Exemplo n.º 1
0
/**
 * Closes a game.  Frees memory, and deinitializes the drivers.
 */
int
CloseGame()
{
	std::string filename;

	if(!isloaded) {
		return(0);
	}

    int state_to_save;
    g_config->getOption("SDL.AutoSaveState", &state_to_save);
    if (state_to_save < 10 && state_to_save >= 0){
        FCEUI_SelectState(state_to_save, 0);
        FCEUI_SaveState(NULL, false);
    }
	FCEUI_CloseGame();

	DriverKill();
	isloaded = 0;
	GameInfo = 0;

	g_config->getOption("SDL.Sound.RecordFile", &filename);
	if(filename.size()) {
		FCEUI_EndWaveRecord();
	}

	InputUserActiveFix();
	return(1);
}
Exemplo n.º 2
0
int main(int argc,char *argv[])
{
  char *t;

  if(timeBeginPeriod(1)!=TIMERR_NOERROR)
  {
   AddLogText("Error setting timer granularity to 1ms.",1);
  }

  if(!FCEUI_Initialize())
   goto doexito;

  srand(GetTickCount());        // rand() is used for some GUI sillyness.

  fceu_hInstance=GetModuleHandle(0);

  GetBaseDirectory();

  sprintf(TempArray,"%s\\fceu98.cfg",BaseDirectory);
  LoadConfig(TempArray);

  t=ParseArgies(argc,argv);
  /* Bleh, need to find a better place for this. */
  {
        palyo&=1;
        FCEUI_SetVidSystem(palyo);
        genie&=1;
        FCEUI_SetGameGenie(genie);
        fullscreen&=1;
        soundo&=1;
        FCEUI_SetSoundVolume(soundvolume);
        FCEUI_SetSoundQuality(soundquality);

  }
  ParseGIInput(NULL);      /* Since a game doesn't have to be
                     loaded before the GUI can be used, make
                     sure the temporary input type variables
                     are set.
                  */

  CreateDirs();
  SetDirs();

  DoVideoConfigFix();
  DoTimingConfigFix();

  if(eoptions&EO_CPALETTE)
   FCEUI_SetPaletteArray(cpalette);

  if(!t) fullscreen=0;

  CreateMainWindow();

  if(!InitDInput())
   goto doexito;

  if(!DriverInitialize())
   goto doexito;

  InitSpeedThrottle();
  UpdateMenu();

  if(t)
   ALoad(t);
  else if(eoptions&EO_FOAFTERSTART)
   LoadNewGamey(hAppWnd, 0);

  doloopy:
  UpdateFCEUWindow();
  if(GI)
  {
   while(GI)
   {
         uint8 *gfx;
         int32 *sound;
         int32 ssize;

         FCEUI_Emulate(&gfx, &sound, &ssize, 0);
         xbsave = gfx;
         FCEUD_Update(gfx, sound, ssize);
   }
   xbsave = NULL;
   RedrawWindow(hAppWnd,0,0,RDW_ERASE|RDW_INVALIDATE);
   StopSound();
  }
  Sleep(50);
  if(!exiting)
   goto doloopy;

  doexito:
  DriverKill();
  timeEndPeriod(1);
  FCEUI_Kill();
  return(0);
}
Exemplo n.º 3
0
/**
 * The main loop for the SDL.
 */
int main(int argc, char *argv[])
{
  // this is a hackish check for the --help arguemnts
  // these are normally processed by the config parser, but SDL_Init
  // must be run before the config parser: so if even SDL_Init fails,
  // these six lines will still print the help output
	if(argc > 1)
	{
		if(!strcmp(argv[1], "--help") || !strcmp(argv[1],"-h"))
		{
            ShowUsage(argv[0]);
			return 0;
		}
	}

	int error, frameskip;

	FCEUD_Message("Starting " FCEU_NAME_AND_VERSION "...\n");

#ifdef WIN32
	/* Taken from win32 sdl_main.c */
	SDL_SetModuleHandle(GetModuleHandle(NULL));
#endif

