rpcsx/rpcs3/rpcs3.cpp
Peter Tissen c37905e465 initial start to eliminate static func init, not compilable atm
move module initialization into a module manager, still has some issues like stopping not working and debug crashing

add #idef 0 to modules that aren't in the windows project

don't double initialize and don't de-initialize for now, since many modules don't expect it and it leads to many errors

remove duplicate module lists for empty modules and implemented ones, make Module non-copyable but movable

add secondary project, no real use for it now

add some memleak config to the emucore and add asmjit path to rpcs3

small rebase error fixed to get it to compile again

add filters for emucore

re-add the module manager and static file

WIP commit, linker errors abound

some more abstraction layer stuff

fix the remaining linker errors, re-enable platform specific mouse, pad and keyboard handlers

rebasing

fix memset undefined and re() usage of se_t before declaration

Add wxGUI define by default for cmake builds

fix copy constructors of Datetime header

fix copy constructors of other wx interface classes

remove static declarations of global variables

make wxGLCanvas constructor non-ambiguous even with wx2.8. compat mode, fix wrong std::exception constructor calls

remove duplicate definition for FromUTF8 and ToUTF8

temp changes
2014-06-08 23:16:06 +02:00

107 lines
2 KiB
C++

#include "stdafx.h"
#include "Emu/ConLog.h"
#include "Emu/Memory/Memory.h"
#include "Emu/System.h"
#include "rpcs3.h"
#include "Ini.h"
#include "Gui/ConLogFrame.h"
#include "Emu/GameInfo.h"
#ifdef _WIN32
#include <wx/msw/wrapwin.h>
#endif
#ifdef __UNIX__
#include <X11/Xlib.h>
#endif
wxDEFINE_EVENT(wxEVT_DBG_COMMAND, wxCommandEvent);
IMPLEMENT_APP(Rpcs3App)
Rpcs3App* TheApp;
bool Rpcs3App::OnInit()
{
TheApp = this;
SetAppName(_PRGNAME_);
wxInitAllImageHandlers();
Ini.Load();
m_MainFrame = new MainFrame();
SetTopWindow(m_MainFrame);
Emu.Init();
m_MainFrame->Show();
m_MainFrame->DoSettings(true);
OnArguments();
return true;
}
void Rpcs3App::OnArguments()
{
// Usage:
// rpcs3-*.exe Initializes RPCS3
// rpcs3-*.exe [(S)ELF] Initializes RPCS3, then loads and runs the specified (S)ELF file.
if (Rpcs3App::argc > 1)
{
// Force this value to be true
Ini.HLEExitOnStop.SetValue(true);
Emu.SetPath(fmt::ToUTF8(argv[1]));
Emu.Load();
Emu.Run();
}
}
void Rpcs3App::Exit()
{
Emu.Stop();
Ini.Save();
if(ConLogFrame && !ConLogFrame->IsBeingDeleted()) ConLogFrame->Close();
wxApp::Exit();
}
void Rpcs3App::SendDbgCommand(DbgCommand id, CPUThread* thr)
{
wxCommandEvent event(wxEVT_DBG_COMMAND, id);
event.SetClientData(thr);
AddPendingEvent(event);
}
Rpcs3App::Rpcs3App()
{
#if defined(__UNIX__) && !defined(__APPLE__)
XInitThreads();
#endif
}
/*
CPUThread& GetCPU(const u8 core)
{
return Emu.GetCPU().Get(core);
}*/
//TODOB: remove this
//convert a wxString to a std::string encoded in utf8
//CAUTION, only use this to interface with wxWidgets classes
std::string fmt::ToUTF8(const wxString& right)
{
auto ret = std::string(((const char *)right.utf8_str()));
return ret;
}
//convert a std::string encoded in utf8 to a wxString
//CAUTION, only use this to interface with wxWidgets classes
wxString fmt::FromUTF8(const std::string& right)
{
auto ret = wxString::FromUTF8(right.c_str());
return ret;
}
GameInfo CurGameInfo;