mirror of
https://git.eden-emu.dev/eden-emu/eden
synced 2026-06-28 07:35:34 +02:00
[eden-cli] rework loop to use new SDL3 event dispatch system
Signed-off-by: lizzie <lizzie@eden-emu.dev>
This commit is contained in:
parent
3aa0d46259
commit
c423fdfcd7
4 changed files with 153 additions and 139 deletions
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@ -27,3 +27,6 @@ There are two main applications, an SDL-based app (`eden-cli`) and a Qt based ap
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- `--user/-u`: Specify the user index.
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- `--version/-v`: Display version and quit.
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- `--input-profile/-i`: Specifies input profile name to use (for player #0 only).
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- `--null-render/-n`: Forces the usage of the "Null" render backend irrespective of settings.
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- `--filter/-x`: Sets the debug log filter irrespective of settings.
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- `--singlecore/-s`: Forces single-core regardless of settings.
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@ -5,6 +5,9 @@
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <SDL3/SDL.h>
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#ifdef __EMSCRIPTEN__
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#include <emscripten.h>
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#endif
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#include "common/logging.h"
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#include "common/scm_rev.h"
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@ -26,9 +29,16 @@ EmuWindow_SDL3::EmuWindow_SDL3(InputCommon::InputSubsystem* input_subsystem_, Co
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LOG_CRITICAL(Frontend, "Failed to initialize SDL3: {}, Exiting...", SDL_GetError());
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exit(1);
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}
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titlebar_timer = SDL_AddTimer(2000, [](void *userdata, SDL_TimerID, Uint32) {
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auto* this_ = (EmuWindow_SDL3*)userdata;
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auto const results = this_->system.GetAndResetPerfStats();
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auto const title = fmt::format("{} | {}-{} | FPS: {:.0f} ({:.0f}%)", Common::g_build_fullname, Common::g_scm_branch, Common::g_scm_desc, results.average_game_fps, results.emulation_speed * 100.0f);
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SDL_SetWindowTitle(this_->render_window, title.c_str());
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}, this);
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}
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EmuWindow_SDL3::~EmuWindow_SDL3() {
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SDL_RemoveTimer(titlebar_timer);
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system.HIDCore().UnloadInputDevices();
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input_subsystem->Shutdown();
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SDL_Quit();
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@ -130,8 +140,7 @@ void EmuWindow_SDL3::Fullscreen() {
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switch (Settings::values.fullscreen_mode.GetValue()) {
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case Settings::FullscreenMode::Exclusive:
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// Set window size to render size before entering fullscreen in exclusive mode.
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if (const SDL_DisplayMode* display_mode_ptr =
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SDL_GetDesktopDisplayMode(SDL_GetDisplayForWindow(render_window))) {
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if (const SDL_DisplayMode* display_mode_ptr = SDL_GetDesktopDisplayMode(SDL_GetDisplayForWindow(render_window))) {
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display_mode = *display_mode_ptr;
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SDL_SetWindowSize(render_window, display_mode.w, display_mode.h);
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SDL_SetWindowFullscreenMode(render_window, &display_mode);
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@ -163,92 +172,60 @@ void EmuWindow_SDL3::Fullscreen() {
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}
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}
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void EmuWindow_SDL3::WaitEvent() {
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// Called on main thread
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SDL_Event event;
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if (!SDL_WaitEvent(&event)) {
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const char* error = SDL_GetError();
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if (!error || strcmp(error, "") == 0) {
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// https://github.com/libsdl-org/SDL/issues/5780
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// Sometimes SDL will return without actually having hit an error condition;
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// just ignore it in this case.
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return;
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}
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LOG_CRITICAL(Frontend, "SDL_WaitEvent failed: {}", error);
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exit(1);
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}
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void EmuWindow_SDL3::OnEvent(SDL_Event& event) {
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// Notice how we skip the "update title" aspect on most events
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// this is because some WMs do NOT like changing titles while resizing
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// so let's just... not do that, thanks :)
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// Afterall we don't really expect the user to pay attention to the titlebar
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// while they're moving a lot of shit around...
