Beispiel #1
0
int main(int argc, char *argv[])
#endif
{
   frontend_ctx = (frontend_ctx_driver_t*)frontend_ctx_init_first();

   if (frontend_ctx && frontend_ctx->init)
      frontend_ctx->init();

   rarch_main_clear_state();
#ifndef __APPLE__
   rarch_get_environment(argc, argv);
#endif

#if !defined(RARCH_CONSOLE)
#if defined(__APPLE__)
   struct rarch_main_wrap* argdata = (struct rarch_main_wrap*)args;
   int init_ret = rarch_main_init_wrap(argdata);
   apple_free_main_wrap(argdata);

   if (init_ret)
   {
      rarch_main_clear_state();
      dispatch_async_f(dispatch_get_main_queue(), (void*)1, apple_rarch_exited);
      return 0;
   }
#else
   rarch_init_msg_queue();
   int init_ret;
   if ((init_ret = rarch_main_init(argc, argv))) return init_ret;
#endif
#endif

#ifdef HAVE_MENU
   menu_init();

#ifndef __APPLE__
   if (frontend_ctx && frontend_ctx->process_args)
      frontend_ctx->process_args(argc, argv);
#endif

#ifdef RARCH_CONSOLE
   g_extern.lifecycle_mode_state |= 1ULL << MODE_LOAD_GAME;
#else
   g_extern.lifecycle_mode_state |= 1ULL << MODE_GAME;
#endif

#ifndef RARCH_CONSOLE
   // If we started a ROM directly from command line,
   // push it to ROM history.
   if (!g_extern.libretro_dummy)
      menu_rom_history_push_current();
#endif

   for (;;)
   {
      if (g_extern.system.shutdown)
         break;
      else if (g_extern.lifecycle_mode_state & (1ULL << MODE_LOAD_GAME))
      {
         load_menu_game_prepare();

         // If ROM load fails, we exit RetroArch. On console it might make more sense to go back to menu though ...
         if (load_menu_game())
            g_extern.lifecycle_mode_state |= (1ULL << MODE_GAME);
         else
         {
#if defined(RARCH_CONSOLE) || defined(__QNX__)
            g_extern.lifecycle_mode_state |= (1ULL << MODE_MENU);
#else
            if (frontend_ctx && frontend_ctx->shutdown)
               frontend_ctx->shutdown(true);

            return 1;
#endif
         }

         g_extern.lifecycle_mode_state &= ~(1ULL << MODE_LOAD_GAME);
      }
      else if (g_extern.lifecycle_mode_state & (1ULL << MODE_GAME))
      {
#ifdef RARCH_CONSOLE
         driver.input->poll(NULL);
#endif
         if (driver.video_poke->set_aspect_ratio)
            driver.video_poke->set_aspect_ratio(driver.video_data, g_settings.video.aspect_ratio_idx);

         while ((g_extern.is_paused && !g_extern.is_oneshot) ? rarch_main_idle_iterate() : rarch_main_iterate())
         {
            if (frontend_ctx && frontend_ctx->process_events)
               frontend_ctx->process_events();

            if (!(g_extern.lifecycle_mode_state & (1ULL << MODE_GAME)))
               break;
         }
         g_extern.lifecycle_mode_state &= ~(1ULL << MODE_GAME);
      }
      else if (g_extern.lifecycle_mode_state & (1ULL << MODE_MENU))
      {
         g_extern.lifecycle_mode_state |= 1ULL << MODE_MENU_PREINIT;
         // Menu should always run with vsync on.
         video_set_nonblock_state_func(false);

         if (driver.audio_data)
            audio_stop_func();

         while (!g_extern.system.shutdown && menu_iterate())
         {
            if (frontend_ctx && frontend_ctx->process_events)
               frontend_ctx->process_events();

            if (!(g_extern.lifecycle_mode_state & (1ULL << MODE_MENU)))
               break;
         }

         driver_set_nonblock_state(driver.nonblock_state);

         if (driver.audio_data && !audio_start_func())
         {
            RARCH_ERR("Failed to resume audio driver. Will continue without audio.\n");
            g_extern.audio_active = false;
         }

         g_extern.lifecycle_mode_state &= ~(1ULL << MODE_MENU);
      }
      else
         break;
   }

   g_extern.system.shutdown = false;
   menu_free();

   if (g_extern.config_save_on_exit && *g_extern.config_path)
      config_save_file(g_extern.config_path);

