * Fixed an issue where text elements defined as gamecount using the systemdata property could not scroll horizontally * Added support for including theme files from within the colorScheme and fontSize tag pairs * Added translations for the automatic collection names (short name versions) when used as theme system variables * Fixed an incorrect code comment in CollectionSystemsManager * Added translations for the name and fullname systemdata properties for the text element * Added translation support for the metadata property for the text element * Updated all locale (.po) files with the theme engine localization additions * (linear-es-de) Added translations for en_US, en_GB and sv_SE * Documentation update * Updated the fr_FR translations * (linear-es-de) Added translations for fr_FR * Updated the ja_JP translations * Updated the zh_CN translations * (modern-es-de) Added translations for en_US, en_GB, fr_FR and sv_SE * Updated the es_ES translations * Updated the ro_RO translations * (linear-es-de) Added translations for es_ES * (linear-es-de) Added translations for ro_RO * (slate-es-de) Added translations for en_US, en_GB and sv_SE * (linear-es-de) Updated the es_ES translations * (modern-es-de) Updated the fr_FR translations * (linear-es-de) Some minor translation changes * (modern-es-de) Added translations for ro_RO * (slate-es-de) Added translations for ro_RO * Updated the it_IT translations * Updated the pt_BR translations * (linear-es-de) Added translations for it_IT * (modern-es-de) Decreased the helpsystem entry spacing * (modern-es-de) Added translations for es_ES and it_IT * (slate-es-de) Added translations for es_ES, fr_FR and it_IT * (linear-es-de) Added translations for pt_BR * (modern-es-de) Added translations for pt_BR * (slate-es-de) Added translations for pt_BR * (Haiku) Added support for the c64, plus4 and vic20 systems * Documentation update * (Haiku) Updated the srcGitRev value in the HaikuPorts recipe * Updated SDL to 2.30.6 on Android, Windows, macOS and the Linux AppImage builds * Added an ICU filter configuration file * (macOS) Reduced the ICU library size via a data filter file * (Windows) Reduced the ICU library size via a data filter file * Updated the ru_RU translations * (linear-es-de) Added translations for ru_RU * (modern-es-de) Added translations for ru_RU * (slate-es-de) Added translations for ru_RU * Added a menu title font size adjustment for the ru_RU translations * Removed an unnecessary element resize in ScrollableContainer * Fixed a line breaking issue * Added theme engine translations for 'unknown' metadata values for developer, publisher, genre and players * Added theme engine translations for 'never' and 'unknown' date values * (linear-es-de) Added translations for ja_JP and zh_CN * (modern-es-de) Added translations for ja_JP and zh_CN * (slate-es-de) Added translations for ja_JP and zh_CN * Updated all locales with new theme engine translations * Fixed an issue where the text element defaultValue property no longer worked correctly * (modern-es-de) Added some capitalized default metadata values * Documentation update * pdated the el_GR translations * (linear-es-de) Updated the system metadata * (linear-es-de) Added sv_SE translations for all system hardware types * Updated the de_DE translations * Updated the pl_PL translations * Bundled the July 2024 release of the Mozilla TLS/SSL certificates * Updated the MAME index files to include ROMs up to MAME version 0.269 * (linear-es-de) Added translations for pl_PL * Added the VirtualXT RetroArch core as an alternative emulator for the dos and pc systems * Added the Stella 2023 RetroArch core as an alternative emulator for the atari2600 system * Removed support for the ar_EG, de_DE, el_GR and nl_NL locales and moved their .po files to an archive directory * Documentation update * (modern-es-de) Added translations for pl_PL * (slate-es-de) Added translations for pl_PL * Updated SDL to 2.30.7 on Android, Windows, macOS and the Linux AppImage builds * Updated the fr_FR translations * Added support for the new Lime3DS binary names on Linux, macOS and Windows * Added some missing find rules for Lime3DS * (Windows) Added 'Shortcut' as an alternative emulator for the switch system Also added the .lnk file extension * Added jgenesis as an alternative emulator for the famicom, gamegear, gb, gbc, genesis, mastersystem, megacd, megacdjp, megadrive, megadrivejp, nes, segacd, sfc, snes and snesna systems on Linux and Windows * Documentation update * Added izapple2 standalone as an alternative emulator for the apple2 system on Linux and Windows * (Android) Added support for the Microsoft Windows (windows) game system using the Winlator emulator * (Android) Added Winlator PRoot Cmod standalone as an alternative emulator for the windows system * Documentation update * (Android) Added support for the PC Arcade Systems (pcarcade) and Taito Type X (type-x) game systems * Bumped the version to 3.1.0 * (modern-es-de) Eliminated an annoying debug message * (linear-es-de) Added some missing metadata files * (linear-es-de) Added some missing sv_SE translations * Updated the Winlator emulator names * Documentation update * Documentation update for the 3.1.0 release * Updated latest_release.json for the 3.1.0 release * Fixed a typo in the changelog * Documentation update * (Haiku) Updated the srcGitRev value in the HaikuPorts recipe * Bumped the version to 3.1.1-alpha * Video player resources are now completely freed up after finishing view transitions * Changed a rounding in ScrollableContainer to slightly decrease the risk of glyphs getting cut off at the bottom of the container * Added the Nanum Square Neo Korean font * Added support for the ko_KR locale * Fixed an issue where newly entered ScreenScraper username and password values were positioned incorrectly vertically in the account settings menu * Documentation update * Changed the position of the ko_KR language * Changed the ja_JP position in the languages file * Fixed an issue where attempting to view media for a game that had no downloaded media paused the playback of all static theme videos * Documentation update * Added support for the de_DE locale * Updated the fr_FR translations * Documentation update * Updated the de_DE translations --------- Co-authored-by: Leon Styhre <leon@leonstyhre.com>
2024-09-18 00:23:26 +00:00
#if defined(__ANDROID__)
// We need to copy the font and locale files before starting the renderer as HarfBuzz
// and libintl need them before that point.
