mirror of
https://github.com/RetroDECK/ES-DE.git
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402 lines
12 KiB
C++
402 lines
12 KiB
C++
//EmulationStation, a graphical front-end for ROM browsing. Created by Alec "Aloshi" Lofquist.
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//http://www.aloshi.com
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#include <SDL.h>
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#include <iostream>
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#include <iomanip>
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#include "Renderer.h"
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#include "views/ViewController.h"
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#include "SystemData.h"
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#include <boost/filesystem.hpp>
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#include "guis/GuiDetectDevice.h"
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#include "guis/GuiMsgBox.h"
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#include "AudioManager.h"
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#include "platform.h"
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#include "Log.h"
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#include "Window.h"
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#include "SystemScreenSaver.h"
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#include "EmulationStation.h"
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#include "PowerSaver.h"
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#include "Settings.h"
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#include "ScraperCmdLine.h"
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#include <sstream>
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#include <boost/locale.hpp>
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#include <FreeImage.h>
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#ifdef WIN32
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#include <Windows.h>
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#endif
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namespace fs = boost::filesystem;
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bool scrape_cmdline = false;
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bool parseArgs(int argc, char* argv[], unsigned int* width, unsigned int* height)
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{
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for(int i = 1; i < argc; i++)
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{
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if(strcmp(argv[i], "--resolution") == 0)
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{
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if(i >= argc - 2)
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{
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std::cerr << "Invalid resolution supplied.";
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return false;
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}
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*width = atoi(argv[i + 1]);
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*height = atoi(argv[i + 2]);
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i += 2; // skip the argument value
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}else if(strcmp(argv[i], "--gamelist-only") == 0)
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{
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Settings::getInstance()->setBool("ParseGamelistOnly", true);
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}else if(strcmp(argv[i], "--ignore-gamelist") == 0)
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{
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Settings::getInstance()->setBool("IgnoreGamelist", true);
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#ifndef WIN32
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}else if(strcmp(argv[i], "--show-hidden-files") == 0)
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{
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Settings::getInstance()->setBool("ShowHiddenFiles", true);
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#endif
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}else if(strcmp(argv[i], "--draw-framerate") == 0)
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{
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Settings::getInstance()->setBool("DrawFramerate", true);
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}else if(strcmp(argv[i], "--no-exit") == 0)
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{
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Settings::getInstance()->setBool("ShowExit", false);
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}else if(strcmp(argv[i], "--no-splash") == 0)
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{
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Settings::getInstance()->setBool("SplashScreen", false);
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}else if(strcmp(argv[i], "--debug") == 0)
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{
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Settings::getInstance()->setBool("Debug", true);
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Settings::getInstance()->setBool("HideConsole", false);
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Log::setReportingLevel(LogDebug);
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}else if(strcmp(argv[i], "--windowed") == 0)
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{
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Settings::getInstance()->setBool("Windowed", true);
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}else if(strcmp(argv[i], "--vsync") == 0)
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{
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bool vsync = (strcmp(argv[i + 1], "on") == 0 || strcmp(argv[i + 1], "1") == 0) ? true : false;
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Settings::getInstance()->setBool("VSync", vsync);
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i++; // skip vsync value
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}else if(strcmp(argv[i], "--scrape") == 0)
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{
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scrape_cmdline = true;
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}else if(strcmp(argv[i], "--max-vram") == 0)
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{
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int maxVRAM = atoi(argv[i + 1]);
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Settings::getInstance()->setInt("MaxVRAM", maxVRAM);
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}
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else if (strcmp(argv[i], "--force-kiosk") == 0)
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{
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Settings::getInstance()->setBool("ForceKiosk", true);
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}else if(strcmp(argv[i], "--help") == 0 || strcmp(argv[i], "-h") == 0)
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{
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#ifdef WIN32
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// This is a bit of a hack, but otherwise output will go to nowhere
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// when the application is compiled with the "WINDOWS" subsystem (which we usually are).
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// If you're an experienced Windows programmer and know how to do this
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// the right way, please submit a pull request!
