dolphin/Source/Core/DolphinWX/Src/BootManager.cpp
Glenn Rice 22872b383c Make toggling of word wrap for the log window nicer for linux. Unfortunately this method is only implemented for wxGTK (what not wxMSW? Shocker!).
Made it so that Source/Core/DolphinWX/Globals.h is only used for the wxWidgets build, and a little other file inclusion clean up.
Fix an issue where a user runs a game from the open menu or toolbar items with a clean user directory, and henceforth double clicking on the empty game list (where it says double click to browse for games), that game is run again.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6037 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-08-03 03:20:44 +00:00

151 lines
4.4 KiB
C++

// 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 <string>
#include <vector>
#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
// 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()))
{
// 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", "TLBHack", &StartUp.iTLBHack, StartUp.iTLBHack);
game_ini.Get("Core", "MMU", &StartUp.bMMU, StartUp.bMMU);
game_ini.Get("Core", "SMC", &StartUp.bSMC, StartUp.bSMC);
// 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())
{
PanicAlert("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();
}
} // namespace