// Copyright (C) 2003 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::EmulatedBS2_Wii() / GC() or Load_BS2() // Includes // ---------------- #include #include #include "Common.h" #include "IniFile.h" #include "BootManager.h" #include "ISOFile.h" #include "Volume.h" #include "VolumeCreator.h" #include "ConfigManager.h" #include "SysConf.h" #include "Core.h" #if defined(HAVE_WX) && HAVE_WX #include "Globals.h" #include "ConfigMain.h" #include "Frame.h" #include "CodeWindow.h" #include "Setup.h" #endif #if defined(HAVE_WX) && HAVE_WX extern CFrame* main_frame; #endif namespace BootManager { #ifdef _WIN32 extern "C" HINSTANCE wxGetInstance(); #endif // TODO this is an ugly hack which allows us to restore values trampled by per-game settings // Apply fire liberally struct ConfigCache { bool valid, bCPUThread, bSkipIdle, bEnableFPRF, bMMU, bMMUBAT, bVBeam, bFastDiscSpeed, bMergeBlocks; int iTLBHack; }; static ConfigCache config_cache; // 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 (main_frame->g_pCodeWindow) { StartUp.bBootToPause = main_frame->g_pCodeWindow->BootToPause(); StartUp.bAutomaticStart = main_frame->g_pCodeWindow->AutomaticStart(); StartUp.bJITNoBlockCache = main_frame->g_pCodeWindow->JITNoBlockCache(); StartUp.bJITBlockLinking = main_frame->g_pCodeWindow->JITBlockLinking(); } StartUp.bEnableDebugging = main_frame->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 IniFile game_ini; std::string unique_id = StartUp.GetUniqueID(); StartUp.m_strGameIni = std::string(File::GetUserPath(D_GAMECONFIG_IDX)) + unique_id + ".ini"; if (unique_id.size() == 6 && game_ini.Load(StartUp.m_strGameIni.c_str())) { config_cache.valid = true; config_cache.bCPUThread = StartUp.bCPUThread; config_cache.bSkipIdle = StartUp.bSkipIdle; config_cache.bEnableFPRF = StartUp.bEnableFPRF; config_cache.bMMU = StartUp.bMMU; config_cache.bMMUBAT = StartUp.bMMUBAT; config_cache.iTLBHack = StartUp.iTLBHack; config_cache.bVBeam = StartUp.bVBeam; config_cache.bFastDiscSpeed = StartUp.bFastDiscSpeed; config_cache.bMergeBlocks = StartUp.bMergeBlocks; // General settings game_ini.Get("Core", "CPUThread", &StartUp.bCPUThread, StartUp.bCPUThread); game_ini.Get("Core", "SkipIdle", &StartUp.bSkipIdle, StartUp.bSkipIdle); game_ini.Get("Core", "EnableFPRF", &StartUp.bEnableFPRF, StartUp.bEnableFPRF); game_ini.Get("Core", "MMU", &StartUp.bMMU, StartUp.bMMU); game_ini.Get("Core", "BAT", &StartUp.bMMUBAT, StartUp.bMMUBAT); game_ini.Get("Core", "TLBHack", &StartUp.iTLBHack, StartUp.iTLBHack); game_ini.Get("Core", "VBeam", &StartUp.bVBeam, StartUp.bVBeam); game_ini.Get("Core", "FastDiscSpeed", &StartUp.bFastDiscSpeed, StartUp.bFastDiscSpeed); game_ini.Get("Core", "BlockMerging", &StartUp.bMergeBlocks, StartUp.bMergeBlocks); // Wii settings if (StartUp.bWii) { // Flush possible changes to SYSCONF to file SConfig::GetInstance().m_SYSCONF->Save(); } } // Run the game #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(); } #endif // Init the core if (!Core::Init()) { PanicAlertT("Couldn't init the core.\nCheck your configuration."); return false; } #if defined(HAVE_WX) && HAVE_WX // Boot to pause or not Core::SetState((main_frame->g_pCodeWindow && StartUp.bBootToPause) ? Core::CORE_PAUSE : Core::CORE_RUN); #else Core::SetState(Core::CORE_RUN); #endif return true; } void Stop() { Core::Stop(); SCoreStartupParameter& StartUp = SConfig::GetInstance().m_LocalCoreStartupParameter; if (config_cache.valid) { config_cache.valid = false; StartUp.bCPUThread = config_cache.bCPUThread; StartUp.bSkipIdle = config_cache.bSkipIdle; StartUp.bEnableFPRF = config_cache.bEnableFPRF; StartUp.bMMU = config_cache.bMMU; StartUp.bMMUBAT = config_cache.bMMUBAT; StartUp.iTLBHack = config_cache.iTLBHack; StartUp.bVBeam = config_cache.bVBeam; StartUp.bFastDiscSpeed = config_cache.bFastDiscSpeed; StartUp.bMergeBlocks = config_cache.bMergeBlocks; } } } // namespace