public OpenAdvancedChooser(MainForm mainForm) { this.mainForm = mainForm; InitializeComponent(); RefreshLibretroCore(true); }
static int SubMain(string[] args) { // this check has to be done VERY early. i stepped through a debug build with wrong .dll versions purposely used, // and there was a TypeLoadException before the first line of SubMain was reached (some static ColorType init?) // zero 25-dec-2012 - only do for public builds. its annoying during development if (!VersionInfo.DeveloperBuild) { var thisversion = typeof(Program).Assembly.GetName().Version; var utilversion = Assembly.Load(new AssemblyName("Bizhawk.Client.Common")).GetName().Version; var emulversion = Assembly.Load(new AssemblyName("Bizhawk.Emulation.Cores")).GetName().Version; if (thisversion != utilversion || thisversion != emulversion) { MessageBox.Show("Conflicting revisions found! Don't mix .dll versions!"); return -1; } } BizHawk.Common.TempFileCleaner.Start(); Application.EnableVisualStyles(); Application.SetCompatibleTextRenderingDefault(false); HawkFile.ArchiveHandlerFactory = new SevenZipSharpArchiveHandler(); string iniPath = Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), "config.ini"); Global.Config = ConfigService.Load<Config>(iniPath); Global.Config.ResolveDefaults(); BizHawk.Client.Common.StringLogUtil.DefaultToDisk = Global.Config.MoviesOnDisk; //super hacky! this needs to be done first. still not worth the trouble to make this system fully proper for (int i = 0; i < args.Length; i++) { var arg = args[i].ToLower(); if (arg.StartsWith("--gdi")) { Global.Config.DispMethod = Config.EDispMethod.GdiPlus; } } //create IGL context. we do this whether or not the user has selected OpenGL, so that we can run opengl-based emulator cores GlobalWin.IGL_GL = new Bizware.BizwareGL.Drivers.OpenTK.IGL_TK(); //setup the GL context manager, needed for coping with multiple opengl cores vs opengl display method GLManager.CreateInstance(); GlobalWin.GLManager = GLManager.Instance; GlobalWin.CR_GL = GlobalWin.GLManager.GetContextForIGL(GlobalWin.GL); //now create the "GL" context for the display method. we can reuse the IGL_TK context if opengl display method is chosen REDO_DISPMETHOD: if (Global.Config.DispMethod == Config.EDispMethod.GdiPlus) GlobalWin.GL = new Bizware.BizwareGL.Drivers.GdiPlus.IGL_GdiPlus(); else if (Global.Config.DispMethod == Config.EDispMethod.SlimDX9) GlobalWin.GL = new Bizware.BizwareGL.Drivers.SlimDX.IGL_SlimDX9(); else { GlobalWin.GL = GlobalWin.IGL_GL; //check the opengl version and dont even try to boot this crap up if its too old int version = GlobalWin.IGL_GL.Version; if (version < 200) { //fallback Global.Config.DispMethod = Config.EDispMethod.GdiPlus; goto REDO_DISPMETHOD; } } //WHY do we have to do this? some intel graphics drivers (ig7icd64.dll 10.18.10.3304 on an unknown chip on win8.1) are calling SetDllDirectory() for the process, which ruins stuff. //The relevant initialization happened just before in "create IGL context". //It isn't clear whether we need the earlier SetDllDirectory(), but I think we do. //note: this is pasted instead of being put in a static method due to this initialization code being sensitive to things like that, and not wanting to cause it to break //pasting should be safe (not affecting the jit order of things) string dllDir = Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), "dll"); SetDllDirectory(dllDir); if (System.Diagnostics.Debugger.IsAttached) { // Let the debugger handle errors #if WINDOWS if (Global.Config.SingleInstanceMode) { try { new SingleInstanceController(args).Run(args); } catch (ObjectDisposedException) { /*Eat it, MainForm disposed itself and Run attempts to dispose of itself. Eventually we would want to figure out a way to prevent that, but in the meantime