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

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition (ES-DE) is a frontend for browsing
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// and launching games from your multi-platform game collection.
//
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// Originally created by Alec Lofquist.
// Improved and extended by the RetroPie community.
// Desktop Edition fork by Leon Styhre.
//
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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 "AudioManager.h"
#include "CollectionSystemsManager.h"
#include "EmulationStation.h"
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#include "InputManager.h"
#include "Log.h"
#include "MameNames.h"
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#include "MediaViewer.h"
#include "Platform.h"
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#include "Settings.h"
#include "Sound.h"
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#include "SystemData.h"
#include "SystemScreensaver.h"
#include "guis/GuiDetectDevice.h"
#include "guis/GuiLaunchScreen.h"
#include "guis/GuiMsgBox.h"
#include "utils/FileSystemUtil.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(_WIN64)
#include <cstring>
#include <windows.h>
#endif
#include <FreeImage.h>
#include <fstream>
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#include <iostream>
#include <time.h>
bool forceInputConfig = false;
bool settingsNeedSaving = false;
enum loadSystemsReturnCode {
LOADING_OK, // Replace with AllowShortEnumsOnASingleLine: false (clang-format >=11.0).
INVALID_FILE,
NO_ROMS
};
#if defined(_WIN64)
enum win64ConsoleType {
NO_CONSOLE, // Replace with AllowShortEnumsOnASingleLine: false (clang-format >=11.0).
PARENT_CONSOLE,
ALLOCATED_CONSOLE
};
// Console output for Windows. The handling of consoles is a mess on this operating system,
// and this is the best solution I could find. EmulationStation is built using the WINDOWS
// subsystem (using the -mwindows compiler flag). The idea is to attach to or allocate a new
// console as needed. However some console types such as the 'Git Bash' shell simply doesn'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, at least for the moment. If the allocConsole argument is set to true
// and there is no console available, a new console window will be spawned.
win64ConsoleType outputToConsole(bool allocConsole)
{
HANDLE outputHandle = nullptr;
HWND consoleWindow = nullptr;
win64ConsoleType consoleType = NO_CONSOLE;
// 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();
consoleType = PARENT_CONSOLE;
}
// If we couldn't retrieve the handle, it means we need to allocate a new console window.
if (!consoleWindow && allocConsole) {
AllocConsole();
consoleType = ALLOCATED_CONSOLE;
}
// If we are attached to the parent console or we have opened a new console window,
// then redirect stdin, stdout and stderr accordingly.
if (consoleType == PARENT_CONSOLE || consoleType == ALLOCATED_CONSOLE) {
FILE* fp = nullptr;
freopen_s(&fp, "CONIN$", "rb", stdin);
freopen_s(&fp, "CONOUT$", "wb", stdout);
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setvbuf(stdout, 0, _IONBF, 0);
freopen_s(&fp, "CONOUT$", "wb", stderr);
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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();
std::cout << "\n";
}
return consoleType;
}
#endif
bool parseArgs(int argc, char* argv[])
{
Utils::FileSystem::setExePath(argv[0]);
#if defined(_WIN64)
// Print any command line output to the console.
if (argc > 1)
outputToConsole(false);
#endif
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
if (!Utils::FileSystem::exists(homePath)) {
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);
}
}
portableFile.close();
}
// We need to process --home before any call to Settings::getInstance(),
// because settings are loaded from the home path.
for (int i = 1; i < argc; i++) {
if (strcmp(argv[i], "--home") == 0) {
if (i >= argc - 1) {
std::cerr << "Error: No home path supplied with \'--home'\n";
return false;
}
#if defined(_WIN64)
if (!Utils::FileSystem::exists(argv[i + 1]) &&
(!Utils::FileSystem::driveExists(argv[i + 1]))) {
#else
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if (!Utils::FileSystem::exists(argv[i + 1])) {
#endif
std::cerr << "Error: Home path \'" << argv[i + 1] << "\' does not exist\n";
return false;
}
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if (Utils::FileSystem::isRegularFile(argv[i + 1])) {
std::cerr << "Error: Home path \'" << argv[i + 1]
<< "\' is a file and not a directory\n";
return false;
}
Utils::FileSystem::setHomePath(argv[i + 1]);
break;
}
}
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for (int i = 1; i < argc; i++) {
// Skip past --home flag as we already processed it.