std::string buildIdentifier {PROGRAM_VERSION_STRING};
buildIdentifier.append(" (r")
.append(std::to_string(PROGRAM_RELEASE_NUMBER))
.append("), built ")
.append(PROGRAM_BUILT_STRING);
const bool needResourceCopy {Utils::Platform::Android::checkNeedResourceCopy(buildIdentifier)};
if (needResourceCopy) {
LOG(LogInfo) << "Application has been updated or it's a new installation, copying "
"bundled fonts and locales to internal storage...";
Utils::Platform::Android::setupFontFiles();
Utils::Platform::Android::setupLocalizationFiles();
}
{
std::string audioDriver {Settings::getInstance()->getString("AudioDriver")};
if (audioDriver != "openslES" && audioDriver != "AAudio")
audioDriver = "openslES";
setenv("SDL_AUDIODRIVER", audioDriver.c_str(), 1);
}
feat/update 3.1.0 (#7) * Added initial text shaping support * Fixed some font issues * (Windows) Added initial text shaping support * (macOS) Added initial text shaping support * Disabled building of HarfBuzz-subset on Windows and macOS * (Android) Added initial text shaping support * Added the nl_NL locale to locale/languages * Changed the font VRAM usage calculation to actually only include texture data * Moved the HarfBuzz segment building to a separate function Also implemented segment caching and fixed an issue where missing glyphs were not handled correctly * Moved the text shaping to a separate function * Fixed a text shaping issue when there was a font change for the last character of a string * Added support for the pl_PL locale * Changed two font calculation functions to use shaped text Also consolidated the HarfBuzz segment creation and shaping into a single function * Added a hack to make shaped text wrap somehow correctly * Changed the text shaping function to return the segment vector * Text shaping segments are no longer created by space characters * RTL text segments are now flagged as such * Fixed an issue where text was not correctly centered after line breaks * Reverted some font changes that were not needed after all * Changed to having HarfBuzz set the horizontal glyph advance * Fixed another failure mode for the wrapText shaped text hack * Added a precaution to prevent crashes in case of broken fonts being used * Made accurate text layout work correctly using HarfBuzz * Removed the offensive wrapText hacks and added some optimizations Also changed the three dots to an actual ellipsis Unicode character when abbreviating text * Reverted a change in TextComponent as it caused unforeseen issues * Changed Font::shapeText() to pass the segments vector by reference * Removed a temporary member variable in Font and replaced it with proper argument passing * Fixed a regression where text shaping stopped working * Added sharing of glyph atlas entries between shaped glyph entries that need the same texture * Added support for the ar_EG locale * Some font-related code and comments cleanup * Fixed a source file header typo * Documentation update * Removed a lot of unnecessary text processing * Added the ICU library as a dependency * (Android) Added the ICU library as a dependency * (macOS) Added the ICU library as a dependency * (Windows) Added the ICU library as a dependency * (Windows) Fixed an MSVC compiler warning * Replaced all built-in Unicode case conversion logic and lookup tables with facilities from the ICU library * Documentation update * Updated the pl_PL translations * Added a menu title font size adjustment for the pl_PL translations * Removed support for NetBSD and OpenBSD * Changed a code comment that referred to BSD Unix * Documentation update * Silenced some Clang compiler warnings * Added experimental support for building on Haiku * (Haiku) Added a ScreenScraper platform identifier * (Haiku) Added support for the Sony PlayStation Portable (psp) game system * (Haiku) Added support for the ScummVM Game Engine (scummvm) game system * Documentation update * Updated the pl_PL translations * Changed ScreenSaver to use TextComponent instead of using Font facilities directly * Changed Window to use TextComponent instead of using Font facilities directly * Changed ButtonComponent to use TextComponent instead of using Font facilities directly * Changed SliderComponent to use TextComponent instead of using Font facilities directly * Reverted ButtonComponent and SliderComponent to render the debug overlays themselves * Changed DateTimeEditComponent to use TextComponent instead of using Font facilities directly * Minor code cleanup * Changed TextEditComponent to use TextComponent instead of using Font facilities directly * Changed Font::buildTextCache() and Font::renderTextCache() to protected functions * Changed a compiler silencing option to only apply to Clang * (Haiku) Updated CMake configuration to make ES-DE build on Haiku Nightly (but no longer on R1/beta4) * Documentation update * (Haiku) Added find rule configuration for RetroArch Also added a single core for testing purposes * Removed direct use of Font::wrapText() from OptionListComponent, TextEditComponent and TextListComponent * Removed direct use of Font::wrapText() from TextComponent * Fixed an issue where ComponentList could generate elements with negative widths * Added an assertion to GuiComponent::setSize() to check for negative mSize values * DateTimeEditComponent no longer renders the debug overlay unless there is a string to display * (FreeBSD) Added support for building with DEINIT_ON_LAUNCH * (FreeBSD) Added the man page to the CPack configuration * (FreeBSD) Added support for rebooting and powering off from inside ES-DE * (FreeBSD) Added fallback method to locate binary * Added layout and line wrapping support for shaped text and for mixing of LTR and RTL scripts * Fixed a special line wrapping scenario where a trailing space should be removed * (Windows) Fixed some MSVC