#ifdef GEKKO
   /* Per-core input config saving */
   config_save_keybinds(g_extern.input_config_path);
#endif

#ifdef RARCH_CONSOLE
   global_uninit_drivers();
#endif
#else
   while ((g_extern.is_paused && !g_extern.is_oneshot) ? rarch_main_idle_iterate() : rarch_main_iterate());
#endif

   rarch_main_deinit();
   rarch_deinit_msg_queue();

#ifdef PERF_TEST
   rarch_perf_log();
#endif

#if defined(HAVE_LOGGER)
   logger_shutdown();
#elif defined(HAVE_FILE_LOGGER)
   if (g_extern.log_file)
      fclose(g_extern.log_file);
   g_extern.log_file = NULL;
#endif

   if (frontend_ctx && frontend_ctx->deinit)
      frontend_ctx->deinit();

   if (g_extern.lifecycle_mode_state & (1ULL << MODE_EXITSPAWN) && frontend_ctx
         && frontend_ctx->exitspawn)
      frontend_ctx->exitspawn();

   rarch_main_clear_state();

   if (frontend_ctx && frontend_ctx->shutdown)
      frontend_ctx->shutdown(false);

   return 0;
}
int rarch_main(int argc, char *argv[])
{
   //Initialize bps
#ifndef HAVE_BB10
   bps_initialize();
   rarch_main_clear_state();
   strlcpy(g_settings.libretro, "app/native/lib", sizeof(g_settings.libretro));
#endif
   strlcpy(g_extern.config_path, "app/native/retroarch.cfg", sizeof(g_extern.config_path));
   strlcpy(g_settings.video.shader_dir, "app/native/shaders_glsl", sizeof(g_settings.video.shader_dir));

   config_load();

   g_extern.verbose = true;

   menu_init();

   g_extern.lifecycle_mode_state |= (1ULL << MODE_LOAD_GAME);

#ifdef HAVE_BB10
   if (!g_extern.libretro_dummy)
      menu_rom_history_push_current();
#endif

   for (;;)
   {
      if (g_extern.system.shutdown)
         break;
      else if (g_extern.lifecycle_mode_state & (1ULL << MODE_LOAD_GAME))
      {
         load_menu_game_prepare();

         // If ROM load fails, we exit RetroArch. On console it might make more sense to go back to menu though ...
         if (load_menu_game())
            g_extern.lifecycle_mode_state |= (1ULL << MODE_GAME);
         else
         {
#if defined(RARCH_CONSOLE) || defined(__BLACKBERRY_QNX__)
            g_extern.lifecycle_mode_state |= (1ULL << MODE_MENU);
#else
            return 1;
#endif
         }

         g_extern.lifecycle_mode_state &= ~(1ULL << MODE_LOAD_GAME);
      }
      else if (g_extern.lifecycle_mode_state & (1ULL << MODE_GAME))
      {
	     while ((g_extern.is_paused && !g_extern.is_oneshot) ? rarch_main_idle_iterate() : rarch_main_iterate());
	        g_extern.lifecycle_mode_state &= ~(1ULL << MODE_GAME);
      }
      else if (g_extern.lifecycle_mode_state & (1ULL << MODE_MENU))
      {
         g_extern.lifecycle_mode_state |= 1ULL << MODE_MENU_PREINIT;
         while (!g_extern.system.shutdown && menu_iterate());
         g_extern.lifecycle_mode_state &= ~(1ULL << MODE_MENU);
      }
      else
         break;
   }

   g_extern.system.shutdown = false;

   menu_free();

   if (g_extern.config_save_on_exit && *g_extern.config_path)
      config_save_file(g_extern.config_path);

   if (g_extern.main_is_init)
      rarch_main_deinit();

   rarch_deinit_msg_queue();

