bsnes/higan/target-bsnes/program/program.cpp

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#include "../bsnes.hpp"
#include "interface.cpp"
#include "game.cpp"
#include "paths.cpp"
#include "state.cpp"
#include "utility.cpp"
unique_pointer<Program> program;
Program::Program(string_vector arguments) {
program = this;
Emulator::platform = this;
new Presentation;
presentation->setVisible();
if(settings["Crashed"].boolean()) {
Update to v106r27 release. byuu says: Changelog: - nall: merged Path::config() and Path::local() to Path::userData() - ~/.local/share or %appdata or ~/Library/ApplicationSupport - higan, bsnes: render main window icon onto viewport instead of canvas - should hopefully fix a brief flickering glitch that appears on Windows - icarus: improved Super Famicom heuristics for Starfox / Starwing RAM - ruby/Direct3D: handle viewport size changes in lock() instead of output() - fixes icon disappearing when resizing main window - hiro/Windows: remove WS_DISABLED from StatusBar to fix window resize grip - this is experimental: I initially used WS_DISABLED to work around a focus bug - yet trying things now, said bug seems(?) to have gone away at some point ... - bsnes: added advanced settings panel with real-time driver change support I'd like feedback on the real-time driver change, for possible consideration into adding this to higan as well. Some drivers just crash, it's a fact of life. The ASIO driver in particular likes to crash inside the driver itself, without any error messages ever returned to try and catch. When you try to change a driver with a game loaded, it gives you a scary warning, asking if you want to proceed. When you change a driver, it sets a crash flag, and if the driver crashes while initializing, then restarting bsnes will disable the errant driver. If it fails in a recoverable way, then it sets the driver to “None” and warns you that the driver cannot be used. What I'm thinking of further adding is to call emulator→save() to write out the save RAM contents beforehand (although the periodic auto-saving RAM will handle this anyway when it's enabled), and possibly it might be wise to capture an emulator save state, although those can't be taken without advancing the emulator to the next frame, so that might not be a good idea. I'm also thinking we should show some kind of message somewhere when a driver is set to “None”. The status bar can be hidden, so perhaps on the title bar? Or maybe just a warning on startup that a driver is set to “None”.
2018-05-25 08:02:38 +00:00
MessageDialog(
"Driver crash detected. Hardware drivers have been disabled.\n"
"Please reconfigure drivers in the advanced settings panel."
).setParent(*presentation).information();
settings["Video/Driver"].setValue("None");
settings["Audio/Driver"].setValue("None");
settings["Input/Driver"].setValue("None");
}
settings["Crashed"].setValue(true);
settings.save();
initializeVideoDriver();
Update to v106r27 release. byuu says: Changelog: - nall: merged Path::config() and Path::local() to Path::userData() - ~/.local/share or %appdata or ~/Library/ApplicationSupport - higan, bsnes: render main window icon onto viewport instead of canvas - should hopefully fix a brief flickering glitch that appears on Windows - icarus: improved Super Famicom heuristics for Starfox / Starwing RAM - ruby/Direct3D: handle viewport size changes in lock() instead of output() - fixes icon disappearing when resizing main window - hiro/Windows: remove WS_DISABLED from StatusBar to fix window resize grip - this is experimental: I initially used WS_DISABLED to work around a focus bug - yet trying things now, said bug seems(?) to have gone away at some point ... - bsnes: added advanced settings panel with real-time driver change support I'd like feedback on the real-time driver change, for possible consideration into adding this to higan as well. Some drivers just crash, it's a fact of life. The ASIO driver in particular likes to crash inside the driver itself, without any error messages ever returned to try and catch. When you try to change a driver with a game loaded, it gives you a scary warning, asking if you want to proceed. When you change a driver, it sets a crash flag, and if the driver crashes while initializing, then restarting bsnes will disable the errant driver. If it fails in a recoverable way, then it sets the driver to “None” and warns you that the driver cannot be used. What I'm thinking of further adding is to call emulator→save() to write out the save RAM contents beforehand (although the periodic auto-saving RAM will handle this anyway when it's enabled), and possibly it might be wise to capture an emulator save state, although those can't be taken without advancing the emulator to the next frame, so that might not be a good idea. I'm also thinking we should show some kind of message somewhere when a driver is set to “None”. The status bar can be hidden, so perhaps on the title bar? Or maybe just a warning on startup that a driver is set to “None”.