compiler warnings * Fixed some Clang compiler warnings * Fixed an issue where theme names in the theme downloader could get abbreviated * Added support for the ca_AD locale * Documentation update * (Android) Fonts and locales are now copied earlier than the other assets as HarfBuzz and libintl need them earlier in the startup process * Documentation update * Added support for the de_DE locale * (Android) Added a new default find rule entry for Flycast as its application ID has been changed * Documentation update * Fixed an issue where text shaping could be permanently disabled after editing text * Fixed a potential issue where globally disabling text shaping could cause space detection to fail * Added a check for whether a text element has a width defined when the container property is set * (Android) Changed ePSXe to use %ROM% instead of %ROMSAF% * (Haiku) Added support for the PDF viewer * Updated the el_GR.po, es_ES.po, fr_FR.po, it_IT.po, ja_JP.po, ru_RU.po and zh_CN.po locale files * Documentation update * (Haiku) Added correct installation directories to the CMake configuration * (Haiku) Changed to correct installation directories * (Haiku) Added support for the correct system resource directories * (Haiku) Made sure es-pdf-convert is found under all circumstances * Updated the fr_FR translations * Updated the es_ES translations * Updated the it_IT translations * Added a menu title font size adjustment for the it_IT translations * Updated the ja_JP translations * Updated the zh_CN translations * Fixed an issue where scraping using TheGamesDB would crash the application * Added an extra check in OptionListComponent to avoid potential crashes * Removed support for the ca_AD locale * Added a code comment clarification in FileSystemUtil * Updated the pl_PL translations * Some minor code modernization in MameNames * Fixed an issue where returning from a game would sometimes make the helpsystem use the dimmed theme properties * (Haiku) Added a resource file * Added a menu title font size adjustment for the de_DE translations * (Haiku) Added support for some game systems * (Haiku) Added a HaikuPorts recipe * (Haiku) Fixed an URI issue in the HaikuPorts recipe * Documentation update * (Haiku) Added configuration for a number of game systems * Updated the it_IT translations * Documentation update * (Haiku) Updated the srcGitRev value in the HaikuPorts recipe * (Haiku) Added configuration for a number of game systems * Documentation update * (Haiku) Updated the srcGitRev value in the HaikuPorts recipe * (Haiku) Added configuration for a number of game systems * Documentation update * (Haiku) Added configuration for a number of game systems * Documentation update * (Haiku) Updated the srcGitRev value in the HaikuPorts recipe * Added basic configuration support and menu entries for theme localization * Changed a theme loading debug message * (linear-es-de) Fixed an issue where the system logo for saturnjp was incorrectly showing the western variant * (modern-es-de) Fixed an issue where the system logo for saturnjp was incorrectly showing the western variant * Updated the it_IT translations * Added support for using language variables in the theme configuration * Added localization support to DateTimeComponent * Added translations for the automatic collection names when used as theme system variables * Added localization support for the theme game counter * Added theme contextual hinting to the custom collection summary text in CollectionSystemsManager Also added translation support for a string that was previously missed * Added localization support to the label entries in capabilities.xml * Fixed a regression where horizontal text containers would sometimes not work correctly * Fixed an issue where text elements defined as gamecount using the systemdata property could not scroll horizontally * Added support for including theme files from within the colorScheme and fontSize tag pairs * Added translations for the automatic collection names (short name versions) when used as theme system variables * Fixed an incorrect code comment in CollectionSystemsManager * Added translations for the name and fullname systemdata properties for the text element * Added translation support for the metadata property for the text element * Updated all locale (.po) files with the theme engine localization additions * (linear-es-de) Added translations for en_US, en_GB and sv_SE * Documentation update * Updated the fr_FR translations * (linear-es-de) Added translations for fr_FR * Updated the ja_JP translations * Updated the zh_CN translations * (modern-es-de) Added translations for en_US, en_GB, fr_FR and sv_SE * Updated the es_ES translations * Updated the ro_RO translations * (linear-es-de) Added translations for es_ES * (linear-es-de) Added translations for ro_RO * (slate-es-de) Added translations for en_US, en_GB and sv_SE * (linear-es-de) Updated the es_ES translations * (modern-es-de) Updated the fr_FR translations * (linear-es-de) Some minor translation changes * (modern-es-de) Added translations for ro_RO * (slate-es-de) Added translations for ro_RO * Updated the it_IT translations * Updated the pt_BR translations * (linear-es-de) Added translations for it_IT * (modern-es-de) Decreased the helpsystem entry spacing * (modern-es-de) Added translations for es_ES and it_IT * (slate-es-de) Added translations for es_ES, fr_FR and it_IT * (linear-es-de) Added translations for pt_BR * (modern-es-de) Added translations for pt_BR * (slate-es-de) Added translations for pt_BR * (Haiku) Added support for the c64, plus4 and vic20 systems * Documentation update * (Haiku) Updated the srcGitRev value in the HaikuPorts recipe * Updated SDL to 2.30.6 on Android, Windows, macOS and the Linux AppImage builds * Added an ICU filter configuration