	/* SDL_INIT_VIDEO Needed for (joystick config) event processing? */
	if(SDL_Init(SDL_INIT_VIDEO)) {
		printf("Could not initialize SDL: %s.\n", SDL_GetError());
		return(-1);
	}

#ifdef OPENGL
	SDL_GL_LoadLibrary(0);
#endif

	// Initialize the configuration system
	g_config = InitConfig();
		
	if(!g_config) {
		SDL_Quit();
		return -1;
	}

	// initialize the infrastructure
	error = FCEUI_Initialize();
	if(error != 1) {
		ShowUsage(argv[0]);
		SDL_Quit();
		return -1;
	}
	
	// check for --help or -h and display usage; also check for --nogui
	for(int i=0; i<argc;i++)
	{
		if(strcmp(argv[i], "--help") == 0 || strcmp(argv[i], "-h") == 0)
		{
			ShowUsage(argv[0]);
			SDL_Quit();
			return 0;
		}
#ifdef _GTK
		else if(strcmp(argv[i], "--nogui") == 0)
		{
			noGui = 1;
			argv[i] = "";
		}
#endif
	}
	int romIndex = g_config->parse(argc, argv);

	// This is here so that a default fceux.cfg will be created on first
	// run, even without a valid ROM to play.
	// Unless, of course, there's actually --no-config given
	// mbg 8/23/2008 - this is also here so that the inputcfg routines can have 
    // a chance to dump the new inputcfg to the fceux.cfg  in case you didnt 
    // specify a rom  filename
	g_config->getOption("SDL.NoConfig", &noconfig);
	if (!noconfig)
		g_config->save();
	
	std::string s;

	g_config->getOption("SDL.InputCfg", &s);
	if(s.size() != 0)
	{
	InitVideo(GameInfo);
	InputCfg(s);
	}
	// set the FAMICOM PAD 2 Mic thing 
	{
	int t;
	g_config->getOption("SDL.Input.FamicomPad2.EnableMic", &t);
		if(t)
			replaceP2StartWithMicrophone = t;
	}

    // update the input devices
	UpdateInput(g_config);

	// check for a .fcm file to convert to .fm2
	g_config->getOption ("SDL.FCMConvert", &s);
	g_config->setOption ("SDL.FCMConvert", "");
	if (!s.empty())
	{
		int okcount = 0;
		std::string infname = s.c_str();
		// produce output filename
		std::string outname;
		size_t dot = infname.find_last_of (".");
		if (dot == std::string::npos)
			outname = infname + ".fm2";
		else
			outname = infname.substr(0,dot) + ".fm2";
	  
		MovieData md;
		EFCM_CONVERTRESULT result = convert_fcm (md, infname);

		if (result == FCM_CONVERTRESULT_SUCCESS) {
			okcount++;
        // *outf = new EMUFILE;
		EMUFILE_FILE* outf = FCEUD_UTF8_fstream (outname, "wb");
		md.dump (outf,false);
		delete outf;
		FCEUD_Message ("Your file has been converted to FM2.\n");
	}
	else {
		FCEUD_Message ("Something went wrong while converting your file...\n");
	}
	  
	DriverKill();
	  SDL_Quit();
	  return 0;
	}

	// If x/y res set to 0, store current display res in SDL.LastX/YRes
	int yres, xres;
	g_config->getOption("SDL.XResolution", &xres);
	g_config->getOption("SDL.YResolution", &yres);
#if SDL_VERSION_ATLEAST(2, 0, 0)
	// TODO _ SDL 2.0
#else
	const SDL_VideoInfo* vid_info = SDL_GetVideoInfo();
	if(xres == 0) 
    {
        if(vid_info != NULL)
        {
			g_config->setOption("SDL.LastXRes", vid_info->current_w);
        }
        else
        {
			g_config->setOption("SDL.LastXRes", 512);
        }
    }
	else
	{
		g_config->setOption("SDL.LastXRes", xres);
	}	
    if(yres == 0)
    {
        if(vid_info != NULL)
        {
			g_config->setOption("SDL.LastYRes", vid_info->current_h);
        }
        else
        {
			g_config->setOption("SDL.LastYRes", 448);
        }
    } 
	else
	{
		g_config->setOption("SDL.LastYRes", yres);
	}
#endif
	
