// 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 sequenc: 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 #include #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" #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 // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ #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 // ===================== return true; } void Stop() { Core::Stop(); } ///////////////////////////////// } // namespace