file * (macOS) Reduced the ICU library size via a data filter file * (Windows) Reduced the ICU library size via a data filter file * Updated the ru_RU translations * (linear-es-de) Added translations for ru_RU * (modern-es-de) Added translations for ru_RU * (slate-es-de) Added translations for ru_RU * Added a menu title font size adjustment for the ru_RU translations * Removed an unnecessary element resize in ScrollableContainer * Fixed a line breaking issue * Added theme engine translations for 'unknown' metadata values for developer, publisher, genre and players * Added theme engine translations for 'never' and 'unknown' date values * (linear-es-de) Added translations for ja_JP and zh_CN * (modern-es-de) Added translations for ja_JP and zh_CN * (slate-es-de) Added translations for ja_JP and zh_CN * Updated all locales with new theme engine translations * Fixed an issue where the text element defaultValue property no longer worked correctly * (modern-es-de) Added some capitalized default metadata values * Documentation update * pdated the el_GR translations * (linear-es-de) Updated the system metadata * (linear-es-de) Added sv_SE translations for all system hardware types * Updated the de_DE translations * Updated the pl_PL translations * Bundled the July 2024 release of the Mozilla TLS/SSL certificates * Updated the MAME index files to include ROMs up to MAME version 0.269 * (linear-es-de) Added translations for pl_PL * Added the VirtualXT RetroArch core as an alternative emulator for the dos and pc systems * Added the Stella 2023 RetroArch core as an alternative emulator for the atari2600 system * Removed support for the ar_EG, de_DE, el_GR and nl_NL locales and moved their .po files to an archive directory * Documentation update * (modern-es-de) Added translations for pl_PL * (slate-es-de) Added translations for pl_PL * Updated SDL to 2.30.7 on Android, Windows, macOS and the Linux AppImage builds * Updated the fr_FR translations * Added support for the new Lime3DS binary names on Linux, macOS and Windows * Added some missing find rules for Lime3DS * (Windows) Added 'Shortcut' as an alternative emulator for the switch system Also added the .lnk file extension * Added jgenesis as an alternative emulator for the famicom, gamegear, gb, gbc, genesis, mastersystem, megacd, megacdjp, megadrive, megadrivejp, nes, segacd, sfc, snes and snesna systems on Linux and Windows * Documentation update * Added izapple2 standalone as an alternative emulator for the apple2 system on Linux and Windows * (Android) Added support for the Microsoft Windows (windows) game system using the Winlator emulator * (Android) Added Winlator PRoot Cmod standalone as an alternative emulator for the windows system * Documentation update * (Android) Added support for the PC Arcade Systems (pcarcade) and Taito Type X (type-x) game systems * Bumped the version to 3.1.0 * (modern-es-de) Eliminated an annoying debug message * (linear-es-de) Added some missing metadata files * (linear-es-de) Added some missing sv_SE translations * Updated the Winlator emulator names * Documentation update * Documentation update for the 3.1.0 release * Updated latest_release.json for the 3.1.0 release * Fixed a typo in the changelog * Documentation update * (Haiku) Updated the srcGitRev value in the HaikuPorts recipe * Bumped the version to 3.1.1-alpha * Video player resources are now completely freed up after finishing view transitions * Changed a rounding in ScrollableContainer to slightly decrease the risk of glyphs getting cut off at the bottom of the container * Added the Nanum Square Neo Korean font * Added support for the ko_KR locale * Fixed an issue where newly entered ScreenScraper username and password values were positioned incorrectly vertically in the account settings menu * Documentation update * Changed the position of the ko_KR language * Changed the ja_JP position in the languages file * Fixed an issue where attempting to view media for a game that had no downloaded media paused the playback of all static theme videos * Documentation update * Added support for the de_DE locale * Updated the fr_FR translations * Documentation update * Updated the de_DE translations --------- Co-authored-by: Leon Styhre <leon@leonstyhre.com>
2024-09-18 00:23:26 +00:00
#endif
Utils::Localization::setLocale();
renderer = Renderer::getInstance();
window = Window::getInstance();
ViewController::getInstance()->setMenuColors();
CollectionSystemsManager::getInstance();
Screensaver screensaver;
MediaViewer mediaViewer;
PDFViewer pdfViewer;
GuiLaunchScreen guiLaunchScreen;
if (!window->init()) {
LOG(LogError) << "Window failed to initialize";
return 1;
}
#if defined(__ANDROID__)
InputOverlay::getInstance().init();
LOG(LogDebug) << "Android API level: " << SDL_GetAndroidSDKVersion();
Utils::Platform::Android::printDeviceInfo();
int storageState {SDL_AndroidGetExternalStorageState()};
if (storageState == 0) {
LOG(LogError) << "Android external storage state: " << SDL_GetError();
}
else if (storageState == 1) {
LOG(LogWarning) << "Android external storage state: mounted read-only";
}
else {
LOG(LogDebug) << "Android external storage state: mounted read/write";
}
LOG(LogDebug) << "Android internal directory: " << AndroidVariables::sInternalDataDirectory;
LOG(LogDebug) << "Android external directory: " << AndroidVariables::sExternalDataDirectory;
