Beispiel #1
0
int main(int argc, char** argv) {
	struct mSDLRenderer renderer = {};

	struct mCoreOptions opts = {
		.useBios = true,
		.rewindEnable = true,
		.audioBuffers = 512,
		.videoSync = false,
		.audioSync = true,
		.volume = 0x100,
	};

	struct mArguments args;
	struct mGraphicsOpts graphicsOpts;

	struct mSubParser subparser;

	initParserForGraphics(&subparser, &graphicsOpts);
	bool parsed = parseArguments(&args, argc, argv, &subparser);
	if (!parsed || args.showHelp) {
		usage(argv[0], subparser.usage);
		freeArguments(&args);
		return !parsed;
	}
	if (args.showVersion) {
		version(argv[0]);
		freeArguments(&args);
		return 0;
	}

	renderer.core = mCoreFind(args.fname);
	if (!renderer.core) {
		printf("Could not run game. Are you sure the file exists and is a compatible game?\n");
		freeArguments(&args);
		return 1;
	}
	renderer.core->desiredVideoDimensions(renderer.core, &renderer.width, &renderer.height);
#ifdef BUILD_GL
	mSDLGLCreate(&renderer);
#elif defined(BUILD_GLES2) || defined(USE_EPOXY)
	mSDLGLES2Create(&renderer);
#else
	mSDLSWCreate(&renderer);
#endif

	renderer.ratio = graphicsOpts.multiplier;
	if (renderer.ratio == 0) {
		renderer.ratio = 1;
	}
	opts.width = renderer.width * renderer.ratio;
	opts.height = renderer.height * renderer.ratio;

	if (!renderer.core->init(renderer.core)) {
		freeArguments(&args);
		return 1;
	}

	mInputMapInit(&renderer.core->inputMap, &GBAInputInfo);
	mCoreInitConfig(renderer.core, PORT);
	applyArguments(&args, &subparser, &renderer.core->config);

	mCoreConfigLoadDefaults(&renderer.core->config, &opts);
	mCoreLoadConfig(renderer.core);

	renderer.viewportWidth = renderer.core->opts.width;
	renderer.viewportHeight = renderer.core->opts.height;
#if SDL_VERSION_ATLEAST(2, 0, 0)
	renderer.player.fullscreen = renderer.core->opts.fullscreen;
	renderer.player.windowUpdated = 0;
#else
	renderer.fullscreen = renderer.core->opts.fullscreen;
#endif

	renderer.lockAspectRatio = renderer.core->opts.lockAspectRatio;
	renderer.filter = renderer.core->opts.resampleVideo;

	if (!mSDLInit(&renderer)) {
		freeArguments(&args);
		renderer.core->deinit(renderer.core);
		return 1;
	}

	renderer.player.bindings = &renderer.core->inputMap;
	mSDLInitBindingsGBA(&renderer.core->inputMap);
	mSDLInitEvents(&renderer.events);
	mSDLEventsLoadConfig(&renderer.events, mCoreConfigGetInput(&renderer.core->config));
	mSDLAttachPlayer(&renderer.events, &renderer.player);
	mSDLPlayerLoadConfig(&renderer.player, mCoreConfigGetInput(&renderer.core->config));

	int ret;

	// TODO: Use opts and config
	ret = mSDLRun(&renderer, &args);
	mSDLDetachPlayer(&renderer.events, &renderer.player);
	mInputMapDeinit(&renderer.core->inputMap);

	mSDLDeinit(&renderer);

	freeArguments(&args);
	mCoreConfigFreeOpts(&opts);
	mCoreConfigDeinit(&renderer.core->config);
	renderer.core->deinit(renderer.core);

	return ret;
}

int mSDLRun(struct mSDLRenderer* renderer, struct mArguments* args) {
	struct mCoreThread thread = {
		.core = renderer->core
	};
	if (!mCoreLoadFile(renderer->core, args->fname)) {
		return 1;
	}
	mCoreAutoloadSave(renderer->core);
	struct mDebugger* debugger = mDebuggerCreate(args->debuggerType, renderer->core);
	if (debugger) {
		mDebuggerAttach(debugger, renderer->core);
		mDebuggerEnter(debugger, DEBUGGER_ENTER_MANUAL, NULL);
	}

	if (args->patch) {
		struct VFile* patch = VFileOpen(args->patch, O_RDONLY);
		if (patch) {
			renderer->core->loadPatch(renderer->core, patch);
		}
	} else {
		mCoreAutoloadPatch(renderer->core);
	}

	renderer->audio.samples = renderer->core->opts.audioBuffers;
	renderer->audio.sampleRate = 44100;

	bool didFail = !mSDLInitAudio(&renderer->audio, &thread);
	if (!didFail) {
#if SDL_VERSION_ATLEAST(2, 0, 0)
		mSDLSetScreensaverSuspendable(&renderer->events, renderer->core->opts.suspendScreensaver);
		mSDLSuspendScreensaver(&renderer->events);
#endif
		if (mCoreThreadStart(&thread)) {
			renderer->runloop(renderer, &thread);
			mSDLPauseAudio(&renderer->audio);
			mCoreThreadJoin(&thread);
		} else {
			didFail = true;
			printf("Could not run game. Are you sure the file exists and is a compatible game?\n");
		}

