195 lines
6.1 KiB
C++
195 lines
6.1 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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// File description
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// -------------
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// Purpose of this file: Collect boot settings for Core::Init()
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// Call sequence: This file has one of the first function called when a game is booted,
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// the boot sequence in the code is:
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// DolphinWX: GameListCtrl.cpp OnActivated
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// BootManager.cpp BootCore
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// Core Core.cpp Init Thread creation
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// EmuThread Calls CBoot::BootUp
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// Boot.cpp CBoot::BootUp()
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// CBoot::EmulatedBS2_Wii() / GC() or Load_BS2()
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// Includes
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// ----------------
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#include <string>
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#include <vector>
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#include "Common.h"
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#include "IniFile.h"
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#include "BootManager.h"
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#include "ISOFile.h"
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#include "Volume.h"
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#include "VolumeCreator.h"
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#include "ConfigManager.h"
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#include "SysConf.h"
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#include "Core.h"
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#if defined(HAVE_WX) && HAVE_WX
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#include "Globals.h"
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#include "ConfigMain.h"
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#include "Frame.h"
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#include "CodeWindow.h"
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#include "Setup.h"
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#endif
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#if defined(HAVE_WX) && HAVE_WX
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extern CFrame* main_frame;
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#endif
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namespace BootManager
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{
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#ifdef _WIN32
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extern "C" HINSTANCE wxGetInstance();
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#endif
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// TODO this is an ugly hack which allows us to restore values trampled by per-game settings
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// Apply fire liberally
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struct ConfigCache
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{
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bool valid, bCPUThread, bSkipIdle, bEnableFPRF, bMMU, bMMUBAT,
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bVBeam, bFastDiscSpeed, bMergeBlocks, bDSPHLE;
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int iTLBHack;
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};
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static ConfigCache config_cache;
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// Boot the ISO or file
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bool BootCore(const std::string& _rFilename)
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{
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SCoreStartupParameter& StartUp = SConfig::GetInstance().m_LocalCoreStartupParameter;
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// Use custom settings for debugging mode
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#if defined(HAVE_WX) && HAVE_WX
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if (main_frame->g_pCodeWindow)
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{
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StartUp.bBootToPause = main_frame->g_pCodeWindow->BootToPause();
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StartUp.bAutomaticStart = main_frame->g_pCodeWindow->AutomaticStart();
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StartUp.bJITNoBlockCache = main_frame->g_pCodeWindow->JITNoBlockCache();
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StartUp.bJITBlockLinking = main_frame->g_pCodeWindow->JITBlockLinking();
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}
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StartUp.bEnableDebugging = main_frame->g_pCodeWindow ? true : false; // RUNNING_DEBUG
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#endif
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StartUp.m_BootType = SCoreStartupParameter::BOOT_ISO;
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StartUp.m_strFilename = _rFilename;
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SConfig::GetInstance().m_LastFilename = _rFilename;
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StartUp.bRunCompareClient = false;
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StartUp.bRunCompareServer = false;
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#ifdef _WIN32
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StartUp.hInstance = wxGetInstance();
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#ifdef _M_X64
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StartUp.bUseFastMem = true;
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#endif
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#endif
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// If for example the ISO file is bad we return here
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if (!StartUp.AutoSetup(SCoreStartupParameter::BOOT_DEFAULT)) return false;
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// Load game specific settings
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IniFile game_ini;
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std::string unique_id = StartUp.GetUniqueID();
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StartUp.m_strGameIni = std::string(File::GetUserPath(D_GAMECONFIG_IDX)) + unique_id + ".ini";
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if (unique_id.size() == 6 && game_ini.Load(StartUp.m_strGameIni.c_str()))
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{
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config_cache.valid = true;
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config_cache.bCPUThread = StartUp.bCPUThread;
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config_cache.bSkipIdle = StartUp.bSkipIdle;
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config_cache.bEnableFPRF = StartUp.bEnableFPRF;
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config_cache.bMMU = StartUp.bMMU;
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config_cache.bMMUBAT = StartUp.bMMUBAT;
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config_cache.iTLBHack = StartUp.iTLBHack;
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config_cache.bVBeam = StartUp.bVBeam;
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config_cache.bFastDiscSpeed = StartUp.bFastDiscSpeed;
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config_cache.bMergeBlocks = StartUp.bMergeBlocks;
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config_cache.bDSPHLE = StartUp.bDSPHLE;
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// General settings
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game_ini.Get("Core", "CPUThread", &StartUp.bCPUThread, StartUp.bCPUThread);
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game_ini.Get("Core", "SkipIdle", &StartUp.bSkipIdle, StartUp.bSkipIdle);
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game_ini.Get("Core", "EnableFPRF", &StartUp.bEnableFPRF, StartUp.bEnableFPRF);
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game_ini.Get("Core", "MMU", &StartUp.bMMU, StartUp.bMMU);
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game_ini.Get("Core", "BAT", &StartUp.bMMUBAT, StartUp.bMMUBAT);
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game_ini.Get("Core", "TLBHack", &StartUp.iTLBHack, StartUp.iTLBHack);
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game_ini.Get("Core", "VBeam", &StartUp.bVBeam, StartUp.bVBeam);
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game_ini.Get("Core", "FastDiscSpeed", &StartUp.bFastDiscSpeed, StartUp.bFastDiscSpeed);
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game_ini.Get("Core", "BlockMerging", &StartUp.bMergeBlocks, StartUp.bMergeBlocks);
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game_ini.Get("Core", "DSPHLE", &StartUp.bDSPHLE, StartUp.bDSPHLE);
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// Wii settings
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if (StartUp.bWii)
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{
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// Flush possible changes to SYSCONF to file
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SConfig::GetInstance().m_SYSCONF->Save();
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}
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}
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// Run the game
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#if defined(HAVE_WX) && HAVE_WX
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if(main_frame)
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{
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// Save the window handle of the eventual parent to the rendering window
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StartUp.hMainWindow = main_frame->GetRenderHandle();
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}
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#endif
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// Init the core
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if (!Core::Init())
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{
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PanicAlertT("Couldn't init the core.\nCheck your configuration.");
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return false;
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}
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#if defined(HAVE_WX) && HAVE_WX
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// Boot to pause or not
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Core::SetState((main_frame->g_pCodeWindow && StartUp.bBootToPause) ? Core::CORE_PAUSE : Core::CORE_RUN);
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#else
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Core::SetState(Core::CORE_RUN);
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#endif
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return true;
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}
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void Stop()
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{
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Core::Stop();
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SCoreStartupParameter& StartUp = SConfig::GetInstance().m_LocalCoreStartupParameter;
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if (config_cache.valid)
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{
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config_cache.valid = false;
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StartUp.bCPUThread = config_cache.bCPUThread;
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StartUp.bSkipIdle = config_cache.bSkipIdle;
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StartUp.bEnableFPRF = config_cache.bEnableFPRF;
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StartUp.bMMU = config_cache.bMMU;
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StartUp.bMMUBAT = config_cache.bMMUBAT;
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StartUp.iTLBHack = config_cache.iTLBHack;
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StartUp.bVBeam = config_cache.bVBeam;
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StartUp.bFastDiscSpeed = config_cache.bFastDiscSpeed;
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StartUp.bMergeBlocks = config_cache.bMergeBlocks;
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StartUp.bDSPHLE = config_cache.bDSPHLE;
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}
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}
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} // namespace
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