mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-24 07:05:39 +00:00
ccea2a7e04
Added a simple "LOADING" screen when ES starts up. ViewController now preloads GameListViews so there's no lag when browsing to a system for the first time.
258 lines
7 KiB
C++
258 lines
7 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 "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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#include "EmulationStation.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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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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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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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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}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("DONTSHOWEXIT", true);
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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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Log::setReportingLevel(LogDebug);
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}else if(strcmp(argv[i], "--dimtime") == 0)
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{
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Settings::getInstance()->setInt("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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Settings::getInstance()->setBool("WINDOWED", true);
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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], "--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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std::cout << "--scrape scrape using command line interface\n";
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std::cout << "--windowed not fullscreen\n";
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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 false; //exit after printing help
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}
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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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//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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unsigned int width = 0;
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unsigned int height = 0;
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if(!parseArgs(argc, argv, &width, &height))
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return 0;
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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::open();
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LOG(LogInfo) << "EmulationStation - " << PROGRAM_VERSION_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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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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window.renderLoadingScreen();
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}
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//try loading the system config file
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if(!SystemData::loadConfig(SystemData::getConfigPath(), true))
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{
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LOG(LogError) << "Error parsing system config file!";
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return 1;
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}
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//make sure it wasn't empty
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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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return 1;
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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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window.getViewController()->preload();
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//choose which GUI to open depending on if an input configuration already exists
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if(fs::exists(InputManager::getConfigPath()))
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{
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window.getViewController()->goToSystemSelect();
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}else{
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window.pushGui(new GuiDetectDevice(&window));
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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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bool sleeping = false;
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unsigned int timeSinceLastEvent = 0;
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int lastTime = 0;
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bool running = true;
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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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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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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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SDL_Delay(1); //this doesn't need to be 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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//cap deltaTime at 1000
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if(deltaTime > 1000 || deltaTime < 0)
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deltaTime = 1000;
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window.update(deltaTime);
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Renderer::swapBuffers(); //swap here so we can read the last screen state during updates (see ImageComponent::copyScreen())
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window.render();
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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 >= (unsigned int)Settings::getInstance()->getInt("DIMTIME") && Settings::getInstance()->getInt("DIMTIME") != 0 && window.getAllowSleep())
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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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Renderer::swapBuffers();
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}
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Log::flush();
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}
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window.deinit();
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SystemData::deleteSystems();
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std::cout << "EmulationStation cleanly shutting down...\n";
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return 0;
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}
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