it is harmless, so just eat the error*/ } } else #endif { using (var mf = new MainForm(args)) { var title = mf.Text; mf.Show(); mf.Text = title; GlobalWin.ExitCode = mf.ProgramRunLoop(); } } } else { // Display error message windows try { #if WINDOWS if (Global.Config.SingleInstanceMode) { try { new SingleInstanceController(args).Run(args); } catch (ObjectDisposedException) { /*Eat it, MainForm disposed itself and Run attempts to dispose of itself. Eventually we would want to figure out a way to prevent that, but in the meantime it is harmless, so just eat the error*/ } } else #endif { using (var mf = new MainForm(args)) { var title = mf.Text; mf.Show(); mf.Text = title; if (System.Diagnostics.Debugger.IsAttached) { GlobalWin.ExitCode = mf.ProgramRunLoop(); } else { try { GlobalWin.ExitCode = mf.ProgramRunLoop(); } catch (Exception e) { #if WINDOWS if (!VersionInfo.DeveloperBuild && Global.MovieSession.Movie.IsActive) { var result = MessageBox.Show( "EmuHawk has thrown a fatal exception and is about to close.\nA movie has been detected. Would you like to try to save?\n(Note: Depending on what caused this error, this may or may succeed)", "Fatal error: " + e.GetType().Name, MessageBoxButtons.YesNo, MessageBoxIcon.Exclamation ); if (result == DialogResult.Yes) { Global.MovieSession.Movie.Save(); } } #endif throw; } } } } } catch (Exception e) { new ExceptionBox(e).ShowDialog(); } #if WINDOWS finally { if (GlobalWin.Sound != null) { GlobalWin.Sound.Dispose(); GlobalWin.Sound = null; } GlobalWin.GL.Dispose(); GamePad.CloseAll(); } #endif } //cleanup: //cleanup IGL stuff so we can get better refcounts when exiting process, for debugging //DOESNT WORK FOR SOME REASON //GlobalWin.IGL_GL = new Bizware.BizwareGL.Drivers.OpenTK.IGL_TK(); //GLManager.Instance.Dispose(); //if (GlobalWin.IGL_GL != GlobalWin.GL) // GlobalWin.GL.Dispose(); //((IDisposable)GlobalWin.IGL_GL).Dispose(); //return 0 assuming things have gone well, non-zero values could be used as error codes or for scripting purposes return GlobalWin.ExitCode; } //SubMain
protected override void OnCreateMainForm() { MainForm = new MainForm(cmdArgs); var title = MainForm.Text; MainForm.Show(); MainForm.Text = title; GlobalWin.ExitCode = (MainForm as MainForm).ProgramRunLoop(); }
static void SubMain(string[] args) { // this check has to be done VERY early. i stepped through a debug build with wrong .dll versions purposely used, // and there was a TypeLoadException before the first line of SubMain was reached (some static ColorType init?) // zero 25-dec-2012 - only do for public builds. its annoying during development if (!VersionInfo.DeveloperBuild) { var thisversion = typeof(Program).Assembly.GetName().Version; var utilversion = Assembly.LoadWithPartialName("Bizhawk.Client.Common").GetName().Version; var emulversion = Assembly.LoadWithPartialName("Bizhawk.Emulation.Cores").GetName().Version; if (thisversion != utilversion || thisversion != emulversion) { MessageBox.Show("Conflicting revisions found! Don't mix .dll versions!"); return; } } Application.EnableVisualStyles(); Application.SetCompatibleTextRenderingDefault(false); string iniPath = Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), "config.ini"); Global.Config = ConfigService.Load<Config>(iniPath); Global.Config.ResolveDefaults(); HawkFile.ArchiveHandlerFactory = new SevenZipSharpArchiveHandler(); #if WINDOWS try { GlobalWin.DSound = SoundEnumeration.Create(); } catch { MessageBox.Show("Couldn't initialize DirectSound! Things may go poorly for you. Try changing your sound driver to 41khz instead of 48khz in mmsys.cpl.", "Initialization Error", MessageBoxButtons.OK, MessageBoxIcon.Error); } #endif //create IGL context. //at some point in the future, we may need to select from several drivers