#ifdef PERF_TEST
   rarch_perf_log();
#endif

error:
   bps_shutdown();

   return 0;
}
Beispiel #3
0
void* rarch_main_ios(void* args)
{
   struct rarch_main_wrap* argdata = (struct rarch_main_wrap*)args;
   int init_ret = rarch_main_init_wrap(argdata);
   ios_free_main_wrap(argdata);

   if (init_ret)
   {
      rarch_main_clear_state();
      dispatch_async_f(dispatch_get_main_queue(), (void*)1, ios_rarch_exited);
      return 0;
   }

#ifdef HAVE_RGUI
   char* system_directory = ios_get_rarch_system_directory();
   strlcpy(g_extern.savestate_dir, system_directory,
         sizeof(g_extern.savestate_dir));
   strlcpy(g_extern.savefile_dir, system_directory,
         sizeof(g_extern.savefile_dir));

   menu_init();
   g_extern.lifecycle_mode_state |= 1ULL << MODE_GAME;

   // If we started a ROM directly from command line,
   // push it to ROM history.
   if (!g_extern.libretro_dummy)
      menu_rom_history_push_current();

   for (;;)
   {
      if (g_extern.system.shutdown)
         break;
      else if (g_extern.lifecycle_mode_state & (1ULL << MODE_LOAD_GAME))
      {
         load_menu_game_prepare();

         // If ROM load fails, we exit RetroArch. On console it might make more sense to go back to menu though ...
         if (load_menu_game())
            g_extern.lifecycle_mode_state |= (1ULL << MODE_GAME);
         else
         {
#ifdef RARCH_CONSOLE
            g_extern.lifecycle_mode_state |= (1ULL << MODE_MENU);
#else
            // This needs to be here to tell the GUI thread that the emulator loop has stopped,
            // the (void*)1 makes it display the 'Failed to load game' message.
            dispatch_async_f(dispatch_get_main_queue(), (void*)1, ios_rarch_exited);
            return 1;
#endif
         }

         g_extern.lifecycle_mode_state &= ~(1ULL << MODE_LOAD_GAME);
      }
      else if (g_extern.lifecycle_mode_state & (1ULL << MODE_GAME))
      {
         while ((g_extern.is_paused && !g_extern.is_oneshot) ? rarch_main_idle_iterate() : rarch_main_iterate())
            process_events();

         g_extern.lifecycle_mode_state &= ~(1ULL << MODE_GAME);
      }
      else if (g_extern.lifecycle_mode_state & (1ULL << MODE_MENU))
      {
         g_extern.lifecycle_mode_state |= 1ULL << MODE_MENU_PREINIT;
         while (!g_extern.system.shutdown && menu_iterate())
            process_events();
         g_extern.lifecycle_mode_state &= ~(1ULL << MODE_MENU);
      }
      else
         break;
   }

   g_extern.system.shutdown = false;

   menu_free();

   if (g_extern.config_save_on_exit && *g_extern.config_path)
      config_save_file(g_extern.config_path);

   if (g_extern.main_is_init)
      rarch_main_deinit();

   free(system_directory);
#else
   while ((g_extern.is_paused && !g_extern.is_oneshot) ? rarch_main_idle_iterate() : rarch_main_iterate());
   rarch_main_deinit();
#endif
   
   rarch_deinit_msg_queue();

#ifdef PERF_TEST
   rarch_perf_log();
#endif

   rarch_main_clear_state();

   dispatch_async_f(dispatch_get_main_queue(), 0, ios_rarch_exited);
   return 0;
}
static void *android_app_entry(void *data)
{
   struct android_app* android_app = (struct android_app*)data;

   android_app->config = AConfiguration_new();
   AConfiguration_fromAssetManager(android_app->config, android_app->activity->assetManager);

   print_cur_config(android_app);