if (strcmp(argv[i], "--home") == 0) {
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i++; // Skip the argument value.
continue;
}
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if (strcmp(argv[i], "--display") == 0) {
if (i >= argc - 1 || atoi(argv[i + 1]) < 1 || atoi(argv[i + 1]) > 4) {
std::cerr << "Error: Invalid display index supplied.\n";
return false;
}
int DisplayIndex = atoi(argv[i + 1]);
Settings::getInstance()->setInt("DisplayIndex", DisplayIndex);
settingsNeedSaving = true;
i++;
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}
else if (strcmp(argv[i], "--resolution") == 0) {
if (i >= argc - 2) {
std::cerr << "Error: Invalid resolution values supplied.\n";
return false;
}
std::string widthArg = argv[i + 1];
std::string heightArg = argv[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;
}
int width = atoi(argv[i + 1]);
int height = atoi(argv[i + 2]);
if (width < 640 || height < 480 || width > 7680 || height > 4320 ||
height < width / 4 || width < height / 2) {
std::cerr << "Error: Unsupported resolution " << width << "x" << height
<< " supplied.\n";
return false;
}
Settings::getInstance()->setInt("WindowWidth", width);
Settings::getInstance()->setInt("WindowHeight", height);
i += 2;
}
else if (strcmp(argv[i], "--screensize") == 0) {
if (i >= argc - 2) {
std::cerr << "Error: Invalid screensize values supplied.\n";
return false;
}
int width = atoi(argv[i + 1]);
int height = atoi(argv[i + 2]);
Settings::getInstance()->setInt("ScreenWidth", width);
Settings::getInstance()->setInt("ScreenHeight", height);
i += 2;
}
else if (strcmp(argv[i], "--screenoffset") == 0) {
if (i >= argc - 2) {
std::cerr << "Error: Invalid screenoffset values supplied.\n";
return false;
}
int x = atoi(argv[i + 1]);
int y = atoi(argv[i + 2]);
Settings::getInstance()->setInt("ScreenOffsetX", x);
Settings::getInstance()->setInt("ScreenOffsetY", y);
i += 2;
}
else if (strcmp(argv[i], "--screenrotate") == 0) {
if (i >= argc - 1) {
std::cerr << "Error: Invalid screenrotate value supplied.\n";
return false;
}
int rotate = atoi(argv[i + 1]);
Settings::getInstance()->setInt("ScreenRotate", rotate);
i++;
}
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// On Unix, enable settings for the fullscreen mode.
// On macOS and Windows only windowed mode is supported.
#if defined(__unix__)
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else if (strcmp(argv[i], "--windowed") == 0) {
Settings::getInstance()->setBool("Windowed", true);
}
else if (strcmp(argv[i], "--fullscreen-normal") == 0) {
Settings::getInstance()->setString("FullscreenMode", "normal");
settingsNeedSaving = true;
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}
else if (strcmp(argv[i], "--fullscreen-borderless") == 0) {
Settings::getInstance()->setString("FullscreenMode", "borderless");
settingsNeedSaving = true;
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}
#endif
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else if (strcmp(argv[i], "--vsync") == 0) {
if (i >= argc - 1) {
std::cerr << "Error: No VSync value supplied.\n";
return false;
}
std::string vSyncValue = argv[i + 1];
if (vSyncValue != "on" && vSyncValue != "off" && vSyncValue != "1" &&
vSyncValue != "0") {
std::cerr << "Error: Invalid VSync value supplied.\n";
return false;
}
bool vSync = (vSyncValue == "on" || vSyncValue == "1") ? true : false;
Settings::getInstance()->setBool("VSync", vSync);
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i++;
}
else if (strcmp(argv[i], "--max-vram") == 0) {
if (i >= argc - 1) {
std::cerr << "Error: Invalid VRAM value supplied.\n";
return false;
}
int maxVRAM = atoi(argv[i + 1]);
Settings::getInstance()->setInt("MaxVRAM", maxVRAM);
settingsNeedSaving = true;
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i++;
}
else if (strcmp(argv[i], "--no-splash") == 0) {
Settings::getInstance()->setBool("SplashScreen", false);
}
else if (strcmp(argv[i], "--gamelist-only") == 0) {
Settings::getInstance()->setBool("ParseGamelistOnly", true);
}
else if (strcmp(argv[i], "--ignore-gamelist") == 0) {
