/***************************************************************************
mame.c
Controls execution of the core MAME system.
Copyright Nicola Salmoria and the MAME Team.
Visit http://mamedev.org for licensing and usage restrictions.
****************************************************************************
Since there has been confusion in the past over the order of
initialization and other such things, here it is, all spelled out
as of January, 2008:
main()
- does platform-specific init
- calls mame_execute() [mame.c]
mame_execute() [mame.c]
- calls mame_validitychecks() [validity.c] to perform validity checks on all compiled drivers
- begins resource tracking (level 1)
- calls create_machine [mame.c] to initialize the running_machine structure
- calls init_machine() [mame.c]
init_machine() [mame.c]
- calls fileio_init() [fileio.c] to initialize file I/O info
- calls config_init() [config.c] to initialize configuration system
- calls input_init() [input.c] to initialize the input system
- calls output_init() [output.c] to initialize the output system
- calls state_init() [state.c] to initialize save state system
- calls state_save_allow_registration() [state.c] to allow registrations
- calls palette_init() [palette.c] to initialize palette system
- calls render_init() [render.c] to initialize the rendering system
- calls ui_init() [ui.c] to initialize the user interface
- calls generic_machine_init() [machine/generic.c] to initialize generic machine structures
- calls generic_video_init() [video/generic.c] to initialize generic video structures
- calls generic_sound_init() [audio/generic.c] to initialize generic sound structures
- calls timer_init() [timer.c] to reset the timer system
- calls osd_init() [osdepend.h] to do platform-specific initialization
- calls input_port_init() [inptport.c] to set up the input ports
- calls rom_init() [romload.c] to load the game's ROMs
- calls memory_init() [memory.c] to process the game's memory maps
- calls watchdog_init() [watchdog.c] to initialize the watchdog system
- calls the driver's DRIVER_INIT callback
- calls device_list_start() [devintrf.c] to start any devices
- calls video_init() [video.c] to start the video system
- calls tilemap_init() [tilemap.c] to start the tilemap system
- calls crosshair_init() [crsshair.c] to configure the crosshairs
- calls sound_init() [sound.c] to start the audio system
- calls debugger_init() [debugger.c] to set up the debugger
- calls the driver's MACHINE_START, SOUND_START, and VIDEO_START callbacks
- calls cheat_init() [cheat.c] to initialize the cheat system
- calls image_init() [image.c] to initialize the image system
- calls config_load_settings() [config.c] to load the configuration file
- calls nvram_load [machine/generic.c] to load NVRAM
- calls ui_display_startup_screens() [ui.c] to display the the startup screens
- begins resource tracking (level 2)
- calls soft_reset() [mame.c] to reset all systems
-------------------( at this point, we're up and running )----------------------
- calls scheduler->timeslice() [schedule.c] over and over until we exit
- ends resource tracking (level 2), freeing all auto_mallocs and timers
- calls the nvram_save() [machine/generic.c] to save NVRAM
- calls config_save_settings() [config.c] to save the game's configuration
- calls all registered exit routines [mame.c]
- ends resource tracking (level 1), freeing all auto_mallocs and timers
- exits the program
***************************************************************************/
#include "emu.h"
#include "emuopts.h"
#include "osdepend.h"
#include "config.h"
#include "debugger.h"
#include "render.h"
#include "cheat.h"
#include "ui/ui.h"
#include "uiinput.h"
#include "crsshair.h"
#include "validity.h"
#include "debug/debugcon.h"
#include "webengine.h"
#include <time.h>
/***************************************************************************
GLOBAL VARIABLES
***************************************************************************/
/* started empty? */
static bool started_empty;
static running_machine *global_machine;
const game_driver * new_driver_pending = NULL; // pointer to the next pending driver
//-------------------------------------------------
// mame_schedule_new_driver - schedule a new game to
// be loaded
//-------------------------------------------------
void mame_schedule_new_driver(const game_driver &driver)
{
new_driver_pending = &driver;
}
/***************************************************************************
CORE IMPLEMENTATION
***************************************************************************/
/*-------------------------------------------------
mame_execute - run the core emulation
-------------------------------------------------*/
int mame_execute(emu_options &options, osd_interface &osd)
{
bool firstgame = true;
bool firstrun = true;
// loop across multiple hard resets
bool exit_pending = false;
int error = MAMERR_NONE;
web_engine web(options);
while (error == MAMERR_NONE && !exit_pending)
{
new_driver_pending = NULL;
// if no driver, use the internal empty driver
const game_driver *system = options.system();
if (system == NULL)
{
system = &GAME_NAME(___empty);
if (firstgame)
started_empty = true;
}
firstgame = false;
// parse any INI files as the first thing
if (options.read_config())
{
options.revert(OPTION_PRIORITY_INI);
astring errors;
options.parse_standard_inis(errors);
}
// otherwise, perform validity checks before anything else
if (system != NULL)
{
validity_checker valid(options);
valid.check_shared_source(*system);
}
// create the machine configuration
machine_config config(*system, options);
// create the machine structure and driver
running_machine machine(config, osd);
// looooong term: remove this
global_machine = &machine;
web.set_machine(machine);
web.push_message("update_machine");
// run the machine
error = machine.run(firstrun);
firstrun = false;
// check the state of the machine
if (new_driver_pending)
{
options.set_system_name(new_driver_pending->name);
firstrun = true;
}
else
{
if (machine.exit_pending()) options.set_system_name("");
}
if (machine.exit_pending() && (!started_empty || (system == &GAME_NAME(___empty))))
exit_pending = true;
// machine will go away when we exit scope
global_machine = NULL;
}
// return an error
return error;
}
/***************************************************************************
MISCELLANEOUS
***************************************************************************/
/*-------------------------------------------------
popmessage - pop up a user-visible message
-------------------------------------------------*/
void CLIB_DECL popmessage(const char *format, ...)
{
// if the format is NULL, it is a signal to clear the popmessage
if (format == NULL)
global_machine->ui().popup_time(0, " ");
// otherwise, generate the buffer and call the UI to display the message
else
{
astring temp;
va_list arg;
// dump to the buffer
va_start(arg, format);
temp.vprintf(format, arg);
va_end(arg);
// pop it in the UI
global_machine->ui().popup_time(temp.len() / 40 + 2, "%s", temp.cstr());
}
}
/*-------------------------------------------------
logerror - log to the debugger and any other
OSD-defined output streams
-------------------------------------------------*/
void CLIB_DECL logerror(const char *format, ...)
{
va_list arg;
va_start(arg, format);
vlogerror(format, arg);
va_end(arg);
}
/*-------------------------------------------------
vlogerror - log to the debugger and any other
OSD-defined output streams
-------------------------------------------------*/
void CLIB_DECL vlogerror(const char *format, va_list arg)
{
if (global_machine != NULL)
global_machine->vlogerror(format, arg);
}