// // EmulationStation Desktop Edition, an emulator front-end // with controller navigation and theming support. // // Originally created by Alec "Aloshi" Lofquist. // http://www.aloshi.com // Improved and extended by the RetroPie community. // Desktop Edition fork by Leon Styhre. // // The line length limit is 100 characters and the indentations are 4 spaces. // // main.cpp // // Main program loop. Interprets command-line arguments, checks for the // home folder and es_settings.cfg configuration file, sets up the application // environment and starts listening to SDL events. // #include "guis/GuiDetectDevice.h" #include "guis/GuiMsgBox.h" #include "utils/FileSystemUtil.h" #include "utils/StringUtil.h" #include "views/ViewController.h" #include "CollectionSystemManager.h" #include "EmulationStation.h" #include "InputManager.h" #include "Log.h" #include "MameNames.h" #include "Platform.h" #include "PowerSaver.h" #include "Settings.h" #include "SystemData.h" #include "SystemScreenSaver.h" #ifdef _WIN64 #include #include #endif #if defined(__linux__) || defined(_WIN64) #include #include #include #else #include "SDL_events.h" #include "SDL_main.h" #include "SDL_timer.h" #endif #include #include #include bool forceInputConfig = false; #ifdef _WIN64 enum eConsoleType { NO_CONSOLE, 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. eConsoleType outputToConsole(bool allocConsole) { HANDLE outputHandle = nullptr; HWND consoleWindow = nullptr; eConsoleType 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); setvbuf(stdout, NULL, _IONBF, 0); freopen_s(&fp, "CONOUT$", "wb", stderr); setvbuf(stderr, NULL, _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; } void closeConsole() { FILE* fp; // Redirect stdin, stdout and stderr to NUL. freopen_s(&fp, "NUL:", "r", stdin); freopen_s(&fp, "NUL:", "w", stdout); freopen_s(&fp, "NUL:", "w", stderr); FreeConsole(); } #endif bool parseArgs(int argc, char* argv[]) { Utils::FileSystem::setExePath(argv[0]); #ifdef _WIN64 // Print any command line output to the console. if (argc > 1) eConsoleType ConsoleType = outputToConsole(false); #endif // 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; } #ifdef _WIN64 if (!Utils::FileSystem::exists(argv[i + 1]) && (!Utils::FileSystem::driveExists(argv[i + 1]))) { #else if (!Utils::FileSystem::exists(argv[i + 1])) { #endif std::cerr << "Error: Home path \'" << argv[i + 1] << "\' does not exist.\n"; return false; } 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; } } for (int i = 1; i < argc; i++) { // Skip past --home flag as we already processed it. if (strcmp(argv[i], "--home") == 0) { i++; continue; } if (strcmp(argv[i], "--resolution") == 0) { if (i >= argc - 2) { std::cerr << "Error: Invalid resolution values supplied.\n"; return false; } int width = atoi(argv[i + 1]); int height = atoi(argv[i + 2]); i += 2; // skip the argument value Settings::getInstance()->setInt("WindowWidth", width); Settings::getInstance()->setInt("WindowHeight", height); } 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]); i += 2; // skip the argument value Settings::getInstance()->setInt("ScreenWidth", width); Settings::getInstance()->setInt("ScreenHeight", height); } 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]); i += 2; // skip the argument value Settings::getInstance()->setInt("ScreenOffsetX", x); Settings::getInstance()->setInt("ScreenOffsetY", y); } 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]); ++i; // skip the argument value Settings::getInstance()->setInt("ScreenRotate", rotate); } 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); ++i; // skip the argument value } else if (strcmp(argv[i], "--gamelist-only") == 0) { Settings::getInstance()->setBool("ParseGamelistOnly", true); } else if (strcmp(argv[i], "--ignore-gamelist") == 0) { Settings::getInstance()->setBool("IgnoreGamelist", true); } else if (strcmp(argv[i], "--show-hidden-files") == 0) { Settings::getInstance()->setBool("ShowHiddenFiles", true); } else if (strcmp(argv[i], "--show-hidden-games") == 0) { Settings::getInstance()->setBool("ShowHiddenGames", true); } else if (strcmp(argv[i], "--no-exit") == 0) { Settings::getInstance()->setBool("ShowExit", false); } else if (strcmp(argv[i], "--no-splash") == 0) { Settings::getInstance()->setBool("SplashScreen", false); } else if (strcmp(argv[i], "--debug") == 0) { Settings::getInstance()->setBool("Debug", true); Log::setReportingLevel(LogDebug); } // Windowed mode is always