GlobalWin.GL = new Bizware.BizwareGL.Drivers.OpenTK.IGL_TK(); GlobalWin.GLManager = new GLManager(); GlobalWin.CR_GL = GlobalWin.GLManager.GetContextForIGL(GlobalWin.GL); //WHY do we have to do this? some intel graphics drivers (ig7icd64.dll 10.18.10.3304 on an unknown chip on win8.1) are calling SetDllDirectory() for the process, which ruins stuff. //The relevant initialization happened just before in "create IGL context". //It isn't clear whether we need the earlier SetDllDirectory(), but I think we do. //note: this is pasted instead of being put in a static method due to this initialization code being sensitive to things like that, and not wanting to cause it to break //pasting should be safe (not affecting the jit order of things) string dllDir = Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), "dll"); SetDllDirectory(dllDir); try { #if WINDOWS if (Global.Config.SingleInstanceMode) { try { new SingleInstanceController(args).Run(args); } catch (ObjectDisposedException) { /*Eat it, MainForm disposed itself and Run attempts to dispose of itself. Eventually we would want to figure out a way to prevent that, but in the meantime it is harmless, so just eat the error*/ } } else { #endif using (var mf = new MainForm(args)) { var title = mf.Text; mf.Show(); mf.Text = title; try { mf.ProgramRunLoop(); } catch (Exception e) { #if WINDOWS if (!VersionInfo.DeveloperBuild && Global.MovieSession.Movie.IsActive) { var result = MessageBox.Show( "EmuHawk has thrown a fatal exception and is about to close.\nA movie has been detected. Would you like to try to save?\n(Note: Depending on what caused this error, this may or may succeed)", "Fatal error: " + e.GetType().Name, MessageBoxButtons.YesNo, MessageBoxIcon.Exclamation ); if (result == DialogResult.Yes) { Global.MovieSession.Movie.Save(); } } #endif throw; } } #if WINDOWS } #endif } catch (Exception e) { string message = e.ToString(); if (e.InnerException != null) { message += "\n\nInner Exception:\n\n" + e.InnerException; } message += "\n\nStackTrace:\n" + e.StackTrace; MessageBox.Show(message); } #if WINDOWS finally { if (GlobalWin.DSound != null && GlobalWin.DSound.Disposed == false) GlobalWin.DSound.Dispose(); GlobalWin.GL.Dispose(); GamePad.CloseAll(); } #endif }
private void OnPauseChanged(object sender, MainForm.PauseChangedEventArgs e) { if (e.Paused) FullUpdate(); }
static void SubMain(string[] args) { // this check has to be done VERY early. i stepped through a debug build with wrong .dll versions purposely used, // and there was a TypeLoadException before the first line of SubMain was reached (some static ColorType init?) // zero 25-dec-2012 - only do for public builds. its annoying during development if (!VersionInfo.DeveloperBuild) { var thisversion = typeof(Program).Assembly.GetName().Version; var utilversion = Assembly.Load(new AssemblyName("Bizhawk.Client.Common")).GetName().Version; var emulversion = Assembly.Load(new AssemblyName("Bizhawk.Emulation.Cores")).GetName().Version; if (thisversion != utilversion || thisversion != emulversion) { MessageBox.Show("Conflicting revisions found! Don't mix .dll versions!"); return; } } Application.EnableVisualStyles(); Application.SetCompatibleTextRenderingDefault(false); string iniPath = Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), "config.ini"); Global.Config = ConfigService.Load <Config>(iniPath); Global.Config.ResolveDefaults(); HawkFile.ArchiveHandlerFactory = new SevenZipSharpArchiveHandler(); //super hacky! this needs to be done first. still not worth the trouble to make this system fully proper for (int i = 0; i < args.Length; i++) { var arg = args[i].ToLower(); if (arg.StartsWith("--gdi")) { Global.Config.DispMethod = Config.EDispMethod.GdiPlus; } } //create IGL context. we do this whether or not the