	int autoResume;
	g_config->getOption("SDL.AutoResume", &autoResume);
	if(autoResume)
	{
		AutoResumePlay = true;
	}
	else
	{
		AutoResumePlay = false;
	}
	// check to see if recording HUD to AVI is enabled
	int rh;
	g_config->getOption("SDL.RecordHUD", &rh);
	if( rh == 0)
		FCEUI_SetAviEnableHUDrecording(true);
	else
		FCEUI_SetAviEnableHUDrecording(false);

	// check to see if movie messages are disabled
	int mm;
	g_config->getOption("SDL.MovieMsg", &mm);
	if( mm == 0)
		FCEUI_SetAviDisableMovieMessages(true);
	else
		FCEUI_SetAviDisableMovieMessages(false);
	
	
	// check for a .fm2 file to rip the subtitles
	g_config->getOption("SDL.RipSubs", &s);
	g_config->setOption("SDL.RipSubs", "");
	if (!s.empty())
	{
		MovieData md;
		std::string infname;
		infname = s.c_str();
		FCEUFILE *fp = FCEU_fopen(s.c_str(), 0, "rb", 0);
		
		// load the movie and and subtitles
		extern bool LoadFM2(MovieData&, EMUFILE*, int, bool);
		LoadFM2(md, fp->stream, INT_MAX, false);
		LoadSubtitles(md); // fill subtitleFrames and subtitleMessages
		delete fp;
		
		// produce .srt file's name and open it for writing
		std::string outname;
		size_t dot = infname.find_last_of (".");
		if (dot == std::string::npos)
			outname = infname + ".srt";
		else
			outname = infname.substr(0,dot) + ".srt";
		FILE *srtfile;
		srtfile = fopen(outname.c_str(), "w");
		
		if (srtfile != NULL)
		{
			extern std::vector<int> subtitleFrames;
			extern std::vector<std::string> subtitleMessages;
			float fps = (md.palFlag == 0 ? 60.0988 : 50.0069); // NTSC vs PAL
			float subduration = 3; // seconds for the subtitles to be displayed
			for (int i = 0; i < subtitleFrames.size(); i++)
			{
				fprintf(srtfile, "%i\n", i+1); // starts with 1, not 0
				double seconds, ms, endseconds, endms;
				seconds = subtitleFrames[i]/fps;
				if (i+1 < subtitleFrames.size()) // there's another subtitle coming after this one
				{
					if (subtitleFrames[i+1]-subtitleFrames[i] < subduration*fps) // avoid two subtitles at the same time
					{
						endseconds = (subtitleFrames[i+1]-1)/fps; // frame x: subtitle1; frame x+1 subtitle2
					} else {
						endseconds = seconds+subduration;
							}
				} else {
					endseconds = seconds+subduration;
				}
				ms = modf(seconds, &seconds);
				endms = modf(endseconds, &endseconds);
				// this is just beyond ugly, don't show it to your kids
				fprintf(srtfile,
				"%02.0f:%02d:%02d,%03d --> %02.0f:%02d:%02d,%03d\n", // hh:mm:ss,ms --> hh:mm:ss,ms
				floor(seconds/3600),	(int)floor(seconds/60   ) % 60, (int)floor(seconds)	% 60, (int)(ms*1000),
				floor(endseconds/3600), (int)floor(endseconds/60) % 60, (int)floor(endseconds) % 60, (int)(endms*1000));
				fprintf(srtfile, "%s\n\n", subtitleMessages[i].c_str()); // new line for every subtitle
			}
		fclose(srtfile);
		printf("%d subtitles have been ripped.\n", (int)subtitleFrames.size());
		} else {
		FCEUD_Message("Couldn't create output srt file...\n");
		}
	  