2018-05-25 08:02:38 +00:00
if(!video->ready()) {
MessageDialog({
"Error: failed to initialize ", settings["Video/Driver"].text(), " video driver."
}).setParent(*presentation).error();
settings["Video/Driver"].setValue("None");
initializeVideoDriver();
}
initializeAudioDriver();
Update to v106r27 release. byuu says: Changelog: - nall: merged Path::config() and Path::local() to Path::userData() - ~/.local/share or %appdata or ~/Library/ApplicationSupport - higan, bsnes: render main window icon onto viewport instead of canvas - should hopefully fix a brief flickering glitch that appears on Windows - icarus: improved Super Famicom heuristics for Starfox / Starwing RAM - ruby/Direct3D: handle viewport size changes in lock() instead of output() - fixes icon disappearing when resizing main window - hiro/Windows: remove WS_DISABLED from StatusBar to fix window resize grip - this is experimental: I initially used WS_DISABLED to work around a focus bug - yet trying things now, said bug seems(?) to have gone away at some point ... - bsnes: added advanced settings panel with real-time driver change support I'd like feedback on the real-time driver change, for possible consideration into adding this to higan as well. Some drivers just crash, it's a fact of life. The ASIO driver in particular likes to crash inside the driver itself, without any error messages ever returned to try and catch. When you try to change a driver with a game loaded, it gives you a scary warning, asking if you want to proceed. When you change a driver, it sets a crash flag, and if the driver crashes while initializing, then restarting bsnes will disable the errant driver. If it fails in a recoverable way, then it sets the driver to “None” and warns you that the driver cannot be used. What I'm thinking of further adding is to call emulator→save() to write out the save RAM contents beforehand (although the periodic auto-saving RAM will handle this anyway when it's enabled), and possibly it might be wise to capture an emulator save state, although those can't be taken without advancing the emulator to the next frame, so that might not be a good idea. I'm also thinking we should show some kind of message somewhere when a driver is set to “None”. The status bar can be hidden, so perhaps on the title bar? Or maybe just a warning on startup that a driver is set to “None”.
2018-05-25 08:02:38 +00:00
if(!audio->ready()) {
MessageDialog({
"Error: failed to initialize ", settings["Audio/Driver"].text(), " audio driver."
}).setParent(*presentation).error();
settings["Audio/Driver"].setValue("None");
initializeAudioDriver();
}
initializeInputDriver();
Update to v106r27 release. byuu says: Changelog: - nall: merged Path::config() and Path::local() to Path::userData() - ~/.local/share or %appdata or ~/Library/ApplicationSupport - higan, bsnes: render main window icon onto viewport instead of canvas - should hopefully fix a brief flickering glitch that appears on Windows - icarus: improved Super Famicom heuristics for Starfox / Starwing RAM - ruby/Direct3D: handle viewport size changes in lock() instead of output() - fixes icon disappearing when resizing main window - hiro/Windows: remove WS_DISABLED from StatusBar to fix window resize grip - this is experimental: I initially used WS_DISABLED to work around a focus bug - yet trying things now, said bug seems(?) to have gone away at some point ... - bsnes: added advanced settings panel with real-time driver change support I'd like feedback on the real-time driver change, for possible consideration into adding this to higan as well. Some drivers just crash, it's a fact of life. The ASIO driver in particular likes to crash inside the driver itself, without any error messages ever returned to try and catch. When you try to change a driver with a game loaded, it gives you a scary warning, asking if you want to proceed. When you change a driver, it sets a crash flag, and if the driver crashes while initializing, then restarting bsnes will disable the errant driver. If it fails in a recoverable way, then it sets the driver to “None” and warns you that the driver cannot be used. What I'm thinking of further adding is to call emulator→save() to write out the save RAM contents beforehand (although the periodic auto-saving RAM will handle this anyway when it's enabled), and possibly it might be wise to capture an emulator save state, although those can't be taken without advancing the emulator to the next frame, so that might not be a good idea. I'm also thinking we should show some kind of message somewhere when a driver is set to “None”. The status bar can be hidden, so perhaps on the title bar? Or maybe just a warning on startup that a driver is set to “None”.
