dolphin/Source/Core/DolphinNoGUI/MainNoGUI.cpp

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// Copyright 2008 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "DolphinNoGUI/Platform.h"
#include <OptionParser.h>
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#include <cstddef>
#include <cstdio>
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#include <cstring>
#include <signal.h>
#include <string>
#include <vector>
#ifndef _WIN32
#include <unistd.h>
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#else
#include <Windows.h>
#endif
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#include "Common/StringUtil.h"
Boot: Clean up the boot code * Move out boot parameters to a separate struct, which is not part of SConfig/ConfigManager because there is no reason for it to be there. * Move out file name parsing and constructing the appropriate params from paths to a separate function that does that, and only that. * For every different boot type we support, add a proper struct with only the required parameters, with descriptive names and use std::variant to only store what we need. * Clean up the bHLE_BS2 stuff which made no sense sometimes. Now instead of using bHLE_BS2 for two different things, both for storing the user config setting and as a runtime boot parameter, we simply replace the Disc boot params with BootParameters::IPL. * Const correctness so it's clear what can or cannot update the config. * Drop unused parameters and unneeded checks. * Make a few checks a lot more concise. (Looking at you, extension checks for disc images.) * Remove a mildly terrible workaround where we needed to pass an empty string in order to boot the GC IPL without any game inserted. (Not required anymore thanks to std::variant and std::optional.) The motivation for this are multiple: cleaning up and being able to add support for booting an installed NAND title. Without this change, it'd be pretty much impossible to implement that. Also, using std::visit with std::variant makes the compiler do additional type checks: now we're guaranteed that the boot code will handle all boot types and no invalid boot type will be possible.
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#include "Core/Boot/Boot.h"
#include "Core/BootManager.h"
#include "Core/Core.h"
#include "Core/DolphinAnalytics.h"
#include "Core/Host.h"
#include "UICommon/CommandLineParse.h"
#ifdef USE_DISCORD_PRESENCE
#include "UICommon/DiscordPresence.h"
#endif
#include "UICommon/UICommon.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/VideoBackendBase.h"
static std::unique_ptr<Platform> s_platform;
static void signal_handler(int)
{
const char message[] = "A signal was received. A second signal will force Dolphin to stop.\n";
#ifdef _WIN32
puts(message);
#else
if (write(STDERR_FILENO, message, sizeof(message)) < 0)
{
}
#endif
s_platform->RequestShutdown();
}
std::vector<std::string> Host_GetPreferredLocales()
{
return {};
}
void Host_NotifyMapLoaded()
{
}
void Host_RefreshDSPDebuggerWindow()
{
}
bool Host_UIBlocksControllerState()
{
return false;
}
static Common::Event s_update_main_frame_event;
void Host_Message(HostMessageID id)
{
if (id == HostMessageID::WMUserStop)
s_platform->Stop();
}
void Host_UpdateTitle(const std::string& title)
{
s_platform->SetTitle(title);
}
void Host_UpdateDisasmDialog()
{
}
void Host_UpdateMainFrame()
{
s_update_main_frame_event.Set();
}
void Host_RequestRenderWindowSize(int width, int height)
{
}
bool Host_RendererHasFocus()
{
return s_platform->IsWindowFocused();
}
bool Host_RendererHasFullFocus()
{
// Mouse capturing isn't implemented
return Host_RendererHasFocus();
}
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bool Host_RendererIsFullscreen()
{
return s_platform->IsWindowFullscreen();
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}
void Host_YieldToUI()
{
}
void Host_TitleChanged()
{
#ifdef USE_DISCORD_PRESENCE
Discord::UpdateDiscordPresence();
#endif
}
static std::unique_ptr<Platform> GetPlatform(const optparse::Values& options)
{
std::string platform_name = static_cast<const char*>(options.get("platform"));
#if HAVE_X11
if (platform_name == "x11" || platform_name.empty())
return Platform::CreateX11Platform();
#endif
#ifdef __linux__
if (platform_name == "fbdev" || platform_name.empty())
return Platform::CreateFBDevPlatform();
#endif
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#ifdef _WIN32
if (platform_name == "win32" || platform_name.empty())
return Platform::CreateWin32Platform();
#endif
if (platform_name == "headless" || platform_name.empty())
return Platform::CreateHeadlessPlatform();
return nullptr;
}
int main(int argc, char* argv[])
{
auto parser = CommandLineParse::CreateParser(CommandLineParse::ParserOptions::OmitGUIOptions);
parser->add_option("-p", "--platform")
.action("store")
.help("Window platform to use [%choices]")
.choices({
"headless"
#ifdef __linux__
,
"fbdev"
#endif
#if HAVE_X11
,
"x11"
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#endif
#ifdef _WIN32
,
"win32"
#endif
});
optparse::Values& options = CommandLineParse::ParseArguments(parser.get(), argc, argv);
std::vector<std::string> args = parser->args();
std::optional<std::string> save_state_path;
if (options.is_set("save_state"))
{
save_state_path = static_cast<const char*>(options.get("save_state"));
}
std::unique_ptr<BootParameters> boot;
bool game_specified = false;
if (options.is_set("exec"))
{
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const std::list<std::string> paths_list = options.all("exec");
const std::vector<std::string> paths{std::make_move_iterator(std::begin(paths_list)),
std::make_move_iterator(std::end(paths_list))};
boot = BootParameters::GenerateFromFile(paths, save_state_path);
game_specified = true;
}
else if (options.is_set("nand_title"))
{
const std::string hex_string = static_cast<const char*>(options.get("nand_title"));
if (hex_string.length() != 16)
{
fprintf(stderr, "Invalid title ID\n");
parser->print_help();
return 1;
}
const u64 title_id = std::stoull(hex_string, nullptr, 16);
boot = std::make_unique<BootParameters>(BootParameters::NANDTitle{title_id});
}
else if (args.size())
{
boot = BootParameters::GenerateFromFile(args.front(), save_state_path);
args.erase(args.begin());
game_specified = true;
}
else
{
parser->print_help();
return 0;
}
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std::string user_directory;
if (options.is_set("user"))
user_directory = static_cast<const char*>(options.get("user"));
UICommon::SetUserDirectory(user_directory);
UICommon::Init();
s_platform = GetPlatform(options);
if (!s_platform || !s_platform->Init())
{
fprintf(stderr, "No platform found, or failed to initialize.\n");
return 1;
}
if (save_state_path && !game_specified)
{
fprintf(stderr, "A save state cannot be loaded without specifying a game to launch.\n");
return 1;
}
Core::AddOnStateChangedCallback([](Core::State state) {
if (state == Core::State::Uninitialized)
s_platform->Stop();
});
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#ifdef _WIN32
signal(SIGINT, signal_handler);
signal(SIGTERM, signal_handler);
#else
// Shut down cleanly on SIGINT and SIGTERM
struct sigaction sa;
sa.sa_handler = signal_handler;
sigemptyset(&sa.sa_mask);
sa.sa_flags = SA_RESETHAND;
sigaction(SIGINT, &sa, nullptr);
sigaction(SIGTERM, &sa, nullptr);
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#endif
DolphinAnalytics::Instance().ReportDolphinStart("nogui");
if (!BootManager::BootCore(std::move(boot), s_platform->GetWindowSystemInfo()))
{
fprintf(stderr, "Could not boot the specified file\n");
return 1;
}
#ifdef USE_DISCORD_PRESENCE
Discord::UpdateDiscordPresence();
#endif
s_platform->MainLoop();
Core::Stop();
Core::Shutdown();
s_platform.reset();
UICommon::Shutdown();
return 0;
}