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AttachConsole(ATTACH_PARENT_PROCESS);
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freopen("CONOUT$", "wb", stdout);
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#endif
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std::cout <<
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"EmulationStation, a graphical front-end for ROM browsing.\n"
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"Written by Alec \"Aloshi\" Lofquist.\n"
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"Version " << PROGRAM_VERSION_STRING << ", built " << PROGRAM_BUILT_STRING << "\n\n"
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"Command line arguments:\n"
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"--resolution [width] [height] try and force a particular resolution\n"
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"--gamelist-only skip automatic game search, only read from gamelist.xml\n"
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"--ignore-gamelist ignore the gamelist (useful for troubleshooting)\n"
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"--draw-framerate display the framerate\n"
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"--no-exit don't show the exit option in the menu\n"
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"--no-splash don't show the splash screen\n"
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"--debug more logging, show console on Windows\n"
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"--scrape scrape using command line interface\n"
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"--windowed not fullscreen, should be used with --resolution\n"
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"--vsync [1/on or 0/off] turn vsync on or off (default is on)\n"
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"--max-vram [size] Max VRAM to use in Mb before swapping. 0 for unlimited\n"
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"--force-kiosk Force the UI mode to be Kiosk\n"
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"--help, -h summon a sentient, angry tuba\n\n"
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"More information available in README.md.\n";
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return false; //exit after printing help
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}
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}
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return true;
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}
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bool verifyHomeFolderExists()
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{
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//make sure the config directory exists
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std::string home = getHomePath();
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std::string configDir = home + "/.emulationstation";
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if(!fs::exists(configDir))
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{
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std::cout << "Creating config directory \"" << configDir << "\"\n";
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fs::create_directory(configDir);
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if(!fs::exists(configDir))
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{
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std::cerr << "Config directory could not be created!\n";
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return false;
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}
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}
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return true;
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}
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// Returns true if everything is OK,
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bool loadSystemConfigFile(const char** errorString)
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{
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*errorString = NULL;
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if(!SystemData::loadConfig())
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{
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LOG(LogError) << "Error while parsing systems configuration file!";
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*errorString = "IT LOOKS LIKE YOUR SYSTEMS CONFIGURATION FILE HAS NOT BEEN SET UP OR IS INVALID. YOU'LL NEED TO DO THIS BY HAND, UNFORTUNATELY.\n\n"
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"VISIT EMULATIONSTATION.ORG FOR MORE INFORMATION.";
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return false;
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}
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if(SystemData::sSystemVector.size() == 0)
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{
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LOG(LogError) << "No systems found! Does at least one system have a game present? (check that extensions match!)\n(Also, make sure you've updated your es_systems.cfg for XML!)";
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*errorString = "WE CAN'T FIND ANY SYSTEMS!\n"
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"CHECK THAT YOUR PATHS ARE CORRECT IN THE SYSTEMS CONFIGURATION FILE, "
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"AND YOUR GAME DIRECTORY HAS AT LEAST ONE GAME WITH THE CORRECT EXTENSION.\n\n"
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"VISIT EMULATIONSTATION.ORG FOR MORE INFORMATION.";
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return false;
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}
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return true;
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}
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//called on exit, assuming we get far enough to have the log initialized
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void onExit()
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{
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Log::close();
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}
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int main(int argc, char* argv[])
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{
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srand((unsigned int)time(NULL));
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unsigned int width = 0;
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unsigned int height = 0;
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std::locale::global(boost::locale::generator().generate(""));
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boost::filesystem::path::imbue(std::locale());
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if(!parseArgs(argc, argv, &width, &height))
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return 0;
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// only show the console on Windows if HideConsole is false
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#ifdef WIN32
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// MSVC has a "SubSystem" option, with two primary options: "WINDOWS" and "CONSOLE".
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// In "WINDOWS" mode, no console is automatically created for us. This is good,
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// because we can choose to only create the console window if the user explicitly
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// asks for it, preventing it from flashing open and then closing.
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// In "CONSOLE" mode, a console is always automatically created for us before we
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// enter main. In this case, we can only hide the console after the fact, which
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// will leave a brief flash.
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// TL;DR: You should compile ES under the "WINDOWS" subsystem.
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// I have no idea how this works with non-MSVC compilers.
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if(!Settings::getInstance()->getBool("HideConsole"))
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{
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// we want to show the console
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// if we're compiled in "CONSOLE" mode, this is already done.
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// if we're compiled in "WINDOWS" mode, no console is created for us automatically;
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// the user asked for one, so make one and then hook stdin/stdout/sterr up to it
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if(AllocConsole()) // should only pass in "WINDOWS" mode
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{
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freopen("CONIN$", "r", stdin);
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freopen("CONOUT$", "wb", stdout);
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freopen("CONOUT$", "wb", stderr);
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}
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}else{
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// we want to hide the console
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// if we're compiled with the "WINDOWS" subsystem, this is already done.
