mirror of
https://github.com/RetroDECK/ES-DE.git
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af9b9f732f
SDL_mixer is not in the standard SDL distribution. The mixing is now done using regular SDL_Audio functions. AudioManager is converted to a singleton and std::shared_ptrs are used for all Sound objects. Note that for GCC "-std=c++11" might need to be added to the CMAKE_CXX_FLAGS.
234 lines
6 KiB
C++
234 lines
6 KiB
C++
//EmulationStation, a graphical front-end for ROM browsing. Created by Alec "Aloshi" Lofquist.
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#include <SDL.h>
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#include <iostream>
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#include "Renderer.h"
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#include "components/GuiGameList.h"
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#include "SystemData.h"
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#include <boost/filesystem.hpp>
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#include "components/GuiDetectDevice.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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#ifdef _RPI_
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#include <bcm_host.h>
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#endif
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#include <sstream>
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//these can be set by command-line arguments
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bool PARSEGAMELISTONLY = false;
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bool IGNOREGAMELIST = false;
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bool DRAWFRAMERATE = false;
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bool DONTSHOWEXIT = false;
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bool DEBUG = false;
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bool WINDOWED = false;
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unsigned int DIMTIME = 30*1000;
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namespace fs = boost::filesystem;
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int main(int argc, char* argv[])
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{
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unsigned int width = 0;
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unsigned int height = 0;
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if(argc > 1)
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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], "-w") == 0)
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{
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width = atoi(argv[i + 1]);
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i++; //skip the argument value
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}else if(strcmp(argv[i], "-h") == 0)
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{
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height = atoi(argv[i + 1]);
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i++; //skip the argument value
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}else if(strcmp(argv[i], "--gamelist-only") == 0)
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{
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PARSEGAMELISTONLY = true;
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}else if(strcmp(argv[i], "--ignore-gamelist") == 0)
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{
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IGNOREGAMELIST = true;
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}else if(strcmp(argv[i], "--draw-framerate") == 0)
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{
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DRAWFRAMERATE = true;
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}else if(strcmp(argv[i], "--no-exit") == 0)
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{
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DONTSHOWEXIT = true;
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}else if(strcmp(argv[i], "--debug") == 0)
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{
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DEBUG = true;
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Log::setReportingLevel(LogDebug);
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}else if(strcmp(argv[i], "--dimtime") == 0)
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{
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DIMTIME = atoi(argv[i + 1]) * 1000;
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i++; //skip the argument value
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}else if(strcmp(argv[i], "--windowed") == 0)
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{
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WINDOWED = true;
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}else if(strcmp(argv[i], "--help") == 0)
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{
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std::cout << "EmulationStation, a graphical front-end for ROM browsing.\n";
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std::cout << "Command line arguments:\n";
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std::cout << "-w [width in pixels] set screen width\n";
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std::cout << "-h [height in pixels] set screen height\n";
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std::cout << "--gamelist-only skip automatic game detection, only read from gamelist.xml\n";
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std::cout << "--ignore-gamelist ignore the gamelist (useful for troubleshooting)\n";
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std::cout << "--draw-framerate display the framerate\n";
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std::cout << "--no-exit don't show the exit option in the menu\n";
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std::cout << "--debug even more logging\n";
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std::cout << "--dimtime [seconds] time to wait before dimming the screen (default 30, use 0 for never)\n";
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#ifdef _DESKTOP_
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std::cout << "--windowed not fullscreen\n";
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#endif
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std::cout << "--help summon a sentient, angry tuba\n\n";
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std::cout << "More information available in README.md.\n";
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return 0;
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}
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}
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}
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#ifdef _RPI_
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bcm_host_init();
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#endif
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bool running = true;
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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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}
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//start the logger
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Log::open();
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//the renderer also takes care of setting up SDL for input and sound
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bool renderInit = Renderer::init(width, height);
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if(!renderInit)
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{
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std::cerr << "Error initializing renderer!\n";
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Log::close();
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return 1;
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}
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Window window; //don't call Window.init() because we manually pass the resolution to Renderer::init
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window.getInputManager()->init();
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//try loading the system config file
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if(!fs::exists(SystemData::getConfigPath())) //if it doesn't exist, create the example and quit
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{
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std::cerr << "A system config file in " << SystemData::getConfigPath() << " was not found. An example will be created.\n";
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SystemData::writeExampleConfig();
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std::cerr << "Set it up, then re-run EmulationStation.\n";
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running = false;
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}else{
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SystemData::loadConfig();
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if(SystemData::sSystemVector.size() == 0) //if it exists but was empty, notify the user and quit
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{
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std::cerr << "A system config file in " << SystemData::getConfigPath() << " was found, but contained no systems.\n";
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std::cerr << "Does at least one system have a game present?\n";
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running = false;
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}else{
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//choose which GUI to open depending on Input configuration
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if(fs::exists(InputManager::getConfigPath()))
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{
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//an input config already exists - we have input, proceed to the gamelist as usual.
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GuiGameList::create(&window);
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}else{
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window.pushGui(new GuiDetectDevice(&window));
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}
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}
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}
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bool sleeping = false;
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unsigned int timeSinceLastEvent = 0;
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int lastTime = 0;
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while(running)
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{
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SDL_Event event;
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while(SDL_PollEvent(&event))
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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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if(window.getInputManager()->parseEvent(event))
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{
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sleeping = false;
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timeSinceLastEvent = 0;
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}
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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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}
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if(sleeping)
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{
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lastTime = SDL_GetTicks();
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sleep(1); //this doesn't need to accurate
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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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window.update(deltaTime);
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window.render();
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if(DRAWFRAMERATE)
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{
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float framerate = 1/((float)deltaTime)*1000;
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std::stringstream ss;
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ss << framerate;
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std::string fps;
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ss >> fps;
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Renderer::drawText(fps, 50, 50, 0x00FF00FF, Renderer::getDefaultFont(Renderer::MEDIUM));
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}
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//sleep if we're past our threshold
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//sleeping entails setting a flag to start skipping frames
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//and initially drawing a black semi-transparent rect to dim the screen
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timeSinceLastEvent += deltaTime;
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if(timeSinceLastEvent >= DIMTIME && DIMTIME != 0)
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{
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sleeping = true;
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timeSinceLastEvent = 0;
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Renderer::drawRect(0, 0, Renderer::getScreenWidth(), Renderer::getScreenHeight(), 0x000000A0);
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}
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Renderer::swapBuffers();
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Log::flush();
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}
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Renderer::deinit();
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SystemData::deleteSystems();
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std::cout << "EmulationStation cleanly shutting down...\n";
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Log::close();
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#ifdef _RPI_
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bcm_host_deinit();
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#endif
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return 0;
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}
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