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switch (event.type) {
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case SDL_EVENT_WINDOW_RESIZED:
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case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED:
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case SDL_EVENT_WINDOW_MAXIMIZED:
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case SDL_EVENT_WINDOW_RESTORED:
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OnResize();
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break;
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return OnResize();
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case SDL_EVENT_WINDOW_MINIMIZED:
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is_shown = false;
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OnResize();
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break;
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return OnResize();
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case SDL_EVENT_WINDOW_EXPOSED:
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is_shown = true;
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OnResize();
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break;
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return OnResize();
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case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
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is_open = false;
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break;
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return;
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case SDL_EVENT_KEY_DOWN:
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case SDL_EVENT_KEY_UP:
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OnKeyEvent(static_cast<int>(event.key.scancode), event.key.down ? 1 : 0);
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break;
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return OnKeyEvent(int(event.key.scancode), event.key.down ? 1 : 0);
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case SDL_EVENT_MOUSE_MOTION:
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// ignore if it came from touch
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if (event.button.which != SDL_TOUCH_MOUSEID)
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OnMouseMotion(event.motion.x, event.motion.y);
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break;
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return;
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case SDL_EVENT_MOUSE_BUTTON_DOWN:
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case SDL_EVENT_MOUSE_BUTTON_UP:
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// ignore if it came from touch
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if (event.button.which != SDL_TOUCH_MOUSEID) {
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OnMouseButton(event.button.button, event.button.down ? 1 : 0,
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static_cast<s32>(event.button.x), static_cast<s32>(event.button.y));
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}
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break;
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if (event.button.which != SDL_TOUCH_MOUSEID)
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OnMouseButton(event.button.button, event.button.down ? 1 : 0, s32(event.button.x), s32(event.button.y));
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return;
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case SDL_EVENT_FINGER_DOWN:
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OnFingerDown(event.tfinger.x, event.tfinger.y,
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static_cast<std::size_t>(event.tfinger.touchID));
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break;
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return OnFingerDown(event.tfinger.x, event.tfinger.y, std::size_t(event.tfinger.touchID));
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case SDL_EVENT_FINGER_MOTION:
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OnFingerMotion(event.tfinger.x, event.tfinger.y,
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static_cast<std::size_t>(event.tfinger.touchID));
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break;
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return OnFingerMotion(event.tfinger.x, event.tfinger.y, std::size_t(event.tfinger.touchID));
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case SDL_EVENT_FINGER_UP:
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OnFingerUp();
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break;
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return OnFingerUp();
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case SDL_EVENT_QUIT:
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is_open = false;
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break;
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return;
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default:
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break;
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}
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const u32 current_time = SDL_GetTicks();
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if (current_time > last_time + 2000) {
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const auto results = system.GetAndResetPerfStats();
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const auto title = fmt::format("{} | {}-{} | FPS: {:.0f} ({:.0f}%)",
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Common::g_build_fullname,
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Common::g_scm_branch,
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Common::g_scm_desc,
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results.average_game_fps,
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results.emulation_speed * 100.0);
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SDL_SetWindowTitle(render_window, title.c_str());
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last_time = current_time;
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}
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}
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// Credits to Samantas5855 and others for this function.
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void EmuWindow_SDL3::SetWindowIcon() {
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#if defined(__EMSCRIPTEN__) || defined(__wasi__)
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// Icons do not work yet
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#else
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SDL_IOStream* const yuzu_icon_stream = SDL_IOFromConstMem((void*)yuzu_icon, yuzu_icon_size);
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if (yuzu_icon_stream == nullptr) {
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LOG_WARNING(Frontend, "Failed to create Eden icon stream.");
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@ -262,6 +239,7 @@ void EmuWindow_SDL3::SetWindowIcon() {
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// The icon is attached to the window pointer
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SDL_SetWindowIcon(render_window, window_icon);
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SDL_DestroySurface(window_icon);
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#endif
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}
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void EmuWindow_SDL3::OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) {
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@ -13,6 +13,7 @@
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#include "core/frontend/graphics_context.h"
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struct SDL_Window;
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union SDL_Event;
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namespace Core {
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class System;
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@ -35,7 +36,7 @@ public:
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bool IsShown() const override;
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/// Wait for the next event on the main thread.