Settings::getInstance()->setBool("IgnoreGamelist", true);
}
else if (strcmp(argv[i], "--show-hidden-files") == 0) {
Settings::getInstance()->setBool("ShowHiddenFiles", true);
settingsNeedSaving = true;
}
else if (strcmp(argv[i], "--show-hidden-games") == 0) {
Settings::getInstance()->setBool("ShowHiddenGames", true);
settingsNeedSaving = true;
}
else if (strcmp(argv[i], "--force-full") == 0) {
Settings::getInstance()->setString("UIMode", "full");
Settings::getInstance()->setBool("ForceFull", true);
}
else if (strcmp(argv[i], "--force-kiosk") == 0) {
Settings::getInstance()->setBool("ForceKiosk", true);
}
else if (strcmp(argv[i], "--force-kid") == 0) {
Settings::getInstance()->setBool("ForceKid", true);
}
else if (strcmp(argv[i], "--force-input-config") == 0) {
forceInputConfig = true;
}
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else if (strcmp(argv[i], "--debug") == 0) {
Settings::getInstance()->setBool("Debug", true);
Log::setReportingLevel(LogDebug);
}
else if (strcmp(argv[i], "--version") == 0 || strcmp(argv[i], "-v") == 0) {
std::cout << "EmulationStation Desktop Edition v" << PROGRAM_VERSION_STRING << "\n";
return false;
}
else if (strcmp(argv[i], "--help") == 0 || strcmp(argv[i], "-h") == 0) {
std::cout <<
// clang-format off
"Usage: emulationstation [options]\n"
"EmulationStation Desktop Edition, Emulator Frontend\n\n"
"Options:\n"
" --display [index 1-4] Display/monitor to use\n"
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" --resolution [width] [height] Application resolution\n"
#if defined(__unix__)
" --windowed Windowed mode, should be combined with --resolution\n"
" --fullscreen-normal Normal fullscreen mode\n"
" --fullscreen-borderless Borderless fullscreen mode (always on top)\n"
#endif
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" --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"
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" --no-splash Don't show the splash screen during startup\n"
" --gamelist-only Skip automatic game ROM search, only read from gamelist.xml\n"
" --ignore-gamelist Ignore the gamelist files (useful for troubleshooting)\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 device\n"
" --home [path] Directory to use as home path\n"
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" --debug Print debug information\n"
" --version, -v Display version information\n"
" --help, -h Summon a sentient, angry tuba\n";
// clang-format on
return false; // Exit after printing help.
}
else {
std::string argv_unknown = argv[i];
std::cout << "Unknown option '" << argv_unknown << "'.\n";
std::cout << "Try 'emulationstation --help' for more information.\n";
return false; // Exit after printing message.
}
}
return true;
}
bool checkApplicationHomeDirectory()
{
// Check that the application home directory exists, otherwise create it.
std::string home = Utils::FileSystem::getHomePath();
std::string applicationHome = home + "/.emulationstation";
if (!Utils::FileSystem::exists(applicationHome)) {
#if defined(_WIN64)
std::cout << "First startup, creating application home directory \""
<< Utils::String::replace(applicationHome, "/", "\\") << "\"\n";
#else
std::cout << "First startup, creating application home directory \"" << applicationHome
<< "\"\n";
#endif
Utils::FileSystem::createDirectory(applicationHome);
if (!Utils::FileSystem::exists(applicationHome)) {
std::cerr << "Fatal error: Couldn't create directory, permission problems?\n";
return false;
}
}
return true;
}
loadSystemsReturnCode loadSystemConfigFile()
{
if (SystemData::loadConfig())
return INVALID_FILE;
if (SystemData::sSystemVector.size() == 0) {
LOG(LogError) << "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();
}
int main(int argc, char* argv[])
{
const auto applicationStartTime = std::chrono::system_clock::now();
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std::locale::global(std::locale("C"));
#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.EmulationStation.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.