#if SDL_VERSION_ATLEAST(2, 0, 0)
		mSDLResumeScreensaver(&renderer->events);
		mSDLSetScreensaverSuspendable(&renderer->events, false);
#endif

		if (mCoreThreadHasCrashed(&thread)) {
			didFail = true;
			printf("The game crashed!\n");
		}
	}
	renderer->core->unloadROM(renderer->core);
	return didFail;
}

static bool mSDLInit(struct mSDLRenderer* renderer) {
	if (SDL_Init(SDL_INIT_VIDEO) < 0) {
		printf("Could not initialize video: %s\n", SDL_GetError());
		return false;
	}

	return renderer->init(renderer);
}

static void mSDLDeinit(struct mSDLRenderer* renderer) {
	mSDLDeinitEvents(&renderer->events);
	mSDLDeinitAudio(&renderer->audio);
#if SDL_VERSION_ATLEAST(2, 0, 0)
	SDL_DestroyWindow(renderer->window);
#endif

	renderer->deinit(renderer);

	SDL_Quit();
}
Beispiel #2
0
int main(int argc, char** argv) {
	struct SDLSoftwareRenderer renderer;
	GBAVideoSoftwareRendererCreate(&renderer.d);

	struct GBAInputMap inputMap;
	GBAInputMapInit(&inputMap);

	struct GBAConfig config;
	GBAConfigInit(&config, PORT);
	GBAConfigLoad(&config);

	struct GBAOptions opts = {
		.width = VIDEO_HORIZONTAL_PIXELS,
		.height = VIDEO_VERTICAL_PIXELS,
		.useBios = true,
		.rewindEnable = true,
		.audioBuffers = 512,
		.videoSync = false,
		.audioSync = true,
	};
	GBAConfigLoadDefaults(&config, &opts);

	struct GBAArguments args;
	struct GraphicsOpts graphicsOpts;

	struct SubParser subparser;

	initParserForGraphics(&subparser, &graphicsOpts);
	bool parsed = parseArguments(&args, &config, argc, argv, &subparser);
	if (!parsed || args.showHelp) {
		usage(argv[0], subparser.usage);
		freeArguments(&args);
		GBAConfigFreeOpts(&opts);
		GBAConfigDeinit(&config);
		return !parsed;
	}

	GBAConfigMap(&config, &opts);

	renderer.viewportWidth = opts.width;
	renderer.viewportHeight = opts.height;
#if SDL_VERSION_ATLEAST(2, 0, 0)
	renderer.player.fullscreen = opts.fullscreen;
	renderer.player.windowUpdated = 0;
#else
	renderer.fullscreen = opts.fullscreen;
#endif
	renderer.ratio = graphicsOpts.multiplier;
	if (renderer.ratio == 0) {
		renderer.ratio = 1;
	}

	renderer.lockAspectRatio = opts.lockAspectRatio;
	renderer.filter = opts.resampleVideo;

#ifdef BUILD_GL
	GBASDLGLCreate(&renderer);
#elif defined(BUILD_GLES2)
	GBASDLGLES2Create(&renderer);
#else
	GBASDLSWCreate(&renderer);
#endif

	if (!GBASDLInit(&renderer)) {
		freeArguments(&args);
		GBAConfigFreeOpts(&opts);
		GBAConfigDeinit(&config);
		return 1;
	}

	struct GBAThread context = {
		.renderer = &renderer.d.d,
		.userData = &renderer
	};

	context.debugger = createDebugger(&args, &context);

	GBAMapOptionsToContext(&opts, &context);
	GBAMapArgumentsToContext(&args, &context);

	bool didFail = false;

	renderer.audio.samples = context.audioBuffers;
	renderer.audio.sampleRate = 44100;
	if (opts.sampleRate) {
		renderer.audio.sampleRate = opts.sampleRate;
	}
	if (!GBASDLInitAudio(&renderer.audio, &context)) {
		didFail = true;
	}

	renderer.player.bindings = &inputMap;
	GBASDLInitBindings(&inputMap);
	GBASDLInitEvents(&renderer.events);
	GBASDLEventsLoadConfig(&renderer.events, GBAConfigGetInput(&config));
	GBASDLAttachPlayer(&renderer.events, &renderer.player);
	GBASDLPlayerLoadConfig(&renderer.player, GBAConfigGetInput(&config));
	context.overrides = GBAConfigGetOverrides(&config);

	if (!didFail) {
#if SDL_VERSION_ATLEAST(2, 0, 0)
		GBASDLSetScreensaverSuspendable(&renderer.events, opts.suspendScreensaver);
		GBASDLSuspendScreensaver(&renderer.events);
#endif
		if (GBAThreadStart(&context)) {
			renderer.runloop(&context, &renderer);
			GBAThreadJoin(&context);
		} else {
			didFail = true;
			printf("Could not run game. Are you sure the file exists and is a Game Boy Advance game?\n");
		}

#if SDL_VERSION_ATLEAST(2, 0, 0)
		GBASDLResumeScreensaver(&renderer.events);
		GBASDLSetScreensaverSuspendable(&renderer.events, false);
#endif

		if (GBAThreadHasCrashed(&context)) {
			didFail = true;
			printf("The game crashed!\n");
		}
	}
	freeArguments(&args);
	GBAConfigFreeOpts(&opts);
	GBAConfigDeinit(&config);
	free(context.debugger);
	GBASDLDetachPlayer(&renderer.events, &renderer.player);
	GBAInputMapDeinit(&inputMap);

	GBASDLDeinit(&renderer);

	return didFail;
}

static bool GBASDLInit(struct SDLSoftwareRenderer* renderer) {
	if (SDL_Init(SDL_INIT_VIDEO) < 0) {
		printf("Could not initialize video: %s\n", SDL_GetError());
		return false;
	}

	return renderer->init(renderer);
}

static void GBASDLDeinit(struct SDLSoftwareRenderer* renderer) {
	GBASDLDeinitEvents(&renderer->events);
	GBASDLDeinitAudio(&renderer->audio);
#if SDL_VERSION_ATLEAST(2, 0, 0)
	SDL_DestroyWindow(renderer->window);
#endif

	renderer->deinit(renderer);

	SDL_Quit();
}