selected on Windows. #ifndef _WIN64 else if (strcmp(argv[i], "--fullscreen-normal") == 0) { Settings::getInstance()->setString("FullscreenMode", "normal"); } else if (strcmp(argv[i], "--fullscreen-borderless") == 0) { Settings::getInstance()->setString("FullscreenMode", "borderless"); } else if (strcmp(argv[i], "--windowed") == 0) { Settings::getInstance()->setBool("Windowed", true); } #endif else if (strcmp(argv[i], "--vsync") == 0) { bool vsync = (strcmp(argv[i + 1], "on") == 0 || strcmp(argv[i + 1], "1") == 0) ? true : false; Settings::getInstance()->setBool("VSync", vsync); i++; // Skip vsync value. } else if (strcmp(argv[i], "--gpu-statistics") == 0) { Settings::getInstance()->setBool("DrawGPUStatistics", "true"); } else if (strcmp(argv[i], "--force-full") == 0) { Settings::getInstance()->setString("UIMode", "full"); } 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-disable-filters") == 0) { Settings::getInstance()->setBool("ForceDisableFilters", true); } else if (strcmp(argv[i], "--force-input-config") == 0) { forceInputConfig = true; } 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 << "Usage: emulationstation [options]\n" "EmulationStation Desktop Edition, Emulator Front-end\n\n" "Options:\n" " --resolution [width] [height] Try to force a particular resolution\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" " --no-exit Don't show the exit option in the menu\n" " --no-splash Don't show the splash screen\n" " --debug Print debug information\n" #ifndef _WIN64 " --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 " --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" " --gpu-statistics Draw framerate and VRAM usage overlay\n" " --force-full Force the UI mode to Full\n" " --force-kid Force the UI mode to Kid\n" " --force-kiosk Force the UI mode to Kiosk\n" " --force-disable-filters Force the UI to ignore applied filters in gamelist\n" " --force-input-config Force configuration of input device\n" " --home [path] Directory to use as home path\n" " --version, -v Display version information\n" " --help, -h Summon a sentient, angry tuba\n"; 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 verifyHomeFolderExists() { // Make sure the config directory exists. std::string home = Utils::FileSystem::getHomePath(); std::string configDir = home + "/.emulationstation"; if (!Utils::FileSystem::exists(configDir)) { std::cout << "Creating config directory \"" << configDir << "\"\n"; Utils::FileSystem::createDirectory(configDir); if (!Utils::FileSystem::exists(configDir)) { std::cerr << "Config directory could not be created!\n"; return false; } } return true; } // Returns NO_ERRORS if everything is OK. // Otherwise returns either NO_SYSTEMS_FILE or NO_ROMS. bool loadSystemConfigFile(std::string& errorMsg) { if (!SystemData::loadConfig()) { LOG(LogError) << "Could not parse systems configuration file."; errorMsg = "COULDN'T FIND THE SYSTEMS CONFIGURATION FILE.\n" "ATTEMPTED TO COPY A TEMPLATE ES_SYSTEMS.CFG FILE\n" "FROM THE EMULATIONSTATION RESOURCES DIRECTORY,\n" "BUT THIS FAILED. HAS EMULATIONSTATION BEEN PROPERLY\n" "INSTALLED AND DO YOU HAVE WRITE PERMISSIONS TO \n" "YOUR HOME DIRECTORY?"; return true; } if (SystemData::sSystemVector.size() == 0) { LOG(LogError) << "No systems found, does at least one system have a game present? " "(Check that the file extensions are supported.)"; errorMsg = "THE SYSTEMS CONFIGURATION FILE EXISTS, BUT NO\n" "GAME FILES WERE FOUND. PLEASE MAKE SURE THAT\n" "THE \"ROMDIRECTORY\" SETTING IN ES_SETTINGS.CFG\n" "IS POINTING TO YOUR ROM DIRECTORY AND THAT YOUR\n" "GAME FILES ARE USING SUPPORTED FILE EXTENSIONS.\n" "THE GAME SYSTEMS SUBDIRECTORIES ALSO NEED TO\n" "MATCH THE PLATFORM TAGS IN ES_SYSTEMS.CFG.\n" "THIS IS THE CURRENTLY CONFIGURED ROM DIRECTORY:\n"; #ifdef _WIN64 errorMsg += Utils::String::replace(FileData::getROMDirectory(), "/", "\\"); #else errorMsg += FileData::getROMDirectory(); #endif return true; } return false; } // Called on exit, assuming we get far enough to have the log initialized. void onExit() { Log::close(); } int main(int argc, char* argv[]) { srand((unsigned int)time(nullptr)); std::locale::global(std::locale("C")); if (!parseArgs(argc, argv)) { #ifdef _WIN64 closeConsole(); #endif return 0; } #ifdef _WIN64 // Send debug output to the console.. if (Settings::getInstance()->getBool("Debug")) outputToConsole(true); #endif #ifdef _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 // Call this ONLY when linking with FreeImage as a static library. #ifdef FREEIMAGE_LIB FreeImage_Initialise(); #endif // If ~/.emulationstation doesn't exist and cannot be created, bail. if (!verifyHomeFolderExists()) return 1; // Start the logger. Log::init(); Log::open(); LOG(LogInfo) << "EmulationStation - v" << PROGRAM_VERSION_STRING << ", built " << PROGRAM_BUILT_STRING; // Always close the log on exit. atexit(&onExit); // 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.cfg")) { LOG(LogInfo) << "Settings file es_settings.cfg does not exist, creating it..."; Settings::getInstance()->saveFile(); } Window window; SystemScreenSaver screensaver(&window); PowerSaver::init(); ViewController::init(&window); CollectionSystemManager::init(&window); MameNames::init(); 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 (splashScreen) { std::string progressText = "Loading..."; if (splashScreenProgress) progressText = "Loading system config..."; window.renderLoadingScreen(progressText); } std::string errorMsg; if (loadSystemConfigFile(errorMsg)) { // Something went terribly wrong. if (errorMsg == "") { LOG(LogError) << "Unknown error occured while parsing system config file."; Renderer::deinit(); return 1; } HelpStyle helpStyle = HelpStyle(); if (errorMsg == "") helpStyle.applyTheme(ViewController::get()-> getState().getSystem()->getTheme(), "system"); // We can't handle es_systems.cfg file problems inside ES itself, // so display the error message and then quit. window.pushGui(new GuiMsgBox(&window, helpStyle, errorMsg.c_str(), "QUIT", [] { SDL_Event* quit = new SDL_Event(); quit->type = SDL_QUIT; SDL_PushEvent(quit); })); } std::vector prompts; prompts.push_back(HelpPrompt("a", "Quit")); window.setHelpPrompts(prompts, HelpStyle()); // Dont generate joystick events while we're loading. // (Hopefully fixes "automatically started emulator" bug.) SDL_JoystickEventState(SDL_DISABLE); // Preload what we can right away instead of waiting for the user to select it. // This makes for no delays when accessing content, but a longer startup time. ViewController::get()->preload(); if (splashScreen && splashScreenProgress) window.renderLoadingScreen("Done."); // Choose which GUI to open depending on if an input configuration already exists and // whether the flag to force the input configuration was passed from the command line. if (errorMsg == "") { if (!forceInputConfig && Utils::FileSystem::exists(InputManager::getConfigPath()) && InputManager::getInstance()->getNumConfiguredDevices() > 0) { ViewController::get()->goToStart(); } else if (forceInputConfig) { window.pushGui(new GuiDetectDevice(&window, true, true, [] { ViewController::get()->goToStart(); })); } else { if (InputManager::getInstance()->getNumJoysticks() > 0) window.pushGui(new GuiDetectDevice(&window, true, false, [] { ViewController::get()->goToStart(); })); else ViewController::get()->goToStart(); } } // Check if the media directory exists, and if not, log a warning. if (!Utils::FileSystem::isDirectory(FileData::getMediaDirectory()) || Utils::FileSystem::isSymlink(FileData::getMediaDirectory())) { LOG(LogWarning) << "Games media directory does not exist " "(or is not a directory or a symlink):"; LOG(LogWarning) << FileData::getMediaDirectory(); } // Generate joystick events since we're done loading. SDL_JoystickEventState(SDL_ENABLE); int lastTime = SDL_GetTicks(); int ps_time = SDL_GetTicks(); bool running = true; while (running) { SDL_Event event; bool ps_standby = PowerSaver::getState() && (int) SDL_GetTicks() - ps_time > PowerSaver::getMode(); if (ps_standby ? SDL_WaitEventTimeout(&event, PowerSaver::getTimeout()) : SDL_PollEvent(&event)) { do { InputManager::getInstance()->parseEvent(event, &window); if (event.type == SDL_QUIT) running = false; } while (SDL_PollEvent(&event)); // Triggered if exiting from SDL_WaitEvent due to event. if (ps_standby) // Show as if continuing from last event. lastTime = SDL_GetTicks(); // Reset counter. ps_time = SDL_GetTicks(); } else if (ps_standby) { // If exiting SDL_WaitEventTimeout due to timeout. // Trail considering timeout as an event. ps_time = SDL_GetTicks(); } 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(); CollectionSystemManager::deinit(); SystemData::deleteSystems(); // Call this ONLY when linking with FreeImage as a static library. #ifdef FREEIMAGE_LIB FreeImage_DeInitialise(); #endif #ifdef _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."; #ifdef _WIN64 closeConsole(); #endif return 0; }