ES-DE/es-app/src/main.cpp
Leon Styhre 49161df0e6 Renamed platform.cpp/platform.h to Platform.cpp/Platform.h
The naming convention for the rest of the application is to start the file names with a capital letter.
2020-06-21 12:26:21 +02:00

506 lines
16 KiB
C++

//
// 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 tab width is 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 "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"
#include <SDL_events.h>
#include <SDL_main.h>
#include <SDL_timer.h>
#include <iostream>
#include <time.h>
#ifdef WIN32
#include <Windows.h>
#endif
#include <FreeImage.h>
enum eErrorCodes {
NO_ERRORS,
NO_SYSTEMS_FILE,
NO_ROMS
};
bool parseArgs(int argc, char* argv[])
{
Utils::FileSystem::setExePath(argv[0]);
// 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(!Utils::FileSystem::exists(argv[i + 1])) {
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], "--draw-framerate") == 0) {
Settings::getInstance()->setBool("DrawFramerate", 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);
Settings::getInstance()->setBool("HideConsole", false);
Log::setReportingLevel(LogDebug);
}
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);
}
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], "--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], "--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) {
#ifdef WIN32
// This is a bit of a hack, but otherwise output will go to nowhere when the
// application is compiled with the "WINDOWS" subsystem (which we usually are).
// If you're an experienced Windows programmer and know how to do this
// the right way, please submit a pull request!
AttachConsole(ATTACH_PARENT_PROCESS);
freopen("CONOUT$", "wb", stdout);
#endif
std::cout <<
"EmulationStation Desktop Edition\n"
"An 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"
"--draw-framerate Display the framerate\n"
"--no-exit Don't show the exit option in the menu\n"
"--no-splash Don't show the splash screen\n"
#ifdef WIN32
"--debug Show console and print debug information\n"
#else
"--debug Print debug information\n"
#endif
"--windowed Windowed mode, should be combined with --resolution\n"
"--fullscreen-normal Normal fullscreen mode\n"
"--fullscreen-borderless Borderless fullscreen mode (always on top)\n"
"--vsync [1/on or 0/off] Turn vsync on or off (default is on)\n"
"--max-vram [size] Max VRAM to use in Mb before swapping\n"
" Set to at least 20 to avoid unpredictable behavior\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"
"--home [path] Directory to use as home path\n"
"--version, -v Displays 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.
unsigned int loadSystemConfigFile(std::string& errorMsg)
{
if (!SystemData::loadConfig()) {
LOG(LogError) << "Error while parsing systems configuration file!";
errorMsg = "COULDN'T FIND THE SYSTEMS CONFIGURATION FILE.\n"
"WILL ATTEMPT TO INSTALL A TEMPLATE ES_SYSTEMS.CFG FILE FROM "
"THE EMULATIONSTATION RESOURCES DIRECTORY.\n"
"PLEASE RESTART THE APPLICATION.";
return NO_SYSTEMS_FILE;
}
if (SystemData::sSystemVector.size() == 0)
{
LOG(LogError) << "No systems found! Does at least one system have a game present? (check "
"that extensions match!)\n";
errorMsg = "THE SYSTEMS CONFIGURATION FILE EXISTS BUT NO GAME "
"ROM FILES WERE FOUND. PLEASE MAKE SURE THAT THE 'ROMDIRECTORY' "
"SETTING IN ES_SYSTEMS.CFG IS POINTING TO YOUR ROM DIRECTORY "
"AND THAT YOUR GAME ROMS ARE USING SUPPORTED FILE EXTENSIONS. "
"THIS IS THE CURRENTLY CONFIGURED ROM DIRECTORY:\n";
errorMsg += FileData::getROMDirectory();
return NO_ROMS;
}
return NO_ERRORS;
}
// 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(NULL));
std::locale::global(std::locale("C"));
if (!parseArgs(argc, argv))
return 0;
// Only show the console on Windows if HideConsole is false.
#ifdef WIN32
// MSVC has a "SubSystem" option, with two primary options: "WINDOWS" and "CONSOLE".
// In "WINDOWS" mode, no console is automatically created for us. This is good,
// because we can choose to only create the console window if the user explicitly
// asks for it, preventing it from flashing open and then closing.
// In "CONSOLE" mode, a console is always automatically created for us before we
// enter main. In this case, we can only hide the console after the fact, which
// will leave a brief flash.
// TL;DR: You should compile ES under the "WINDOWS" subsystem.
// I have no idea how this works with non-MSVC compilers.
if (!Settings::getInstance()->getBool("HideConsole")) {
// We want to show the console.
// If we're compiled in "CONSOLE" mode, this is already done.
// If we're compiled in "WINDOWS" mode, no console is created for us automatically;
// the user asked for one, so make one and then hook stdin/stdout/sterr up to it.
if (AllocConsole()) { // Should only pass in "WINDOWS" mode.
freopen("CONIN$", "r", stdin);
freopen("CONOUT$", "wb", stdout);
freopen("CONOUT$", "wb", stderr);
}
}
else {
// We want to hide the console.
// If we're compiled with the "WINDOWS" subsystem, this is already done.
// If we're compiled with the "CONSOLE" subsystem, a console is already created;
// it'll flash open, but we hide it nearly immediately.
if (GetConsoleWindow()) // Should only pass in "CONSOLE" mode.
ShowWindow(GetConsoleWindow(), SW_HIDE);
}
#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);
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");
if (!window.init()) {
LOG(LogError) << "Window failed to initialize!";
return 1;
}
if (splashScreen) {
std::string progressText = "Loading...";
if (splashScreenProgress)
progressText = "Loading system config...";
window.renderLoadingScreen(progressText);
}
std::string errorMsg;
if (loadSystemConfigFile(errorMsg) != NO_ERRORS) {
// 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<HelpPrompt> 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.
if (errorMsg == "") {
if (Utils::FileSystem::exists(InputManager::getConfigPath()) &&
InputManager::getInstance()->getNumConfiguredDevices() > 0) {
ViewController::get()->goToStart();
}
else {
window.pushGui(new GuiDetectDevice(&window, true, [] {
ViewController::get()->goToStart(); }));
}
}
// 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
processQuitMode();
LOG(LogInfo) << "EmulationStation cleanly shutting down.";
return 0;
}