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// if we're compiled with the "CONSOLE" subsystem, a console is already created;
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// it'll flash open, but we hide it nearly immediately
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if(GetConsoleWindow()) // should only pass in "CONSOLE" mode
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ShowWindow(GetConsoleWindow(), SW_HIDE);
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}
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#endif
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// call this ONLY when linking with FreeImage as a static library
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#ifdef FREEIMAGE_LIB
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FreeImage_Initialise();
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#endif
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//if ~/.emulationstation doesn't exist and cannot be created, bail
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if(!verifyHomeFolderExists())
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return 1;
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//start the logger
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Log::init();
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Log::open();
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LOG(LogInfo) << "EmulationStation - v" << PROGRAM_VERSION_STRING << ", built " << PROGRAM_BUILT_STRING;
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//always close the log on exit
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atexit(&onExit);
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Window window;
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SystemScreenSaver screensaver(&window);
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PowerSaver::init();
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ViewController::init(&window);
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CollectionSystemManager::init(&window);
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window.pushGui(ViewController::get());
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if(!scrape_cmdline)
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{
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if(!window.init(width, height))
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{
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LOG(LogError) << "Window failed to initialize!";
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return 1;
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}
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std::string glExts = (const char*)glGetString(GL_EXTENSIONS);
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LOG(LogInfo) << "Checking available OpenGL extensions...";
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LOG(LogInfo) << " ARB_texture_non_power_of_two: " << (glExts.find("ARB_texture_non_power_of_two") != std::string::npos ? "ok" : "MISSING");
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if(Settings::getInstance()->getBool("SplashScreen"))
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window.renderLoadingScreen();
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}
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const char* errorMsg = NULL;
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if(!loadSystemConfigFile(&errorMsg))
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{
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// something went terribly wrong
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if(errorMsg == NULL)
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{
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LOG(LogError) << "Unknown error occured while parsing system config file.";
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if(!scrape_cmdline)
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Renderer::deinit();
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return 1;
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}
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// we can't handle es_systems.cfg file problems inside ES itself, so display the error message then quit
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window.pushGui(new GuiMsgBox(&window,
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errorMsg,
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"QUIT", [] {
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SDL_Event* quit = new SDL_Event();
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quit->type = SDL_QUIT;
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SDL_PushEvent(quit);
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}));
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}
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//run the command line scraper then quit
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if(scrape_cmdline)
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{
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return run_scraper_cmdline();
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}
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//dont generate joystick events while we're loading (hopefully fixes "automatically started emulator" bug)
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SDL_JoystickEventState(SDL_DISABLE);
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// preload what we can right away instead of waiting for the user to select it
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// this makes for no delays when accessing content, but a longer startup time
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ViewController::get()->preload();
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//choose which GUI to open depending on if an input configuration already exists
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if(errorMsg == NULL)
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{
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if(fs::exists(InputManager::getConfigPath()) && InputManager::getInstance()->getNumConfiguredDevices() > 0)
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{
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ViewController::get()->goToStart();
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}else{
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window.pushGui(new GuiDetectDevice(&window, true, [] { ViewController::get()->goToStart(); }));
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}
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}
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//generate joystick events since we're done loading
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SDL_JoystickEventState(SDL_ENABLE);
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int lastTime = SDL_GetTicks();
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int ps_time = SDL_GetTicks();
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bool running = true;
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bool ps_standby = false;
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while(running)
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{
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SDL_Event event;
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bool ps_standby = PowerSaver::getState() && SDL_GetTicks() - ps_time > PowerSaver::getMode();
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if(ps_standby ? SDL_WaitEventTimeout(&event, PowerSaver::getTimeout()) : SDL_PollEvent(&event))
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{
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do
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{
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switch(event.type)
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{
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case SDL_JOYHATMOTION:
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case SDL_JOYBUTTONDOWN:
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case SDL_JOYBUTTONUP:
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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case SDL_JOYAXISMOTION:
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case SDL_TEXTINPUT:
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case SDL_TEXTEDITING:
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case SDL_JOYDEVICEADDED:
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case SDL_JOYDEVICEREMOVED:
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InputManager::getInstance()->parseEvent(event, &window);
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break;
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case SDL_QUIT:
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running = false;
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break;
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}
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} while(SDL_PollEvent(&event));
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// triggered if exiting from SDL_WaitEvent due to event
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if (ps_standby)
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// show as if continuing from last event
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lastTime = SDL_GetTicks();
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// reset counter
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ps_time = SDL_GetTicks();
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}
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else if (ps_standby)
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{
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// If exitting SDL_WaitEventTimeout due to timeout. Trail considering
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// timeout as an event
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ps_time = SDL_GetTicks();
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}
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if(window.isSleeping())
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{
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lastTime = SDL_GetTicks();
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SDL_Delay(1); // this doesn't need to be accurate, we're just giving up our CPU time until something wakes us up
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continue;
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}
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int curTime = SDL_GetTicks();
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int deltaTime = curTime - lastTime;
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lastTime = curTime;
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// cap deltaTime if it ever goes negative
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if(deltaTime < 0)
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deltaTime = 1000;
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window.update(deltaTime);
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window.render();
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Renderer::swapBuffers();
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Log::flush();
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}
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while(window.peekGui() != ViewController::get())
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delete window.peekGui();
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window.deinit();
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CollectionSystemManager::deinit();
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SystemData::deleteSystems();
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// call this ONLY when linking with FreeImage as a static library
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#ifdef FREEIMAGE_LIB
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FreeImage_DeInitialise();
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#endif
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LOG(LogInfo) << "EmulationStation cleanly shutting down.";
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return 0;
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}
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