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void WaitEvent();
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void OnEvent(SDL_Event& event);
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// Sets the window icon from yuzu.bmp
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void SetWindowIcon();
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@ -80,6 +81,9 @@ protected:
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/// Called when a configuration change affects the minimal size of the window
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void OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) override;
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/// Periodic changer of titlebar (independent of event loop)
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SDL_TimerID titlebar_timer;
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/// Is the window still open?
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bool is_open = true;
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@ -89,9 +93,6 @@ protected:
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/// Internal SDL3 render window
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SDL_Window* render_window{};
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/// Keeps track of how often to update the title bar during gameplay
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u32 last_time = 0;
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/// Input subsystem to use with this window.
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InputCommon::InputSubsystem* input_subsystem;
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@ -8,6 +8,12 @@
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#include <memory>
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#include <regex>
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#include <string>
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#include "common/settings_enums.h"
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#ifdef __EMSCRIPTEN__
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#include <emscripten.h>
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#endif
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#define SDL_MAIN_USE_CALLBACKS 1
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#include <SDL3/SDL_main.h>
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#include <fmt/ostream.h>
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@ -40,9 +46,7 @@
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#ifdef _WIN32
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// windows.h needs to be included before shellapi.h
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#include <windows.h>
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#include <shellapi.h>
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#include "common/windows/timer_resolution.h"
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#endif
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@ -175,8 +179,15 @@ static void OnStatusMessageReceived(const Network::StatusMessageEntry& msg) {
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std::cout << std::endl << "* " << message << std::endl << std::endl;
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}
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/// Application entry point
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int main(int argc, char** argv) {
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struct SdlState {
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Common::DetachedTasks detached_tasks{};
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Core::System system{};
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std::unique_ptr<EmuWindow_SDL3> emu_window;
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};
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extern "C" SDL_AppResult SDL_AppInit(void **appstate, int argc, char **argv) {
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SdlState* state = new SdlState();
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#ifdef _WIN32
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if (AttachConsole(ATTACH_PARENT_PROCESS)) {
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freopen("CONOUT$", "wb", stdout);
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@ -187,16 +198,14 @@ int main(int argc, char** argv) {
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Common::Log::Initialize();
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Common::Log::SetColorConsoleBackendEnabled(true);
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Common::Log::Start();
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Common::DetachedTasks detached_tasks;
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int option_index = 0;
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#ifdef _WIN32
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int argc_w;
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auto argv_w = CommandLineToArgvW(GetCommandLineW(), &argc_w);
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if (argv_w == nullptr) {
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LOG_CRITICAL(Frontend, "Failed to get command line arguments");
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return -1;
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return SDL_APP_FAILURE;
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}
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#endif
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std::string filepath;
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@ -206,10 +215,13 @@ int main(int argc, char** argv) {
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std::optional<u16> override_gdb_port{};
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bool use_multiplayer = false;
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bool fullscreen = false;