std::string chmodCommand = "chmod 500 \"" + saveStateDir + "\"";
system(chmodCommand.c_str());
#endif
if (!parseArgs(argc, argv)) {
#if defined(_WIN64)
FreeConsole();
#endif
return 0;
}
#if defined(_WIN64)
// Send debug output to the console..
if (Settings::getInstance()->getBool("Debug"))
outputToConsole(true);
#endif
#if defined(_WIN64)
// Hide taskbar if the setting for this is enabled.
bool taskbarStateChanged = false;
unsigned int taskbarState;
if (Settings::getInstance()->getBool("HideTaskbar")) {
taskbarStateChanged = true;
taskbarState = getTaskbarState();
hideTaskbar();
}
#endif
#if defined(FREEIMAGE_LIB)
// Call this ONLY when linking with FreeImage as a static library.
FreeImage_Initialise();
#endif
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// If ~/.emulationstation doesn't exist and cannot be created, bail.
if (!checkApplicationHomeDirectory())
return 1;
// Start the logger.
Log::init();
Log::open();
LOG(LogInfo) << "EmulationStation Desktop Edition v" << PROGRAM_VERSION_STRING << ", built "
<< PROGRAM_BUILT_STRING;
// Always close the log on exit.
atexit(&onExit);
// Check if the configuration file exists, and if not, create it.
// This should only happen on first application startup.
if (!Utils::FileSystem::exists(Utils::FileSystem::getHomePath() +
"/.emulationstation/es_settings.xml")) {
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 the passed command line options...";
Settings::getInstance()->saveFile();
}
// Check if the application version has changed, which would normally mean that the
// user has upgraded to a newer release.
std::string applicationVersion;
if ((applicationVersion = Settings::getInstance()->getString("ApplicationVersion")) !=
PROGRAM_VERSION_STRING) {
if (applicationVersion != "") {
LOG(LogInfo) << "Application version changed from previous startup, from \""
<< applicationVersion << "\" to \"" << PROGRAM_VERSION_STRING << "\"";
}
else {
LOG(LogInfo) << "Application version setting is blank, changing it to \""
<< PROGRAM_VERSION_STRING << "\"";
}
Settings::getInstance()->setString("ApplicationVersion", PROGRAM_VERSION_STRING);
Settings::getInstance()->saveFile();
}
// Create the themes directory in the application home folder. This is not required but
// is rather a convenience in case the user wants to add additional themes.
std::string themesDir = Utils::FileSystem::getHomePath() + "/.emulationstation/themes";
if (!Utils::FileSystem::exists(themesDir)) {
LOG(LogInfo) << "Creating themes directory \"" << themesDir << "\"...";
Utils::FileSystem::createDirectory(themesDir);
if (!Utils::FileSystem::exists(themesDir)) {
LOG(LogWarning) << "Couldn't create directory, permission problems?\n";
}
}
// Create the scripts directory in the application home folder. This is only required
// for custom event scripts so it's also created as a convenience.
std::string scriptsDir = Utils::FileSystem::getHomePath() + "/.emulationstation/scripts";
if (!Utils::FileSystem::exists(scriptsDir)) {
LOG(LogInfo) << "Creating scripts directory \"" << scriptsDir << "\"...";
Utils::FileSystem::createDirectory(scriptsDir);
if (!Utils::FileSystem::exists(scriptsDir)) {
LOG(LogWarning) << "Couldn't create directory, permission problems?\n";
}
}
Window window;
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SystemScreensaver screensaver(&window);
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MediaViewer mediaViewer(&window);
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GuiLaunchScreen guiLaunchScreen(&window);
ViewController::init(&window);
CollectionSystemsManager::init(&window);
window.pushGui(ViewController::get());
bool splashScreen = Settings::getInstance()->getBool("SplashScreen");
bool splashScreenProgress = Settings::getInstance()->getBool("SplashScreenProgress");
SDL_Event event{};
if (!window.init()) {
LOG(LogError) << "Window failed to initialize";
return 1;
}
InputManager::getInstance()->parseEvent(event, &window);
if (event.type == SDL_QUIT)
return 1;
#if !defined(__APPLE__)
// This hides the mouse cursor during startup, i.e. before we have begun to capture SDL events.