user has selected OpenGL, so that we can run opengl-based emulator cores GlobalWin.IGL_GL = new Bizware.BizwareGL.Drivers.OpenTK.IGL_TK(); //setup the GL context manager, needed for coping with multiple opengl cores vs opengl display method GLManager.CreateInstance(); GlobalWin.GLManager = GLManager.Instance; GlobalWin.CR_GL = GlobalWin.GLManager.GetContextForIGL(GlobalWin.GL); //now create the "GL" context for the display method. we can reuse the IGL_TK context if opengl display method is chosen REDO_DISPMETHOD: if (Global.Config.DispMethod == Config.EDispMethod.GdiPlus) { GlobalWin.GL = new Bizware.BizwareGL.Drivers.GdiPlus.IGL_GdiPlus(); } else if (Global.Config.DispMethod == Config.EDispMethod.SlimDX9) { GlobalWin.GL = new Bizware.BizwareGL.Drivers.SlimDX.IGL_SlimDX9(); } else { GlobalWin.GL = GlobalWin.IGL_GL; //check the opengl version and dont even try to boot this crap up if its too old int version = GlobalWin.IGL_GL.Version; if (version < 200) { //fallback Global.Config.DispMethod = Config.EDispMethod.GdiPlus; goto REDO_DISPMETHOD; } } //WHY do we have to do this? some intel graphics drivers (ig7icd64.dll 10.18.10.3304 on an unknown chip on win8.1) are calling SetDllDirectory() for the process, which ruins stuff. //The relevant initialization happened just before in "create IGL context". //It isn't clear whether we need the earlier SetDllDirectory(), but I think we do. //note: this is pasted instead of being put in a static method due to this initialization code being sensitive to things like that, and not wanting to cause it to break //pasting should be safe (not affecting the jit order of things) string dllDir = Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), "dll"); SetDllDirectory(dllDir); if (System.Diagnostics.Debugger.IsAttached) { // Let the debugger handle errors #if WINDOWS if (Global.Config.SingleInstanceMode) { try { new SingleInstanceController(args).Run(args); } catch (ObjectDisposedException) { /*Eat it, MainForm disposed itself and Run attempts to dispose of itself. Eventually we would want to figure out a way to prevent that, but in the meantime it is harmless, so just eat the error*/ } } else #endif { using (var mf = new MainForm(args)) { var title = mf.Text; mf.Show(); mf.Text = title; mf.ProgramRunLoop(); } } } else { // Display error message windows try { #if WINDOWS if (Global.Config.SingleInstanceMode) { try { new SingleInstanceController(args).Run(args); } catch (ObjectDisposedException) { /*Eat it, MainForm disposed itself and Run attempts to dispose of itself. Eventually we would want to figure out a way to prevent that, but in the meantime it is harmless, so just eat the error*/ } } else #endif { using (var mf = new MainForm(args)) { var title = mf.Text; mf.Show(); mf.Text = title; if (System.Diagnostics.Debugger.IsAttached) { mf.ProgramRunLoop(); } else { try { mf.ProgramRunLoop(); } catch (Exception e) { #if WINDOWS if (!VersionInfo.DeveloperBuild && Global.MovieSession.Movie.IsActive) { var result = MessageBox.Show( "EmuHawk has thrown a fatal exception and is about to close.\nA movie has been detected. Would you like to try to save?\n(Note: Depending on what caused this error, this may or may succeed)", "Fatal error: " + e.GetType().Name, MessageBoxButtons.YesNo, MessageBoxIcon.Exclamation ); if (result == DialogResult.Yes) { Global.MovieSession.Movie.Save(); } } #endif throw; } } } } } catch (Exception e) { string message = e.ToString(); if (e.InnerException != null) { message += "\n\nInner Exception:\n\n" + e.InnerException; } message += "\n\nStackTrace:\n" + e.StackTrace; MessageBox.Show(message); } #if WINDOWS finally { if (GlobalWin.Sound != null) { GlobalWin.Sound.Dispose(); GlobalWin.Sound = null; } GlobalWin.GL.Dispose(); GamePad.CloseAll(); } #endif } }