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bool force_null_render = false;
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bool force_single_core = false;
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std::string nickname{};
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std::string password{};
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std::string address{};
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std::string input_profile{};
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std::optional<std::string> log_filter{};
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u16 port = Network::DefaultRoomPort;
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static struct option long_options[] = {
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@ -224,6 +236,9 @@ int main(int argc, char** argv) {
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{"user", required_argument, 0, 'u'},
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{"version", no_argument, 0, 'v'},
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{"input-profile", no_argument, 0, 'i'},
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{"null-render", no_argument, 0, 'n'},
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{"singlecore", no_argument, 0, 's'},
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{"filter", no_argument, 0, 'x'},
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{0, 0, 0, 0},
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// clang-format on
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};
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@ -244,7 +259,7 @@ int main(int argc, char** argv) {
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break;
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case 'h':
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PrintHelp(argv[0]);
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return 0;
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return SDL_APP_FAILURE;
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case 'g':
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filepath = std::string(optarg);
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break;
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@ -261,7 +276,7 @@ int main(int argc, char** argv) {
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if (!std::regex_match(str_arg, re)) {
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std::cout << "Wrong format for option --multiplayer\n";
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PrintHelp(argv[0]);
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return 0;
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return SDL_APP_FAILURE;
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}
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std::smatch match;
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@ -271,17 +286,16 @@ int main(int argc, char** argv) {
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password = match[2];
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address = match[3];
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if (!match[4].str().empty()) {
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port = static_cast<u16>(std::strtoul(match[4].str().c_str(), nullptr, 0));
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port = u16(std::strtoul(match[4].str().c_str(), nullptr, 0));
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}
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std::regex nickname_re("^[a-zA-Z0-9._\\- ]+$");
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if (!std::regex_match(nickname, nickname_re)) {
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std::cout
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<< "Nickname is not valid. Must be 4 to 20 alphanumeric characters.\n";
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return 0;
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LOG_ERROR(Frontend, "Nickname is not valid. Must be 4 to 20 alphanumeric characters");
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return SDL_APP_FAILURE;
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}
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if (address.empty()) {
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std::cout << "Address to room must not be empty.\n";
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return 0;
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LOG_ERROR(Frontend, "Address to room must not be empty");
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return SDL_APP_FAILURE;
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}
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break;
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}
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@ -294,7 +308,17 @@ int main(int argc, char** argv) {
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break;
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case 'v':
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PrintVersion();
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return 0;
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return SDL_APP_FAILURE;
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case 'n':
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force_null_render = true;
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break;
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case 's':
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force_single_core = true;
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break;
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case 'x':
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log_filter = argv[optind];
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++optind;
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break;
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}
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} else {