2018-05-25 08:02:38 +00:00
if(!input->ready()) {
MessageDialog({
"Error: failed to initialize ", settings["Input/Driver"].text(), " input driver."
}).setParent(*presentation).error();
settings["Input/Driver"].setValue("None");
initializeInputDriver();
}
settings["Crashed"].setValue(false);
settings.save();
new InputManager;
new SettingsWindow;
Update to v106r35 release. byuu says: Changelog: - sfc/ppu-fast: fixed overscan crash - sfc/ppu-fast: fixed direct color mode - sfc: reconnected MSU1 support - higan: game.sfc/msu1/data.rom, game.sfc/msu1/track-#.pcm - bsnes: game.msu, game-#.pcm - bsnes: added cheat code editor - bsnes: added cheat code database support - sfc/ppu-fast: clear overscan lines when overscan disabled - sfc: output 223/239 lines instead of 224/240 lines - bsnes: fix aspect correction calculation - bsnes: crop line 224 when overscan masking is enabled - bsnes: exposed Expansion Port menu; but hid “21fx” from the list of devices - bsnes: tools menu is hidden until a game is loaded - ruby/input/keyboard/quartz: fixed compilation error So only bsnes the automated overscan cropping option. In higan, you can crop however many lines you like from the top or bottom of the image. But for bsnes, it automatically eats sixteen lines. My view right now is that if bsnes is meant to be the casual gaming emulator, that it should eat line 224 in this mode. Most games show content here, but because of the way the SNES PPU works, the very last line ends up on its very own tile row (line 0 isn't rendered), if the scroll registers don't account for it. There's a small number of games that will draw junk data to the very last scanline of the frame as a result of this. So I chose, at least for now, to hide it. Users can obviously disable overscan cropping to see this scanline. I'm open to being convinced not to do this, if someone has a compelling reason. We're pretty much screwed one way or the other with no overscan masking. If we output 239 lines, then most games will render 7 blank lines + 224 drawn lines + 8 blank lines, and the black top and bottom aren't centered. But if we output 240 lines to get 8 + 224 + 8, then games that do use overscan will have a blank line at the very bottom of the window. I'm also trying out a modified cheat code file format. It's been forever since I bothered to look at it, and the “cartridge” parent node doesn't match what I'm doing with trying to rename “cartridge” to “game” in manifests. And indeed, the idea of requiring a root node is rather superfluous for a cheat code file. Current format looks like this: cheat description: foo code: 7e2000=20+7e2001=30?40 enabled cheat description: bar code: 7e4000=80 Open to discussing this, and I'd like to sync up with Snes9X before they push out a new release, and I'll agree to finalize and never change this format again. I chose to use .cht for the extension when using game files (eg gamename.cht)
2018-06-03 13:14:42 +00:00
new CheatDatabase;
new ToolsWindow;
new AboutWindow;
arguments.takeLeft(); //ignore program location in argument parsing
for(auto& argument : arguments) {
if(argument == "--fullscreen") {
presentation->toggleFullscreenMode();
} else if(file::exists(argument)) {
gameQueue.append(argument);
}
}
if(gameQueue) load();
Application::onMain({&Program::main, this});
}
auto Program::main() -> void {
updateMessage();
inputManager->poll();
inputManager->pollHotkeys();
if(!emulator->loaded()
|| presentation->pauseEmulation.checked()
|| (!focused() && settingsWindow->input.pauseEmulation.checked())
) {
audio->clear();
usleep(20 * 1000);
return;
}
emulator->run();
if(settings["Emulator/AutoSaveMemory/Enable"].boolean()) {
auto currentTime = chrono::timestamp();
if(currentTime - autoSaveTime >= settings["Emulator/AutoSaveMemory/Interval"].natural()) {
autoSaveTime = currentTime;
emulator->save();
}
}
}
auto Program::quit() -> void {
unload();
settings.save();
video.reset();
audio.reset();
input.reset();
Application::quit();
}