ES-DE/src/main.cpp

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#include <iostream>
#include "Renderer.h"
#include "components/GuiGameList.h"
#include "SystemData.h"
#include <boost/filesystem.hpp>
#include "components/GuiInputConfig.h"
#include <SDL.h>
bool PARSEGAMELISTONLY = false;
bool IGNOREGAMELIST = false;
#ifdef DRAWFRAMERATE
float FRAMERATE = 0;
#endif
namespace fs = boost::filesystem;
int main(int argc, char* argv[])
{
bool running = true;
//by the way, if anyone ever tries to port this to a different renderer but leave SDL as input -
//KEEP INITIALIZING VIDEO. It starts SDL's event system, and without it, input won't work.
if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) != 0)
{
std::cerr << "Error - could not initialize SDL!\n";
std::cerr << " " << SDL_GetError() << "\n";
std::cerr << "Are you in the 'video' and 'input' groups? Are you running with X closed?\n";
return 1;
}
SDL_Surface* sdlScreen = SDL_SetVideoMode(1, 1, 0, SDL_SWSURFACE);
std::cout << "Fake SDL window is " << sdlScreen->w << "x" << sdlScreen->h << "\n";
int width = 0;
int height = 0;
if(argc > 1)
{
for(int i = 1; i < argc; i++)
{
if(strcmp(argv[i], "-w") == 0)
{
width = atoi(argv[i + 1]);
i++;
}else if(strcmp(argv[i], "-h") == 0)
{
height = atoi(argv[i + 1]);
i++;
}else if(strcmp(argv[i], "--gamelist-only") == 0)
{
PARSEGAMELISTONLY = true;
}else if(strcmp(argv[i], "--ignore-gamelist") == 0)
{
IGNOREGAMELIST = true;
}
}
}
if(!Renderer::init(width, height))
{
std::cerr << "Error initializing renderer!\n";
return 1;
}
SDL_JoystickEventState(SDL_ENABLE);
//make sure the config directory exists
std::string home = getenv("HOME");
std::string configDir = home + "/.emulationstation";
if(!fs::exists(configDir))
{
std::cout << "Creating config directory \"" << configDir << "\"\n";
fs::create_directory(configDir);
}
//check if there are config files in the old places, and if so, move them to the new directory
std::string oldSysPath = home + "/.es_systems.cfg";
std::string oldInpPath = home + "/.es_input.cfg";
if(fs::exists(oldSysPath))
{
std::cout << "Moving old system config file " << oldSysPath << " to new path at " << SystemData::getConfigPath() << "\n";
fs::copy_file(oldSysPath, SystemData::getConfigPath());
fs::remove(oldSysPath);
}
if(fs::exists(oldInpPath))
{
std::cout << "Deleting old input config file\n";
fs::remove(oldInpPath);
}
//try loading the system config file
if(!fs::exists(SystemData::getConfigPath())) //if it doesn't exist, create the example and quit
{
std::cerr << "A system config file in " << SystemData::getConfigPath() << " was not found. An example will be created.\n";
SystemData::writeExampleConfig();
std::cerr << "Set it up, then re-run EmulationStation.\n";
running = false;
}else{
SystemData::loadConfig();
if(SystemData::sSystemVector.size() == 0) //if it exists but was empty, notify the user and quit
{
std::cerr << "A system config file in " << SystemData::getConfigPath() << " was found, but contained no systems.\n";
std::cerr << "You should probably go read that, or delete it.\n";
running = false;
}else{
bool useDetail = false;
//see if any systems had gamelists present, if so we'll use the detailed GuiGameList
if(!IGNOREGAMELIST)
{
for(unsigned int i = 0; i < SystemData::sSystemVector.size(); i++)
{
if(SystemData::sSystemVector.at(i)->hasGamelist())
{
useDetail = true;
break;
}
}
}
//choose which Gui to open up
if(fs::exists(InputManager::getConfigPath()))
{
InputManager::loadConfig();
new GuiGameList(useDetail);
}else{
if(SDL_NumJoysticks() > 0)
{
new GuiInputConfig();
}else{
std::cout << "Note - it looks like you have no joysticks connected.\n";
new GuiGameList(useDetail);
}
}
}
}
int lastTime = 0;
while(running)
{
SDL_Event event;
while(SDL_PollEvent(&event))
{
switch(event.type)
{
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case SDL_JOYHATMOTION:
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case SDL_JOYAXISMOTION:
case SDL_JOYBUTTONDOWN:
case SDL_JOYBUTTONUP:
case SDL_KEYDOWN:
case SDL_KEYUP:
InputManager::processEvent(&event);
break;
case SDL_QUIT:
running = false;
break;
}
}
int curTime = SDL_GetTicks();
int deltaTime = curTime - lastTime;
lastTime = curTime;
#ifdef DRAWFRAMERATE
FRAMERATE = 1/((float)deltaTime)*1000;
#endif
GuiComponent::processTicks(deltaTime);
Renderer::render();
Renderer::swapBuffers();
}
Renderer::deleteAll();
Renderer::deinit();
SystemData::deleteSystems();
std::cout << "EmulationStation cleanly shutting down...\n";
SDL_Quit();
return 0;
}