		DriverKill();
		SDL_Quit();
		return 0;
	}
   

	// if we're not compiling w/ the gui, exit if a rom isn't specified
#ifndef _GTK
	if(romIndex <= 0) {
		
		ShowUsage(argv[0]);
		FCEUD_Message("\nError parsing command line arguments\n");
		SDL_Quit();
		return -1;
	}
#endif
	

	// update the emu core
	UpdateEMUCore(g_config);

	
	#ifdef CREATE_AVI
	g_config->getOption("SDL.VideoLog", &s);
	g_config->setOption("SDL.VideoLog", "");
	if(!s.empty())
	{
		NESVideoSetVideoCmd(s.c_str());
		LoggingEnabled = 1;
		g_config->getOption("SDL.MuteCapture", &mutecapture);
	} else {
		mutecapture = 0;
	}
	#endif

	{
		int id;
		g_config->getOption("SDL.InputDisplay", &id);
		extern int input_display;
		input_display = id;
		// not exactly an id as an true/false switch; still better than creating another int for that
		g_config->getOption("SDL.SubtitleDisplay", &id); 
		extern int movieSubtitles;
		movieSubtitles = id;
	}
	
	// load the hotkeys from the config life
	setHotKeys();

#ifdef _GTK
	if(noGui == 0)
	{
		gtk_init(&argc, &argv);
		InitGTKSubsystem(argc, argv);
		while(gtk_events_pending())
			gtk_main_iteration_do(FALSE);
	}
#endif

  if(romIndex >= 0)
	{
		// load the specified game
		error = LoadGame(argv[romIndex]);
		if(error != 1) {
			DriverKill();
			SDL_Quit();
			return -1;
		}
		g_config->setOption("SDL.LastOpenFile", argv[romIndex]);
		g_config->save();

	}
	
	// movie playback
	g_config->getOption("SDL.Movie", &s);
	g_config->setOption("SDL.Movie", "");
	if (s != "")
	{
		if(s.find(".fm2") != std::string::npos || s.find(".fm3") != std::string::npos)
		{
			static int pauseframe;
			g_config->getOption("SDL.PauseFrame", &pauseframe);
			g_config->setOption("SDL.PauseFrame", 0);
			FCEUI_printf("Playing back movie located at %s\n", s.c_str());
			FCEUI_LoadMovie(s.c_str(), false, pauseframe ? pauseframe : false);
		}
		else
		{
		  FCEUI_printf("Sorry, I don't know how to play back %s\n", s.c_str());
		}
	}
	
    int periodic_saves;
    int save_state;
    g_config->getOption("SDL.PeriodicSaves", &periodic_saves);
    g_config->getOption("SDL.AutoSaveState", &save_state);
    if(periodic_saves && save_state < 10 && save_state >= 0){
        FCEUI_SelectState(save_state, 0);
    } else {
        periodic_saves = 0;
    }
	
#ifdef _S9XLUA_H
	// load lua script if option passed
	g_config->getOption("SDL.LuaScript", &s);
	g_config->setOption("SDL.LuaScript", "");
	if (s != "")
	{
		FCEU_LoadLuaCode(s.c_str());
	}
#endif
	
	{
		int id;
		g_config->getOption("SDL.NewPPU", &id);
		if (id)
			newppu = 1;
	}

	g_config->getOption("SDL.Frameskip", &frameskip);
	// loop playing the game
#ifdef _GTK
	if(noGui == 0)
	{
		while(1)
		{
			if(GameInfo)
				DoFun(frameskip, periodic_saves);
			else
				SDL_Delay(1);
			while(gtk_events_pending())
			gtk_main_iteration_do(FALSE);
		}
	}
	else
	{
		while(GameInfo)
			DoFun(frameskip, periodic_saves);
	}
#else
	while(GameInfo)
	{
		DoFun(frameskip, periodic_saves);
	}
#endif
	CloseGame();

	// exit the infrastructure
	FCEUI_Kill();
	SDL_Quit();
	return 0;
}