mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-22 06:05:38 +00:00
Improved the structure of main.cpp
Also partially added support for Emscripten.
This commit is contained in:
parent
d85c966e49
commit
750ee07351
|
@ -40,6 +40,10 @@
|
|||
#include <SDL2/SDL_main.h>
|
||||
#include <SDL2/SDL_timer.h>
|
||||
|
||||
#if defined(__EMSCRIPTEN__)
|
||||
#include <emscripten.h>
|
||||
#endif
|
||||
|
||||
#if defined(_WIN64)
|
||||
#include <cstring>
|
||||
#include <windows.h>
|
||||
|
@ -50,22 +54,32 @@
|
|||
#include <iostream>
|
||||
#include <time.h>
|
||||
|
||||
bool forceInputConfig = false;
|
||||
bool settingsNeedSaving = false;
|
||||
namespace
|
||||
{
|
||||
SDL_Event event{};
|
||||
Window* window{nullptr};
|
||||
int lastTime{0};
|
||||
|
||||
enum loadSystemsReturnCode {
|
||||
LOADING_OK, // Replace with AllowShortEnumsOnASingleLine: false (clang-format >=11.0).
|
||||
INVALID_FILE,
|
||||
NO_ROMS
|
||||
};
|
||||
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
|
||||
};
|
||||
enum win64ConsoleType {
|
||||
NO_CONSOLE, // Replace with AllowShortEnumsOnASingleLine: false (clang-format >=11.0).
|
||||
PARENT_CONSOLE,
|
||||
ALLOCATED_CONSOLE
|
||||
};
|
||||
#endif
|
||||
|
||||
} // namespace
|
||||
|
||||
#if defined(_WIN64)
|
||||
// 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
|
||||
|
@ -416,6 +430,50 @@ void onExit()
|
|||
Log::close();
|
||||
}
|
||||
|
||||
void applicationLoop()
|
||||
{
|
||||
#if !defined(__EMSCRIPTEN__)
|
||||
while (true) {
|
||||
#endif
|
||||
if (SDL_PollEvent(&event)) {
|
||||
do {
|
||||
InputManager::getInstance().parseEvent(event, window);
|
||||
|
||||
if (event.type == SDL_QUIT)
|
||||
#if !defined(__EMSCRIPTEN__)
|
||||
return;
|
||||
#else
|
||||
SDL_Quit();
|
||||
#endif
|
||||
} 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.
|
||||
SDL_Delay(1);
|
||||
return;
|
||||
}
|
||||
|
||||
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();
|
||||
#if !defined(__EMSCRIPTEN__)
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
int main(int argc, char* argv[])
|
||||
{
|
||||
const auto applicationStartTime = std::chrono::system_clock::now();
|
||||
|
@ -477,6 +535,14 @@ int main(int argc, char* argv[])
|
|||
// Always close the log on exit.
|
||||
atexit(&onExit);
|
||||
|
||||
#if defined(__EMSCRIPTEN__)
|
||||
// TODO: Remove when application window resizing has been implemented.
|
||||
Settings::getInstance()->setBool("Debug", true);
|
||||
Log::setReportingLevel(LogDebug);
|
||||
Settings::getInstance()->setInt("WindowWidth", 1280);
|
||||
Settings::getInstance()->setInt("WindowHeight", 720);
|
||||
#endif
|
||||
|
||||
// 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() +
|
||||
|
@ -528,7 +594,7 @@ int main(int argc, char* argv[])
|
|||
}
|
||||
}
|
||||
|
||||
Window* window = Window::getInstance();
|
||||
window = Window::getInstance();
|
||||
ViewController::getInstance();
|
||||
CollectionSystemsManager::getInstance();
|
||||
SystemScreensaver screensaver;
|
||||
|
@ -544,7 +610,6 @@ int main(int argc, char* argv[])
|
|||
|
||||
bool splashScreen = Settings::getInstance()->getBool("SplashScreen");
|
||||
bool splashScreenProgress = Settings::getInstance()->getBool("SplashScreenProgress");
|
||||
SDL_Event event{};
|
||||
|
||||
InputManager::getInstance().parseEvent(event, window);
|
||||
if (event.type == SDL_QUIT)
|
||||
|
@ -626,7 +691,7 @@ int main(int argc, char* argv[])
|
|||
// Generate controller events since we're done loading.
|
||||
SDL_GameControllerEventState(SDL_ENABLE);
|
||||
|
||||
int lastTime = SDL_GetTicks();
|
||||
lastTime = SDL_GetTicks();
|
||||
|
||||
LOG(LogInfo) << "Application startup time: "
|
||||
<< std::chrono::duration_cast<std::chrono::milliseconds>(
|
||||
|
@ -634,47 +699,19 @@ int main(int argc, char* argv[])
|
|||
.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) {
|
||||
if (SDL_PollEvent(&event)) {
|
||||
do {
|
||||
InputManager::getInstance().parseEvent(event, window);
|
||||
// Main application loop.
|
||||
|
||||
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();
|
||||
}
|
||||
#if defined(__EMSCRIPTEN__)
|
||||
emscripten_set_main_loop(&applicationLoop, 0, 1);
|
||||
#else
|
||||
applicationLoop();
|
||||
#endif
|
||||
|
||||
while (window->peekGui() != ViewController::getInstance())
|
||||
delete window->peekGui();
|
||||
|
|
Loading…
Reference in a new issue