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#ifdef _WIN32
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@ -311,7 +335,7 @@ int main(int argc, char** argv) {
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// apply the log_filter setting
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// the logger was initialized before and doesn't pick up the filter on its own
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Common::Log::Filter filter;
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filter.ParseFilterString(Settings::values.log_filter.GetValue());
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filter.ParseFilterString(log_filter.value_or(Settings::values.log_filter.GetValue()));
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Common::Log::SetGlobalFilter(filter);
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if (!program_args.empty()) {
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@ -332,85 +356,87 @@ int main(int argc, char** argv) {
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Settings::values.gdbstub_port = *override_gdb_port;
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}
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if (force_single_core) {
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Settings::values.use_multi_core = false;
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}
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if (force_null_render) {
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Settings::values.renderer_backend = Settings::RendererBackend::Null;
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}
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#ifdef _WIN32
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LocalFree(argv_w);
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#endif
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if (filepath.empty()) {
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LOG_CRITICAL(Frontend, "Failed to load ROM: No ROM specified");
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return -1;
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return SDL_APP_FAILURE;
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}
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Core::System system{};
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system.Initialize();
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state->system.Initialize();
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InputCommon::InputSubsystem input_subsystem{};
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// Apply the command line arguments
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system.ApplySettings();
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state->system.ApplySettings();
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std::unique_ptr<EmuWindow_SDL3> emu_window;
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switch (Settings::values.renderer_backend.GetValue()) {
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#ifdef HAS_OPENGL
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case Settings::RendererBackend::OpenGL_GLSL:
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case Settings::RendererBackend::OpenGL_GLASM:
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case Settings::RendererBackend::OpenGL_SPIRV:
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emu_window = std::make_unique<EmuWindow_SDL3_GL>(&input_subsystem, system, fullscreen);
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state->emu_window = std::make_unique<EmuWindow_SDL3_GL>(&input_subsystem, state->system, fullscreen);
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break;
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#endif
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case Settings::RendererBackend::Vulkan:
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emu_window = std::make_unique<EmuWindow_SDL3_VK>(&input_subsystem, system, fullscreen);
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state->emu_window = std::make_unique<EmuWindow_SDL3_VK>(&input_subsystem, state->system, fullscreen);
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break;
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case Settings::RendererBackend::Null:
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emu_window = std::make_unique<EmuWindow_SDL3_Null>(&input_subsystem, system, fullscreen);
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state->emu_window = std::make_unique<EmuWindow_SDL3_Null>(&input_subsystem, state->system, fullscreen);
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break;
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default:
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LOG_CRITICAL(Frontend, "Invalid renderer backend");
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return -1;
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return SDL_APP_FAILURE;
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}
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#ifdef _WIN32
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Common::Windows::SetCurrentTimerResolutionToMaximum();
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system.CoreTiming().SetTimerResolutionNs(Common::Windows::GetCurrentTimerResolution());
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state->system.CoreTiming().SetTimerResolutionNs(Common::Windows::GetCurrentTimerResolution());
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#endif
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system.SetContentProvider(std::make_unique<FileSys::ContentProviderUnion>());
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system.SetFilesystem(std::make_shared<FileSys::RealVfsFilesystem>());
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system.GetFileSystemController().CreateFactories(*system.GetFilesystem());
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system.GetUserChannel().clear();