feat/update 3.1.0 (#7) * Added initial text shaping support * Fixed some font issues * (Windows) Added initial text shaping support * (macOS) Added initial text shaping support * Disabled building of HarfBuzz-subset on Windows and macOS * (Android) Added initial text shaping support * Added the nl_NL locale to locale/languages * Changed the font VRAM usage calculation to actually only include texture data * Moved the HarfBuzz segment building to a separate function Also implemented segment caching and fixed an issue where missing glyphs were not handled correctly * Moved the text shaping to a separate function * Fixed a text shaping issue when there was a font change for the last character of a string * Added support for the pl_PL locale * Changed two font calculation functions to use shaped text Also consolidated the HarfBuzz segment creation and shaping into a single function * Added a hack to make shaped text wrap somehow correctly * Changed the text shaping function to return the segment vector * Text shaping segments are no longer created by space characters * RTL text segments are now flagged as such * Fixed an issue where text was not correctly centered after line breaks * Reverted some font changes that were not needed after all * Changed to having HarfBuzz set the horizontal glyph advance * Fixed another failure mode for the wrapText shaped text hack * Added a precaution to prevent crashes in case of broken fonts being used * Made accurate text layout work correctly using HarfBuzz * Removed the offensive wrapText hacks and added some optimizations Also changed the three dots to an actual ellipsis Unicode character when abbreviating text * Reverted a change in TextComponent as it caused unforeseen issues * Changed Font::shapeText() to pass the segments vector by reference * Removed a temporary member variable in Font and replaced it with proper argument passing * Fixed a regression where text shaping stopped working * Added sharing of glyph atlas entries between shaped glyph entries that need the same texture * Added support for the ar_EG locale * Some font-related code and comments cleanup * Fixed a source file header typo * Documentation update * Removed a lot of unnecessary text processing * Added the ICU library as a dependency * (Android) Added the ICU library as a dependency * (macOS) Added the ICU library as a dependency * (Windows) Added the ICU library as a dependency * (Windows) Fixed an MSVC compiler warning * Replaced all built-in Unicode case conversion logic and lookup tables with facilities from the ICU library * Documentation update * Updated the pl_PL translations * Added a menu title font size adjustment for the pl_PL translations * Removed support for NetBSD and OpenBSD * Changed a code comment that referred to BSD Unix * Documentation update * Silenced some Clang compiler warnings * Added experimental support for building on Haiku * (Haiku) Added a ScreenScraper platform identifier * (Haiku) Added support for the Sony PlayStation Portable (psp) game system * (Haiku) Added support for the ScummVM Game Engine (scummvm) game system * Documentation update * Updated the pl_PL translations * Changed ScreenSaver to use TextComponent instead of using Font facilities directly * Changed Window to use TextComponent instead of using Font facilities directly * Changed ButtonComponent to use TextComponent instead of using Font facilities directly * Changed SliderComponent to use TextComponent instead of using Font facilities directly * Reverted ButtonComponent and SliderComponent to render the debug overlays themselves * Changed DateTimeEditComponent to use TextComponent instead of using Font facilities directly * Minor code cleanup * Changed TextEditComponent to use TextComponent instead of using Font facilities directly * Changed Font::buildTextCache() and Font::renderTextCache() to protected functions * Changed a compiler silencing option to only apply to Clang * (Haiku) Updated CMake configuration to make ES-DE build on Haiku Nightly (but no longer on R1/beta4) * Documentation update * (Haiku) Added find rule configuration for RetroArch Also added a single core for testing purposes * Removed direct use of Font::wrapText() from OptionListComponent, TextEditComponent and TextListComponent * Removed direct use of Font::wrapText() from TextComponent * Fixed an issue where ComponentList could generate elements with negative widths * Added an assertion to GuiComponent::setSize() to check for negative mSize values * DateTimeEditComponent no longer renders the debug overlay unless there is a string to display * (FreeBSD) Added support for building with DEINIT_ON_LAUNCH * (FreeBSD) Added the man page to the CPack configuration * (FreeBSD) Added support for rebooting and powering off from inside ES-DE * (FreeBSD) Added fallback method to locate binary * Added layout and line wrapping support for shaped text and for mixing of LTR and RTL scripts * Fixed a special line wrapping scenario where a trailing space should be removed * (Windows) Fixed some MSVC compiler warnings * Fixed some Clang compiler warnings * Fixed an issue where theme names in the theme downloader could get abbreviated * Added support for the ca_AD locale * Documentation update * (Android) Fonts and locales are now copied earlier than the other assets as HarfBuzz and libintl need them earlier in the startup process * Documentation update * Added support for the de_DE locale * (Android) Added a new default find rule entry for Flycast as its application ID has been changed * Documentation update * Fixed an issue where text shaping could be permanently disabled after editing text * Fixed a potential issue where globally disabling text shaping could cause space detection to fail * Added a check for whether a text element has a width defined when the container property is set * (Android) Changed ePSXe to use %ROM% instead of %ROMSAF% * (Haiku) Added support for the PDF viewer * Updated the el_GR.po, es_ES.po, fr_FR.po, it_IT.po, ja_JP.po, ru_RU.po and zh_CN.po locale files * Documentation update * (Haiku) Added correct installation directories to the CMake configuration * (Haiku) Changed to correct installation directories * (Haiku) Added support for the correct system resource directories * (Haiku) Made sure es-pdf-convert is found under all circumstances * Updated the fr_FR translations * Updated the es_ES translations * Updated the it_IT translations * Added a menu title font size adjustment for the it_IT translations * Updated the ja_JP translations * Updated the zh_CN translations * Fixed an issue where scraping using TheGamesDB would crash the application * Added an extra check in OptionListComponent to avoid potential crashes * Removed support for the ca_AD locale * Added a code comment clarification in FileSystemUtil * Updated the pl_PL translations * Some minor code modernization in MameNames * Fixed an issue where returning from a game would sometimes make the helpsystem use the dimmed theme properties * (Haiku) Added a resource file * Added a menu title font size adjustment for the de_DE translations * (Haiku) Added support for some game systems * (Haiku) Added a HaikuPorts recipe * (Haiku) Fixed an URI issue in the HaikuPorts recipe * Documentation update * (Haiku) Added configuration for a number of game systems * Updated the it_IT translations * Documentation update * (Haiku) Updated the srcGitRev value in the HaikuPorts recipe * (Haiku) Added configuration for a number of game systems * Documentation update * (Haiku) Updated the srcGitRev value in the HaikuPorts recipe * (Haiku) Added configuration for a number of game systems * Documentation update * (Haiku) Added configuration for a number of game systems * Documentation update * (Haiku) Updated the srcGitRev value in the HaikuPorts recipe * Added basic configuration support and menu entries for theme localization * Changed a theme loading debug message * (linear-es-de) Fixed an issue where the system logo for saturnjp was incorrectly showing the western variant * (modern-es-de) Fixed an issue where the system logo for saturnjp was incorrectly showing the western variant * Updated the it_IT translations * Added support for using language variables in the theme configuration * Added localization support to DateTimeComponent * Added translations for the automatic collection names when used as theme system variables * Added localization support for the theme game counter * Added theme contextual hinting to the custom collection summary text in CollectionSystemsManager Also added translation support for a string that was previously missed * Added localization support to the label entries in capabilities.xml * Fixed a regression where horizontal text containers would sometimes not work correctly * Fixed an issue where text elements defined as gamecount using the systemdata property could not scroll horizontally * Added support for including theme files from within the colorScheme and fontSize tag pairs * Added translations for the automatic collection names (short name versions) when used as theme system variables * Fixed an incorrect code comment in CollectionSystemsManager * Added translations for the name and fullname systemdata properties for the text element * Added translation support for the metadata property for the text element * Updated all locale (.po) files with the theme engine localization additions * (linear-es-de) Added translations for en_US, en_GB and sv_SE * Documentation update * Updated the fr_FR translations * (linear-es-de) Added translations for fr_FR * Updated the ja_JP translations * Updated the zh_CN translations * (modern-es-de) Added translations for en_US, en_GB, fr_FR and sv_SE * Updated the es_ES translations * Updated the ro_RO translations * (linear-es-de) Added translations for es_ES * (linear-es-de) Added translations for ro_RO * (slate-es-de) Added translations for en_US, en_GB and sv_SE * (linear-es-de) Updated the es_ES translations * (modern-es-de) Updated the fr_FR translations * (linear-es-de) Some minor translation changes * (modern-es-de) Added translations for ro_RO * (slate-es-de) Added translations for ro_RO * Updated the it_IT translations * Updated the pt_BR translations * (linear-es-de) Added translations for it_IT * (modern-es-de) Decreased the helpsystem entry spacing * (modern-es-de) Added translations for es_ES and it_IT * (slate-es-de) Added translations for es_ES, fr_FR and it_IT * (linear-es-de) Added translations for pt_BR * (modern-es-de) Added translations for pt_BR * (slate-es-de) Added translations for pt_BR * (Haiku) Added support for the c64, plus4 and vic20 systems * Documentation update * (Haiku) Updated the srcGitRev value in the HaikuPorts recipe * Updated SDL to 2.30.6 on Android, Windows, macOS and the Linux AppImage builds * Added an ICU filter configuration file * (macOS) Reduced the ICU library size via a data filter file * (Windows) Reduced the ICU library size via a data filter file * Updated the ru_RU translations * (linear-es-de) Added translations for ru_RU * (modern-es-de) Added translations for ru_RU * (slate-es-de) Added translations for ru_RU * Added a menu title font size adjustment for the ru_RU translations * Removed an unnecessary element resize in ScrollableContainer * Fixed a line breaking issue * Added theme engine translations for 'unknown' metadata values for developer, publisher, genre and players * Added theme engine translations for 'never' and 'unknown' date values * (linear-es-de) Added translations for ja_JP and zh_CN * (modern-es-de) Added translations for ja_JP and zh_CN * (slate-es-de) Added translations for ja_JP and zh_CN * Updated all locales with new theme engine translations * Fixed an issue where the text element defaultValue property no longer worked correctly * (modern-es-de) Added some capitalized default metadata values * Documentation update * pdated the el_GR translations * (linear-es-de) Updated the system metadata * (linear-es-de) Added sv_SE translations for all system hardware types * Updated the de_DE translations * Updated the pl_PL translations * Bundled the July 2024 release of the Mozilla TLS/SSL certificates * Updated the MAME index files to include ROMs up to MAME version 0.269 * (linear-es-de) Added translations for pl_PL * Added the VirtualXT RetroArch core as an alternative emulator for the dos and pc systems * Added the Stella 2023 RetroArch core as an alternative emulator for the atari2600 system * Removed support for the ar_EG, de_DE, el_GR and nl_NL locales and moved their .po files to an archive directory * Documentation update * (modern-es-de) Added translations for pl_PL * (slate-es-de) Added translations for pl_PL * Updated SDL to 2.30.7 on Android, Windows, macOS and the Linux AppImage builds * Updated the fr_FR translations * Added support for the new Lime3DS binary names on Linux, macOS and Windows * Added some missing find rules for Lime3DS * (Windows) Added 'Shortcut' as an alternative emulator for the switch system Also added the .lnk file extension * Added jgenesis as an alternative emulator for the famicom, gamegear, gb, gbc, genesis, mastersystem, megacd, megacdjp, megadrive, megadrivejp, nes, segacd, sfc, snes and snesna systems on Linux and Windows * Documentation update * Added izapple2 standalone as an alternative emulator for the apple2 system on Linux and Windows * (Android) Added support for the Microsoft Windows (windows) game system using the Winlator emulator * (Android) Added Winlator PRoot Cmod standalone as an alternative emulator for the windows system * Documentation update * (Android) Added support for the PC Arcade Systems (pcarcade) and Taito Type X (type-x) game systems * Bumped the version to 3.1.0 * (modern-es-de) Eliminated an annoying debug message * (linear-es-de) Added some missing metadata files * (linear-es-de) Added some missing sv_SE translations * Updated the Winlator emulator names * Documentation update * Documentation update for the 3.1.0 release * Updated latest_release.json for the 3.1.0 release * Fixed a typo in the changelog * Documentation update * (Haiku) Updated the srcGitRev value in the HaikuPorts recipe * Bumped the version to 3.1.1-alpha * Video player resources are now completely freed up after finishing view transitions * Changed a rounding in ScrollableContainer to slightly decrease the risk of glyphs getting cut off at the bottom of the container * Added the Nanum Square Neo Korean font * Added support for the ko_KR locale * Fixed an issue where newly entered ScreenScraper username and password values were positioned incorrectly vertically in the account settings menu * Documentation update * Changed the position of the ko_KR language * Changed the ja_JP position in the languages file * Fixed an issue where attempting to view media for a game that had no downloaded media paused the playback of all static theme videos * Documentation update * Added support for the de_DE locale * Updated the fr_FR translations * Documentation update * Updated the de_DE translations --------- Co-authored-by: Leon Styhre <leon@leonstyhre.com>
2024-09-18 00:23:26 +00:00
if (needResourceCopy) {
LOG(LogInfo) << "Application has been updated or it's a new installation, copying "
"bundled resources and theme to internal storage...";
if (Settings::getInstance()->getBool("SplashScreen"))
window->renderSplashScreen(Window::SplashScreenState::RESOURCE_COPY, 0.0f);
if (Utils::Platform::Android::setupResources(buildIdentifier)) {
LOG(LogError) << "Copying of resources and themes failed";
return -1;
}
}
if (Utils::Platform::Android::getCreateSystemDirectories()) {
if (Settings::getInstance()->getBool("SplashScreen"))
window->renderSplashScreen(Window::SplashScreenState::DIR_CREATION, 0.0f);
SystemData::createSystemDirectories();
}
#endif
#if defined(APPLICATION_UPDATER)
if (!noUpdateCheck)
ApplicationUpdater::getInstance().checkForUpdates();
#endif
window->pushGui(ViewController::getInstance());
if (Settings::getInstance()->getBool("SplashScreen"))
window->renderSplashScreen(Window::SplashScreenState::SCANNING, 0.0f);
#if defined(__ANDROID__)
while (SDL_PollEvent(&event)) {
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
ViewController::getInstance()->setWindowSizeChanged(
static_cast<int>(event.window.data1), static_cast<int>(event.window.data2));
}
};
#else
while (SDL_PollEvent(&event)) {};
#endif
#if defined(_WIN64)
// Hide taskbar if the setting for this is enabled.
2023-01-08 15:30:39 +00:00
bool taskbarStateChanged {false};
unsigned int taskbarState {0};
if (Settings::getInstance()->getBool("HideTaskbar")) {
taskbarStateChanged = true;
taskbarState = Utils::Platform::getTaskbarState();
Utils::Platform::hideTaskbar();
}
#endif
AudioManager::getInstance();
SDL_version version;
SDL_GetVersion(&version);
LOG(LogInfo) << "SDL version: " << std::to_string(version.major) << "."
<< std::to_string(version.minor) << "." << std::to_string(version.patch);
#if defined(__ANDROID__)
if (Settings::getInstance()->getBool("VirtualKeyboard"))
SDL_SetHint(SDL_HINT_ENABLE_SCREEN_KEYBOARD, "0");
else
SDL_SetHint(SDL_HINT_ENABLE_SCREEN_KEYBOARD, "1");
#else
if (version.major > 2 || (version.major == 2 && version.minor >= 28)) {
// This will prevent the popup virtual keyboard of any handheld device from being
// automatically displayed on top of the ES-DE virtual keyboard.
#define SDL_HINT_ENABLE_SCREEN_KEYBOARD "SDL_ENABLE_SCREEN_KEYBOARD"
SDL_SetHint(SDL_HINT_ENABLE_SCREEN_KEYBOARD, "0");
}
#endif
2021-11-17 20:32:40 +00:00
MameNames::getInstance();
ThemeData::populateThemes();
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loadSystemsReturnCode loadSystemsStatus {loadSystemConfigFile()};
if (!SystemData::sStartupExitSignal) {
if (loadSystemsStatus) {
// If there was an issue parsing the es_systems.xml file, display an error message.
// If there were no game files found, give the option to the user to quit or to
// configure a different ROM directory as well as to generate the game systems
// directory structure.
if (loadSystemsStatus == INVALID_FILE) {
ViewController::getInstance()->invalidSystemsFileDialog();
}
else if (loadSystemsStatus == NO_ROMS) {
ViewController::getInstance()->noGamesDialog();
}
}
// Don't generate controller events while we're loading.
SDL_GameControllerEventState(SDL_DISABLE);
// Preload system view and all gamelist views.
ViewController::getInstance()->preload();
}
if (!SystemData::sStartupExitSignal) {
if (loadSystemsStatus == loadSystemsReturnCode::LOADING_OK)
ThemeData::themeLoadedLogOutput();
if (!loadSystemsStatus)
ViewController::getInstance()->goToStart(true);
// Check if any of the enabled systems have an invalid alternative emulator entry,
// which means that a label is present in the gamelist.xml file which is not matching
// any command tag in es_systems.xml.
for (auto system : SystemData::sSystemVector) {
if (system->getAlternativeEmulator().substr(0, 9) == "<INVALID>") {
ViewController::getInstance()->invalidAlternativeEmulatorDialog();
break;
}
}
#if defined(__ANDROID__)
if (!Utils::FileSystem::exists(FileData::getROMDirectory() + ".nomedia")) {
LOG(LogInfo) << "Creating \"no media\" file \""
<< FileData::getROMDirectory() + ".nomedia" << "\"...";
Utils::FileSystem::createEmptyFile(FileData::getROMDirectory() + ".nomedia");
if (!Utils::FileSystem::exists(FileData::getROMDirectory() + ".nomedia")) {
LOG(LogWarning) << "Couldn't create file, permission problems?";
}
}
#endif
// Generate controller events since we're done loading.
SDL_GameControllerEventState(SDL_ENABLE);
lastTime = SDL_GetTicks();
#if defined(APPLICATION_UPDATER)
if (ApplicationUpdater::getInstance().getResults())
ViewController::getInstance()->updateAvailableDialog();
else
HttpReq::cleanupCurlMulti();
#endif
#if defined(_WIN64)
if (Settings::getInstance()->getBool("PortableMode")) {
// If it's the portable Windows release then create a release file, and check if there
// are any release files from different versions than the one currently running.
// If this is the case an unsafe upgrade has taken place, probably by simply unpacking
// the new release on top of the old one.
bool releaseFileExists {true};
const std::filesystem::path releaseFile {Utils::FileSystem::getExePath() + "/r" +
std::to_string(PROGRAM_RELEASE_NUMBER) +
".rel"};
if (!Utils::FileSystem::exists(releaseFile.string()))
releaseFileExists = Utils::FileSystem::createEmptyFile(releaseFile);
if (releaseFileExists) {
for (auto& file : Utils::FileSystem::getMatchingFiles(
Utils::FileSystem::getExePath() + "/*.rel")) {
if (Utils::FileSystem::getFileName(file) != releaseFile.filename()) {
LOG(LogWarning) << "It seems as if an unsafe upgrade has been made";
ViewController::getInstance()->unsafeUpgradeDialog();
break;
}
}
}
}
#endif
if (Settings::getInstance()->getBool("LegacyAppDataDirectory"))
ViewController::getInstance()->legacyAppDataDialog();
if (migratedSettings) {
LOG(LogInfo) << "Migrated settings from a legacy application data directory structure";
ViewController::getInstance()->migratedAppDataFilesDialog();
}
LOG(LogInfo) << "Application startup time: "
<< std::chrono::duration_cast<std::chrono::milliseconds>(
std::chrono::system_clock::now() - applicationStartTime)
.count()
<< " ms";
// Open the input configuration GUI if the force flag was passed from the command line.
if (forceInputConfig) {
ViewController::getInstance()->cancelViewTransitions();
window->pushGui(new GuiDetectDevice(false, true, nullptr));
}
// Main application loop.
#if defined(__ANDROID__)
// If the window size changed during startup then we need to resize and reload.
ViewController::getInstance()->checkWindowSizeChanged();
#endif
if (!SystemData::sStartupExitSignal) {
#if defined(__EMSCRIPTEN__)
emscripten_set_main_loop(&applicationLoop, 0, 1);
#else
applicationLoop();
#endif
}
}
else {
LOG(LogInfo) << "Exit signal received, aborting application startup";
}
while (window->peekGui() != ViewController::getInstance())
delete window->peekGui();
window->deinit();
HttpReq::cleanupCurlMulti();
TextureResource::setExit();
CollectionSystemsManager::getInstance()->deinit(true);
SystemData::deleteSystems();
NavigationSounds::getInstance().deinit();
#if defined(FREEIMAGE_LIB)
// Call this ONLY when linking with FreeImage as a static library.
FreeImage_DeInitialise();
#endif
2017-10-17 20:05:12 +00:00
#if defined(_WIN64)
// If the taskbar state was changed (taskbar was hidden), then revert it.
if (taskbarStateChanged)
Utils::Platform::revertTaskbarState(taskbarState);
#endif
Utils::Platform::processQuitMode();
LOG(LogInfo) << "ES-DE cleanly shutting down";
#if defined(_WIN64)
FreeConsole();
#endif
return 0;
}