// On macOS this causes the mouse cursor to jump back to the Dock so don't do it on this OS.
SDL_SetRelativeMouseMode(SDL_TRUE);
#endif
if (splashScreen) {
std::string progressText = "Loading...";
if (splashScreenProgress)
progressText = "Loading system config...";
window.renderLoadingScreen(progressText);
}
AudioManager::getInstance();
MameNames::init();
loadSystemsReturnCode loadSystemsStatus = loadSystemConfigFile();
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::get()->invalidSystemsFileDialog();
}
else if (loadSystemsStatus == NO_ROMS) {
ViewController::get()->noGamesDialog();
}
}
// Check if any of the enabled systems has 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::get()->invalidAlternativeEmulatorDialog();
break;
}
}
// Don't generate controller events while we're loading.
SDL_GameControllerEventState(SDL_DISABLE);
// Preload what we can right away instead of waiting for the user to select it.
// This makes for no delays when accessing content, but a longer startup time.
ViewController::get()->preload();
if (splashScreen && splashScreenProgress)
window.renderLoadingScreen("Done");
// Open the input configuration GUI if the flag to force this was passed from the command line.
if (!loadSystemsStatus) {
if (forceInputConfig) {
window.pushGui(new GuiDetectDevice(&window, false, true,
[] { ViewController::get()->goToStart(); }));
}
else {
ViewController::get()->goToStart();
}
}
// Generate controller events since we're done loading.
SDL_GameControllerEventState(SDL_ENABLE);
int lastTime = SDL_GetTicks();
const auto applicationEndTime = std::chrono::system_clock::now();
LOG(LogInfo) << "Application startup time: "
<< std::chrono::duration_cast<std::chrono::milliseconds>(applicationEndTime -
applicationStartTime)
.count()
<< " ms";
bool running = true;
#if !defined(__APPLE__)
// Now that we've finished loading, disable the relative mouse mode or otherwise mouse
// input wouldn't work in any games that are launched.
SDL_SetRelativeMouseMode(SDL_FALSE);
#endif
while (running) {
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if (SDL_PollEvent(&event)) {
do {
InputManager::getInstance()->parseEvent(event, &window);
if (event.type == SDL_QUIT)
running = false;
} while (SDL_PollEvent(&event));
}
if (window.isSleeping()) {
lastTime = SDL_GetTicks();
// This doesn't need to be accurate, we're just giving up
// our CPU time until something wakes us up.
continue;
SDL_Delay(1);
}
int curTime = SDL_GetTicks();
int deltaTime = curTime - lastTime;
lastTime = curTime;
// Cap deltaTime if it ever goes negative.
if (deltaTime < 0)
deltaTime = 1000;
window.update(deltaTime);
window.render();
Renderer::swapBuffers();
Log::flush();
}
while (window.peekGui() != ViewController::get())
delete window.peekGui();
window.deinit();
MameNames::deinit();
CollectionSystemsManager::deinit();
SystemData::deleteSystems();
NavigationSounds::getInstance()->deinit();
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Settings::deinit();
#if defined(FREEIMAGE_LIB)
// Call this ONLY when linking with FreeImage as a static library.
FreeImage_DeInitialise();
#endif
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#if defined(_WIN64)
// If the taskbar state was changed (taskbar was hidden), then revert it.
if (taskbarStateChanged)
revertTaskbarState(taskbarState);
#endif
processQuitMode();
LOG(LogInfo) << "EmulationStation cleanly shutting down";
#if defined(_WIN64)
FreeConsole();
#endif
return 0;
}