   ALooper* looper = ALooper_prepare(ALOOPER_PREPARE_ALLOW_NON_CALLBACKS);
   ALooper_addFd(looper, android_app->msgread, LOOPER_ID_MAIN, ALOOPER_EVENT_INPUT, NULL, NULL);
   android_app->looper = looper;

   pthread_mutex_lock(&android_app->mutex);
   android_app->running = 1;
   pthread_cond_broadcast(&android_app->cond);
   pthread_mutex_unlock(&android_app->mutex);

   memset(&g_android, 0, sizeof(g_android));
   g_android = android_app;

   RARCH_LOG("Native Activity started.\n");
   rarch_main_clear_state();

   while (!android_app->window)
   {
      if (!android_run_events(android_app))
         goto exit;
   }

   rarch_init_msg_queue();

   if (!android_app_start_main(android_app))
   {
      g_settings.input.overlay[0] = 0;
      // threaded video doesn't work right for just displaying one frame
      g_settings.video.threaded = false;
      init_drivers();
      driver.video_poke->set_aspect_ratio(driver.video_data, ASPECT_RATIO_SQUARE);
      rarch_render_cached_frame();
      sleep(2);
      goto exit;
   }

   if (!g_extern.libretro_dummy)
      menu_rom_history_push_current();

   for (;;)
   {
      if (g_extern.system.shutdown)
         break;
      else if (g_extern.lifecycle_mode_state & (1ULL << MODE_LOAD_GAME))
      {
         load_menu_game_prepare();

         // If ROM load fails, we exit RetroArch. On console it might make more sense to go back to menu though ...
         if (load_menu_game())
            g_extern.lifecycle_mode_state |= (1ULL << MODE_GAME);
         else
         {
#ifdef RARCH_CONSOLE
            g_extern.lifecycle_mode_state |= (1ULL << MODE_MENU);
#else
            return NULL;
#endif
         }

         g_extern.lifecycle_mode_state &= ~(1ULL << MODE_LOAD_GAME);
      }
      else if (g_extern.lifecycle_mode_state & (1ULL << MODE_GAME))
      {
         driver.input->poll(NULL);

         if (driver.video_poke->set_aspect_ratio)
            driver.video_poke->set_aspect_ratio(driver.video_data, g_settings.video.aspect_ratio_idx);

         if (g_extern.lifecycle_mode_state & (1ULL << MODE_VIDEO_THROTTLE_ENABLE))
            audio_start_func();

         // Main loop
         while (rarch_main_iterate());

         if (g_extern.lifecycle_mode_state & (1ULL << MODE_VIDEO_THROTTLE_ENABLE))
            audio_stop_func();
         g_extern.lifecycle_mode_state &= ~(1ULL << MODE_GAME);
      }
      else if(g_extern.lifecycle_mode_state & (1ULL << MODE_MENU))
      {
         g_extern.lifecycle_mode_state |= (1ULL << MODE_MENU_PREINIT);
         while((input_key_pressed_func(RARCH_PAUSE_TOGGLE)) ?
               android_run_events(android_app) : menu_iterate());

         g_extern.lifecycle_mode_state &= ~(1ULL << MODE_MENU);
      }
      else
         break;
   }

exit:
   android_app->activityState = APP_CMD_DEAD;
   RARCH_LOG("Deinitializing RetroArch...\n");

   menu_free();

   if (g_extern.config_save_on_exit && *g_extern.config_path)
      config_save_file(g_extern.config_path);

   if (g_extern.main_is_init)
      rarch_main_deinit();

   rarch_deinit_msg_queue();
#ifdef PERF_TEST
   rarch_perf_log();
#endif
   rarch_main_clear_state();

   RARCH_LOG("android_app_destroy!");
   if (android_app->inputQueue != NULL)
      AInputQueue_detachLooper(android_app->inputQueue);
   AConfiguration_delete(android_app->config);

   // exit() here is nasty.
   // pthread_exit(NULL) or return NULL; causes hanging ...
   // Should probably called ANativeActivity_finsih(), but it's bugged, it will hang our app.
   exit(0);
}