mirror of
https://github.com/dolphin-emu/dolphin.git
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36f5f6e3e7
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3182 8ced0084-cf51-0410-be5f-012b33b47a6e
213 lines
5.7 KiB
C++
213 lines
5.7 KiB
C++
// Copyright (C) 2003-2008 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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// =======================================================
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// File description
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// -------------
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/* Purpose of this file: Collect boot settings for Core::Init()
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Call sequenc: This file has one of the first function called when a game is booted,
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the boot sequence in the code is:
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DolphinWX: GameListCtrl.cpp OnActivated
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BootManager.cpp BootCore
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Core Core.cpp Init Thread creation
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EmuThread Calls CBoot::BootUp
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Boot.cpp CBoot::BootUp()
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CBoot::EmulatedBIOS_Wii() / GC() or Load_BIOS()
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*/
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// =============
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///////////////////////////////////////////////////////////////////////////////////
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// Includes
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// ----------------
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#include <string>
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#include <vector>
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#include "Globals.h"
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#include "Common.h"
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#include "IniFile.h"
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#include "BootManager.h"
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#include "ISOFile.h"
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#include "Volume.h"
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#include "VolumeCreator.h"
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#include "ConfigManager.h"
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#include "Core.h"
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#if defined(HAVE_WX) && HAVE_WX
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#include "ConfigMain.h"
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#include "Frame.h"
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#include "CodeWindow.h"
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#include "Setup.h"
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#endif
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#if defined(HAVE_WX) && HAVE_WX
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extern CFrame* main_frame;
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extern CCodeWindow* g_pCodeWindow;
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#endif
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namespace BootManager
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{
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#ifdef _WIN32
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extern "C" HINSTANCE wxGetInstance();
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#endif
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/////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////
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// Boot the ISO or file
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// ----------------
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bool BootCore(const std::string& _rFilename)
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{
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SCoreStartupParameter& StartUp = SConfig::GetInstance().m_LocalCoreStartupParameter;
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// Use custom settings for debugging mode
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#if defined(HAVE_WX) && HAVE_WX
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if (g_pCodeWindow)
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{
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// StartUp.bUseDualCore = code_frame->UseDualCore();
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StartUp.bUseJIT = !g_pCodeWindow->UseInterpreter();
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StartUp.bBootToPause = g_pCodeWindow->BootToPause();
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StartUp.bAutomaticStart = g_pCodeWindow->AutomaticStart();
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StartUp.bJITUnlimitedCache = g_pCodeWindow->UnlimitedJITCache();
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StartUp.bJITBlockLinking = g_pCodeWindow->JITBlockLinking();
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}
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else
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{
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// StartUp.bUseDualCore = false;
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// StartUp.bUseJIT = true;
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}
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StartUp.bEnableDebugging = g_pCodeWindow ? true : false; // RUNNING_DEBUG
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#endif
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StartUp.m_BootType = SCoreStartupParameter::BOOT_ISO;
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StartUp.m_strFilename = _rFilename;
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SConfig::GetInstance().m_LastFilename = _rFilename;
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StartUp.bRunCompareClient = false;
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StartUp.bRunCompareServer = false;
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#ifdef _WIN32
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StartUp.hInstance = wxGetInstance();
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#ifdef _M_X64
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StartUp.bUseFastMem = true;
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#endif
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#endif
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// If for example the ISO file is bad we return here
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if (!StartUp.AutoSetup(SCoreStartupParameter::BOOT_DEFAULT)) return false;
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// ====================================================
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// Load game specific settings
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// ----------------
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// Released when you LoadDefaults
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IniFile *ini = new IniFile();
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std::string unique_id = StartUp.GetUniqueID();
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if (unique_id.size() == 6 && ini->Load((FULL_GAMECONFIG_DIR + unique_id + ".ini").c_str()))
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{
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StartUp.gameIni = ini;
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// ------------------------------------------------
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// General settings
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// ----------------
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ini->Get("Core", "UseDualCore", &StartUp.bUseDualCore, StartUp.bUseDualCore);
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ini->Get("Core", "SkipIdle", &StartUp.bSkipIdle, StartUp.bSkipIdle);
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ini->Get("Core", "OptimizeQuantizers", &StartUp.bOptimizeQuantizers, StartUp.bOptimizeQuantizers);
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ini->Get("Core", "TLBHack", &StartUp.iTLBHack, StartUp.iTLBHack);
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// ------------------------------------------------
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// Wii settings
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// ----------------
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if (StartUp.bWii)
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{
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//bRefreshList = false;
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FILE* pStream; // file handle
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u16 IPL_PGS = 0x17CC; // progressive scan
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u16 IPL_AR = 0x04D9; // widescreen
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ini->Get("Wii", "ProgressiveScan", &StartUp.bProgressiveScan, StartUp.bProgressiveScan);
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ini->Get("Wii", "Widescreen", &StartUp.bWidescreen, StartUp.bWidescreen);
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// Save the update Wii SYSCONF settings
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pStream = NULL;
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pStream = fopen(WII_SYSCONF_FILE, "r+b");
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if (pStream != NULL)
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{
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fseek(pStream, IPL_PGS, 0);
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fputc(StartUp.bProgressiveScan ? 1 : 0, pStream);
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fseek(pStream, IPL_AR, 0);
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fputc(StartUp.bWidescreen ? 1 : 0, pStream);
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fclose(pStream);
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}
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else
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{
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PanicAlert("Could not write to %s", WII_SYSCONF_FILE);
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}
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}
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// ---------------
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} else {
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delete ini;
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ini = NULL;
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}
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// =====================
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// =================================================================
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// Run the game
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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#if defined(HAVE_WX) && HAVE_WX
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if(main_frame)
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{
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// Save the window handle of the eventual parent to the rendering window
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StartUp.hMainWindow = main_frame->GetRenderHandle();
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// Now that we know if we have a Wii game we can run this
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main_frame->ModifyStatusBar();
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}
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#endif
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// Init the core
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if (!Core::Init())
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{
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PanicAlert("Couldn't init the core.\nCheck your configuration.");
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return false;
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}
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#if defined(HAVE_WX) && HAVE_WX
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// Boot to pause or not
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Core::SetState((g_pCodeWindow && StartUp.bBootToPause)
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? Core::CORE_PAUSE : Core::CORE_RUN);
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#else
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Core::SetState(Core::CORE_RUN);
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#endif
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// =====================
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return true;
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}
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void Stop()
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{
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Core::Stop();
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}
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/////////////////////////////////
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} // namespace
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