//EmulationStation, a graphical front-end for ROM browsing. Created by Alec "Aloshi" Lofquist. #include #include "Renderer.h" #include "components/GuiGameList.h" #include "SystemData.h" #include #include "components/GuiInputConfig.h" #include #include "platform.h" #ifdef _RPI_ #include #endif #include //these can be set by command-line arguments bool PARSEGAMELISTONLY = false; bool IGNOREGAMELIST = false; bool DRAWFRAMERATE = false; namespace fs = boost::filesystem; int main(int argc, char* argv[]) { unsigned int width = 0; unsigned 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; }else if(strcmp(argv[i], "--draw-framerate") == 0) { DRAWFRAMERATE = true; }else if(strcmp(argv[i], "--help") == 0 || strcmp(argv[i], "-h") == 0) { std::cout << "EmulationStation, a graphical front-end for ROM browsing.\n"; std::cout << "Command line arguments:\n"; std::cout << "-w [width in pixels] set screen width\n"; std::cout << "-h [height in pixels] set screen height\n"; std::cout << "--gamelist-only skip automatic game detection, only read from gamelist.xml\n"; std::cout << "--ignore-gamelist ignore the gamelist (useful for troubleshooting)\n"; std::cout << "--draw-framerate display the framerate\n"; std::cout << "--help summon a sentient, angry tuba\n\n"; std::cout << "More information available in README.md.\n"; return 0; } } } #ifdef _RPI_ bcm_host_init(); #endif bool running = true; //desktop uses SDL to set up an OpenGL context, and has its own SDL window...so I #ifdefed here. //ALWAYS INITIALIZE VIDEO. It starts SDL's event system, and without it, input won't work. #ifdef _RPI_ 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? Is your firmware up to date?\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"; #endif bool renderInit = Renderer::init(width, height); if(!renderInit) { 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); } //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 << "Does at least one system have a game presesnt?\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 depending on Input configuration if(fs::exists(InputManager::getConfigPath())) { //an input config already exists - load it and proceed to the gamelist as usual. InputManager::loadConfig(); new GuiGameList(useDetail); }else{ //if no input.cfg is present, but a joystick is connected, launch the input config GUI if(SDL_NumJoysticks() > 0) new GuiInputConfig(); else new GuiGameList(useDetail); } } } int lastTime = 0; while(running) { SDL_Event event; while(SDL_PollEvent(&event)) { switch(event.type) { case SDL_JOYHATMOTION: 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; GuiComponent::processTicks(deltaTime); Renderer::render(); if(DRAWFRAMERATE) { float framerate = 1/((float)deltaTime)*1000; std::stringstream ss; ss << framerate; std::string fps; ss >> fps; Renderer::drawText(fps, 50, 50, 0x00FF00); } Renderer::swapBuffers(); } Renderer::deleteAll(); Renderer::deinit(); SystemData::deleteSystems(); std::cout << "EmulationStation cleanly shutting down...\n"; SDL_Quit(); #ifdef _RPI_ bcm_host_deinit(); #endif return 0; }