dolphin/Source/Core/DolphinWX/Src/BootManager.cpp
John Peterson c66c54814c MusicMod: Fixed the build
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3507 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-06-20 11:05:52 +00:00

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