/** ****************************************************************************** * 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 #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" #include "xenia/emulator.h" #include "xenia/ui/file_picker.h" // 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/gl4/gl4_graphics_system.h" #include "xenia/gpu/null/null_graphics_system.h" #include "xenia/gpu/vulkan/vulkan_graphics_system.h" // 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]"); DEFINE_string(gpu, "any", "Graphics system. Use: [any, gl4, vulkan, null]"); DEFINE_string(hid, "any", "Input system. Use: [any, nop, winkey, xinput]"); DEFINE_string(target, "", "Specifies the target .xex or .iso to execute."); DEFINE_bool(fullscreen, false, "Toggles fullscreen"); namespace xe { namespace app { std::unique_ptr 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 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 CreateGraphicsSystem() { if (FLAGS_gpu.compare("gl4") == 0) { return std::unique_ptr( new xe::gpu::gl4::GL4GraphicsSystem()); } else if (FLAGS_gpu.compare("vulkan") == 0) { return std::unique_ptr( new xe::gpu::vulkan::VulkanGraphicsSystem()); } else if (FLAGS_gpu.compare("null") == 0) { return std::unique_ptr( new xe::gpu::null::NullGraphicsSystem()); } else { // Create best available. std::unique_ptr best; best = std::unique_ptr( new xe::gpu::vulkan::VulkanGraphicsSystem()); if (best) { return best; } // Nothing! return nullptr; } } std::vector> CreateInputDrivers( ui::Window* window) { std::vector> 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; } int xenia_main(const std::vector& args) { Profiler::Initialize(); Profiler::ThreadEnter("main"); // Create the emulator but don't initialize so we can setup the window. auto emulator = std::make_unique(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. X_STATUS result = emulator->Setup(emulator_window->window(), CreateAudioSystem, CreateGraphicsSystem, CreateInputDrivers); if (XFAILED(result)) { XELOGE("Failed to setup emulator: %.8X", result); return 1; } // Set a debug handler. // This will respond to debugging requests so we can open the debug UI. std::unique_ptr debug_window; if (FLAGS_debug) { 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(); }); bool exiting = false; emulator_window->loop()->on_quit.AddListener([&](ui::UIEvent* e) { exiting = true; evt->Set(); XELOGI("Cheap-skate exit!"); exit(0); }); // Enable the main menu now that the emulator is properly loaded emulator_window->window()->EnableMainMenu(); // Grab path from the flag or unnamed argument. std::wstring path; if (!FLAGS_target.empty() || args.size() >= 2) { if (!FLAGS_target.empty()) { // Passed as a named argument. // TODO(benvanik): find something better than gflags that supports // unicode. path = xe::to_wstring(FLAGS_target); } else { // Passed as an unnamed argument. path = args[1]; } } // Toggles fullscreen if (FLAGS_fullscreen) emulator_window->ToggleFullscreen(); if (!path.empty()) { // Normalize the path and make absolute. std::wstring abs_path = xe::to_absolute_path(path); result = emulator->LaunchPath(abs_path); if (XFAILED(result)) { XELOGE("Failed to launch target: %.8X", result); emulator.reset(); emulator_window.reset(); return 1; } } // Now, we're going to use the main thread to drive events related to // emulation. while (!exiting) { xe::threading::Wait(evt.get(), false); while (true) { emulator->WaitUntilExit(); if (emulator->TitleRequested()) { emulator->LaunchNextTitle(); } else { break; } } } debug_window.reset(); emulator.reset(); Profiler::Dump(); Profiler::Shutdown(); emulator_window.reset(); return 0; } } // namespace app } // namespace xe DEFINE_ENTRY_POINT(L"xenia", L"xenia some.xex", xe::app::xenia_main);