#include #include "Renderer.h" #include "components/GuiGameList.h" #include "SystemData.h" #include #include "components/GuiInputConfig.h" #include bool PARSEGAMELISTONLY = false; bool IGNOREGAMELIST = false; #ifdef DRAWFRAMERATE float FRAMERATE = 0; #endif namespace fs = boost::filesystem; int main(int argc, char* argv[]) { bool running = true; //by the way, if anyone ever tries to port this to a different renderer but leave SDL as input - //KEEP INITIALIZING VIDEO. It starts SDL's event system, and without it, input won't work. 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?\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"; int width = 0; 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; } } } if(!Renderer::init(width, height)) { 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); } //check if there are config files in the old places, and if so, move them to the new directory std::string oldSysPath = home + "/.es_systems.cfg"; std::string oldInpPath = home + "/.es_input.cfg"; if(fs::exists(oldSysPath)) { std::cout << "Moving old system config file " << oldSysPath << " to new path at " << SystemData::getConfigPath() << "\n"; fs::copy_file(oldSysPath, SystemData::getConfigPath()); fs::remove(oldSysPath); } if(fs::exists(oldInpPath)) { std::cout << "Deleting old input config file\n"; fs::remove(oldInpPath); } //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 << "You should probably go read that, or delete it.\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 up if(fs::exists(InputManager::getConfigPath())) { InputManager::loadConfig(); new GuiGameList(useDetail); }else{ if(SDL_NumJoysticks() > 0) { new GuiInputConfig(); }else{ std::cout << "Note - it looks like you have no joysticks connected.\n"; 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; #ifdef DRAWFRAMERATE FRAMERATE = 1/((float)deltaTime)*1000; #endif GuiComponent::processTicks(deltaTime); Renderer::render(); Renderer::swapBuffers(); } Renderer::deleteAll(); Renderer::deinit(); SystemData::deleteSystems(); std::cout << "EmulationStation cleanly shutting down...\n"; SDL_Quit(); return 0; }