xenia-canary/src/xenia/app/xenia_main.cc

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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2013 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include <gflags/gflags.h>
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#include "xenia/app/emulator_window.h"
#include "xenia/base/debugging.h"
#include "xenia/base/logging.h"
#include "xenia/base/main.h"
#include "xenia/base/profiling.h"
#include "xenia/base/threading.h"
#include "xenia/debug/ui/debug_window.h"
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#include "xenia/emulator.h"
#include "xenia/ui/file_picker.h"
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// Available audio systems:
#include "xenia/apu/nop/nop_audio_system.h"
#if XE_PLATFORM_WIN32
#include "xenia/apu/xaudio2/xaudio2_audio_system.h"
#endif // XE_PLATFORM_WIN32
// Available graphics systems:
#include "xenia/gpu/null/null_graphics_system.h"
#include "xenia/gpu/vulkan/vulkan_graphics_system.h"
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// Available input drivers:
#include "xenia/hid/nop/nop_hid.h"
#if XE_PLATFORM_WIN32
#include "xenia/hid/winkey/winkey_hid.h"
#include "xenia/hid/xinput/xinput_hid.h"
#endif // XE_PLATFORM_WIN32
DEFINE_string(apu, "any", "Audio system. Use: [any, nop, xaudio2]");
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DEFINE_string(gpu, "any", "Graphics system. Use: [any, vulkan, null]");
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DEFINE_string(hid, "any", "Input system. Use: [any, nop, winkey, xinput]");
DEFINE_string(target, "", "Specifies the target .xex or .iso to execute.");
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DEFINE_bool(fullscreen, false, "Toggles fullscreen");
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namespace xe {
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namespace app {
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std::unique_ptr<apu::AudioSystem> CreateAudioSystem(cpu::Processor* processor) {
if (FLAGS_apu.compare("nop") == 0) {
return apu::nop::NopAudioSystem::Create(processor);
#if XE_PLATFORM_WIN32
} else if (FLAGS_apu.compare("xaudio2") == 0) {
return apu::xaudio2::XAudio2AudioSystem::Create(processor);
#endif // XE_PLATFORM_WIN32
} else {
// Create best available.
std::unique_ptr<apu::AudioSystem> best;
#if XE_PLATFORM_WIN32
best = apu::xaudio2::XAudio2AudioSystem::Create(processor);
if (best) {
return best;
}
#endif // XE_PLATFORM_WIN32
// Fallback to nop.
return apu::nop::NopAudioSystem::Create(processor);
}
}
std::unique_ptr<gpu::GraphicsSystem> CreateGraphicsSystem() {
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if (FLAGS_gpu.compare("vulkan") == 0) {
return std::unique_ptr<gpu::GraphicsSystem>(
new xe::gpu::vulkan::VulkanGraphicsSystem());
} else if (FLAGS_gpu.compare("null") == 0) {
return std::unique_ptr<gpu::GraphicsSystem>(
new xe::gpu::null::NullGraphicsSystem());
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} else {
// Create best available.
std::unique_ptr<gpu::GraphicsSystem> best;
best = std::unique_ptr<gpu::GraphicsSystem>(
new xe::gpu::vulkan::VulkanGraphicsSystem());
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if (best) {
return best;
}
// Nothing!
return nullptr;
}
}
std::vector<std::unique_ptr<hid::InputDriver>> CreateInputDrivers(
ui::Window* window) {
std::vector<std::unique_ptr<hid::InputDriver>> drivers;
if (FLAGS_hid.compare("nop") == 0) {
drivers.emplace_back(xe::hid::nop::Create(window));
#if XE_PLATFORM_WIN32
} else if (FLAGS_hid.compare("winkey") == 0) {
drivers.emplace_back(xe::hid::winkey::Create(window));
} else if (FLAGS_hid.compare("xinput") == 0) {
drivers.emplace_back(xe::hid::xinput::Create(window));
#endif // XE_PLATFORM_WIN32
} else {
#if XE_PLATFORM_WIN32
auto xinput_driver = xe::hid::xinput::Create(window);
if (xinput_driver) {
drivers.emplace_back(std::move(xinput_driver));
}
auto winkey_driver = xe::hid::winkey::Create(window);
if (winkey_driver) {
drivers.emplace_back(std::move(winkey_driver));
}
#endif // XE_PLATFORM_WIN32
if (drivers.empty()) {
// Fallback to nop if none created.
drivers.emplace_back(xe::hid::nop::Create(window));
}
}
return drivers;
}
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int xenia_main(const std::vector<std::wstring>& args) {
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Profiler::Initialize();
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Profiler::ThreadEnter("main");
// Create the emulator but don't initialize so we can setup the window.
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auto emulator = std::make_unique<Emulator>(L"");
// Main emulator display window.
auto emulator_window = EmulatorWindow::Create(emulator.get());
// Setup and initialize all subsystems. If we can't do something
// (unsupported system, memory issues, etc) this will fail early.
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X_STATUS result =
emulator->Setup(emulator_window->window(), CreateAudioSystem,
CreateGraphicsSystem, CreateInputDrivers);
if (XFAILED(result)) {
XELOGE("Failed to setup emulator: %.8X", result);
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return 1;
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}
// Set a debug handler.
// This will respond to debugging requests so we can open the debug UI.
std::unique_ptr<xe::debug::ui::DebugWindow> debug_window;
if (FLAGS_debug) {
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emulator->processor()->set_debug_listener_request_handler(
[&](xe::cpu::Processor* processor) {
if (debug_window) {
return debug_window.get();
}
emulator_window->loop()->PostSynchronous([&]() {
debug_window = xe::debug::ui::DebugWindow::Create(
emulator.get(), emulator_window->loop());
debug_window->window()->on_closed.AddListener(
[&](xe::ui::UIEvent* e) {
emulator->processor()->set_debug_listener(nullptr);
emulator_window->loop()->Post(
[&]() { debug_window.reset(); });
});
});
return debug_window.get();
});
}
auto evt = xe::threading::Event::CreateAutoResetEvent(false);
emulator->on_launch.AddListener([&]() {
emulator_window->UpdateTitle();
evt->Set();
});
emulator_window->window()->on_closing.AddListener([&](ui::UIEvent* e) {
// This needs to shut down before the graphics context.
Profiler::Shutdown();
});
bool exiting = false;
emulator_window->loop()->on_quit.AddListener([&](ui::UIEvent* e) {
exiting = true;
evt->Set();
// TODO(DrChat): Remove this code and do a proper exit.
XELOGI("Cheap-skate exit!");
exit(0);
});
// Enable the main menu now that the emulator is properly loaded
emulator_window->window()->EnableMainMenu();
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// Grab path from the flag or unnamed argument.
std::wstring path;
if (!FLAGS_target.empty() || args.size() >= 2) {
if (!FLAGS_target.empty()) {
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// Passed as a named argument.
// TODO(benvanik): find something better than gflags that supports
// unicode.
path = xe::to_wstring(FLAGS_target);
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} else {
// Passed as an unnamed argument.
path = args[1];
}
}
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// Toggles fullscreen
if (FLAGS_fullscreen) emulator_window->ToggleFullscreen();
if (!path.empty()) {
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// Normalize the path and make absolute.
std::wstring abs_path = xe::to_absolute_path(path);
result = emulator->LaunchPath(abs_path);
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if (XFAILED(result)) {
xe::FatalError("Failed to launch target: %.8X", result);
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emulator.reset();
emulator_window.reset();
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return 1;
}
}
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// Now, we're going to use the main thread to drive events related to
// emulation.
while (!exiting) {
xe::threading::Wait(evt.get(), false);
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while (true) {
emulator->WaitUntilExit();
if (emulator->TitleRequested()) {
emulator->LaunchNextTitle();
} else {
break;
}
}
}
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debug_window.reset();
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emulator.reset();
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Profiler::Dump();
Profiler::Shutdown();
emulator_window.reset();
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return 0;
}
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} // namespace app
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} // namespace xe
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DEFINE_ENTRY_POINT(L"xenia", L"xenia some.xex", xe::app::xenia_main);