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state->system.SetContentProvider(std::make_unique<FileSys::ContentProviderUnion>());
|
||||
state->system.SetFilesystem(std::make_shared<FileSys::RealVfsFilesystem>());
|
||||
state->system.GetFileSystemController().CreateFactories(*state->system.GetFilesystem());
|
||||
state->system.GetUserChannel().clear();
|
||||
|
||||
Service::AM::FrontendAppletParameters load_parameters{
|
||||
.applet_id = Service::AM::AppletId::Application,
|
||||
};
|
||||
const Core::SystemResultStatus load_result{system.Load(*emu_window, filepath, load_parameters)};
|
||||
|
||||
const Core::SystemResultStatus load_result = state->system.Load(*state->emu_window, filepath, load_parameters);
|
||||
switch (load_result) {
|
||||
case Core::SystemResultStatus::ErrorGetLoader:
|
||||
LOG_CRITICAL(Frontend, "Failed to obtain loader for {}!", filepath);
|
||||
return -1;
|
||||
case Core::SystemResultStatus::ErrorLoader:
|
||||
LOG_CRITICAL(Frontend, "Failed to load ROM!");
|
||||
return -1;
|
||||
case Core::SystemResultStatus::ErrorNotInitialized:
|
||||
LOG_CRITICAL(Frontend, "CPUCore not initialized");
|
||||
return -1;
|
||||
case Core::SystemResultStatus::ErrorVideoCore:
|
||||
LOG_CRITICAL(Frontend, "Failed to initialize VideoCore!");
|
||||
return -1;
|
||||
case Core::SystemResultStatus::Success:
|
||||
break; // Expected case
|
||||
case Core::SystemResultStatus::ErrorGetLoader:
|
||||
LOG_CRITICAL(Frontend, "Failed to obtain loader for {}!", filepath);
|
||||
return SDL_APP_FAILURE;
|
||||
case Core::SystemResultStatus::ErrorLoader:
|
||||
LOG_CRITICAL(Frontend, "Failed to load ROM!");
|
||||
return SDL_APP_FAILURE;
|
||||
case Core::SystemResultStatus::ErrorNotInitialized:
|
||||
LOG_CRITICAL(Frontend, "CPUCore not initialized");
|
||||
return SDL_APP_FAILURE;
|
||||
case Core::SystemResultStatus::ErrorVideoCore:
|
||||
LOG_CRITICAL(Frontend, "Failed to initialize VideoCore!");
|
||||
return SDL_APP_FAILURE;
|
||||
default:
|
||||
if (static_cast<u32>(load_result) >
|
||||
static_cast<u32>(Core::SystemResultStatus::ErrorLoader)) {
|
||||
const u16 loader_id = static_cast<u16>(Core::SystemResultStatus::ErrorLoader);
|
||||
const u16 error_id = static_cast<u16>(load_result) - loader_id;
|
||||
LOG_CRITICAL(Frontend,
|
||||
"While attempting to load the ROM requested, an error occurred. Please "
|
||||
"refer to the Eden wiki for more information or the Eden discord for "
|
||||
"additional help.\n\nError Code: {:04X}-{:04X}\nError Description: {}",
|
||||
loader_id, error_id, static_cast<Loader::ResultStatus>(error_id));
|
||||
}
|
||||
break;
|
||||
const u16 loader_id = u16(Core::SystemResultStatus::ErrorLoader);
|
||||
const u16 error_id = u16(load_result) - loader_id;
|
||||
LOG_CRITICAL(Frontend,
|
||||
"While attempting to load the ROM requested, an error occurred. Please "
|
||||
"refer to the Eden wiki for more information or the Eden discord for "
|
||||
"additional help.\n\nError Code: {:04X}-{:04X}\nError Description: {}",
|
||||
loader_id, error_id, Loader::ResultStatus(error_id));
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (use_multiplayer) {
|
||||
|
|
@ -419,41 +445,47 @@ int main(int argc, char** argv) {
|
|||
member->BindOnStatusMessageReceived(OnStatusMessageReceived);
|
||||
member->BindOnStateChanged(OnStateChanged);
|
||||
member->BindOnError(OnNetworkError);
|
||||
LOG_DEBUG(Network, "Start connection to {}:{} with nickname {}", address, port,
|
||||
nickname);
|
||||
LOG_DEBUG(Network, "Start connection to {}:{} with nickname {}", address, port, nickname);
|
||||
member->Join(nickname, address.c_str(), port, 0, Network::NoPreferredIP, password);
|
||||
} else {
|
||||
LOG_ERROR(Network, "Could not access RoomMember");
|
||||
return 0;
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
}
|
||||
|
||||
// Core is loaded, start the GPU (makes the GPU contexts current to this thread)
|
||||
system.GPU().Start();
|
||||
system.GetCpuManager().OnGpuReady();
|
||||
state->system.GPU().Start();
|
||||
state->system.GetCpuManager().OnGpuReady();
|
||||
|
||||
if (Settings::values.use_disk_shader_cache.GetValue()) {
|
||||
system.Renderer().ReadRasterizer()->LoadDiskResources(
|
||||
system.GetApplicationProcessProgramID(), std::stop_token{},
|
||||
state->system.Renderer().ReadRasterizer()->LoadDiskResources(
|
||||
state->system.GetApplicationProcessProgramID(), std::stop_token{},
|
||||
[](VideoCore::LoadCallbackStage, size_t value, size_t total) {});
|
||||
}
|
||||
|
||||
system.RegisterExitCallback([&] {
|
||||
// Just exit right away.
|
||||
exit(0);
|
||||
});
|
||||
void(system.Run());
|
||||
if (system.DebuggerEnabled()) {
|
||||
system.InitializeDebugger();
|
||||
}
|
||||
while (emu_window->IsOpen()) {
|
||||
emu_window->WaitEvent();
|
||||
}
|
||||
system.DetachDebugger();
|
||||
void(system.Pause());
|
||||
system.ShutdownMainProcess();
|
||||
detached_tasks.WaitForAllTasks();
|
||||
return 0;
|
||||
// don't do anything, SDL3 already exists for us :D
|
||||
state->system.RegisterExitCallback([] {});
|
||||
void(state->system.Run());
|
||||
if (state->system.DebuggerEnabled())
|
||||
state->system.InitializeDebugger();
|
||||
return SDL_APP_SUCCESS;
|
||||
}
|
||||
extern "C" SDL_AppResult SDL_AppIterate(void *appstate) {
|
||||
SdlState *state = (SdlState *)appstate;
|
||||
return state->emu_window->IsOpen() ? SDL_APP_CONTINUE : SDL_APP_SUCCESS;
|
||||
}
|
||||
extern "C" SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) {
|
||||
SdlState *state = (SdlState *)appstate;
|
||||
state->emu_window->OnEvent(*event);
|
||||
return SDL_APP_SUCCESS;
|
||||
}
|
||||
extern "C" void SDL_AppQuit(void *appstate, SDL_AppResult result) {
|
||||
SdlState *state = (SdlState *)appstate;
|
||||
state->system.DetachDebugger();
|
||||
void(state->system.Pause());
|
||||
state->system.ShutdownMainProcess();
|
||||
state->detached_tasks.WaitForAllTasks();
|
||||
delete state;
|
||||
}
|
||||
|
||||
#define VMA_IMPLEMENTATION
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue