//  SPDX-License-Identifier: MIT
//
//  EmulationStation Desktop Edition (ES-DE) is a frontend for browsing
//  and launching games from your multi-platform game collection.
//
//  Originally created by Alec Lofquist.
//  Improved and extended by the RetroPie community.
//  Desktop Edition fork by Leon Styhre.
//
//  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"
#include "InputManager.h"
#include "Log.h"
#include "MameNames.h"
#include "MediaViewer.h"
#include "Platform.h"
#include "Settings.h"
#include "Sound.h"
#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>
#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);
        setvbuf(stdout, 0, _IONBF, 0);
        freopen_s(&fp, "CONOUT$", "wb", 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();

        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
            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; // Skip the argument value.
            continue;
        }
        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;
        }
        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 < 224 || height < 224 || width > 7680 || height > 7680 ||
                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;
        }
        // On Unix, enable settings for the fullscreen mode.
        // On macOS and Windows only windowed mode is supported.

#if defined(__unix__)
        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;
        }
        else if (strcmp(argv[i], "--fullscreen-borderless") == 0) {
            Settings::getInstance()->setString("FullscreenMode", "borderless");
            settingsNeedSaving = true;
        }
#endif
        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);
            ++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;
            ++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;
        }
        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"
"  --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
"  --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"
"  --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"
"  --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();

    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

    // 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;
    SystemScreensaver screensaver(&window);
    MediaViewer mediaViewer(&window);
    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::getInstance();
    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(true); }));
        }
        else {
            ViewController::get()->goToStart(true);
        }
    }

    // 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) {
        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();

    CollectionSystemsManager::deinit();
    SystemData::deleteSystems();
    NavigationSounds::getInstance().deinit();

#if defined(FREEIMAGE_LIB)
    // Call this ONLY when linking with FreeImage as a static library.
    FreeImage_DeInitialise();
#endif

#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;
}