Implement need_fullpath support
This makes it much less painful to specify disk images (as well as reduces memory consumption when loading!)
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16e6875228
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1 changed files with 56 additions and 18 deletions
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@ -68,6 +68,7 @@ pub struct Frontend {
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pub(crate) game_loaded: bool,
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pub(crate) game_loaded: bool,
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pub(crate) av_info: Option<SystemAvInfo>,
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pub(crate) av_info: Option<SystemAvInfo>,
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pub(crate) sys_info: Option<SystemInfo>,
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/// The core's requested pixel format.
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/// The core's requested pixel format.
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/// TODO: HW accel. (or just not care)
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/// TODO: HW accel. (or just not care)
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@ -114,6 +115,7 @@ impl Frontend {
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game_loaded: false,
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game_loaded: false,
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av_info: None,
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av_info: None,
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sys_info: None,
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pixel_format: PixelFormat::RGB565,
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pixel_format: PixelFormat::RGB565,
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converted_pixel_buffer: Vec::new(),
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converted_pixel_buffer: Vec::new(),
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@ -374,32 +376,46 @@ impl Frontend {
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return Err(Error::CoreNotLoaded);
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return Err(Error::CoreNotLoaded);
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}
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}
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// For now I'm only implementing the gameinfo garbage that
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// makes you read the whole file in. Later on I'll look into VFS
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// support; but for now, it seems more cores will probably
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// play ball with this.. which sucks :(
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// I'm aware this is nasty but bleh
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// I'm aware this is nasty but bleh
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let slice = path.as_ref().as_os_str().as_bytes();
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let slice = path.as_ref().as_os_str().as_bytes();
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let path_string = CString::new(slice).expect("shouldn't fail");
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let path_string = CString::new(slice).expect("shouldn't fail");
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let contents = fs::read(path)?;
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let gameinfo = GameInfo {
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let system_info = self.get_system_info()?;
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path: path_string.as_ptr(),
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data: contents.as_ptr() as *const ffi::c_void,
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size: contents.len(),
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meta: std::ptr::null(),
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};
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let core_api = self.core_api.as_ref().unwrap();
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let core_api = self.core_api.as_ref().unwrap();
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unsafe {
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let mut gameinfo = GameInfo {
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if !(core_api.retro_load_game)(&gameinfo) {
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path: path_string.as_ptr(),
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return Err(Error::RomLoadFailed);
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data: std::ptr::null(),
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}
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size: 0,
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meta: std::ptr::null(),
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};
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self.game_loaded = true;
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// If the core does not need fullpath, then
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Ok(())
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// read the file data into a buffer we give to the core.
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// This is pretty wasteful but works.
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if !system_info.need_fullpath {
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let contents = fs::read(path)?;
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gameinfo.data = contents.as_ptr() as *const ffi::c_void;
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gameinfo.size = contents.len();
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unsafe {
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if !(core_api.retro_load_game)(&gameinfo) {
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return Err(Error::RomLoadFailed);
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}
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self.game_loaded = true;
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Ok(())
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}
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} else {
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unsafe {
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if !(core_api.retro_load_game)(&gameinfo) {
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return Err(Error::RomLoadFailed);
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}
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self.game_loaded = true;
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Ok(())
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}
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}
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}
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}
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}
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@ -443,6 +459,28 @@ impl Frontend {
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}
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}
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}
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}
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pub fn get_system_info(&mut self) -> Result<SystemInfo> {
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if !self.core_loaded() {
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return Err(Error::CoreNotLoaded);
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}
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if let Some(sys) = self.sys_info.as_ref() {
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Ok(sys.clone())
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} else {
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let mut sys_info: MaybeUninit<SystemInfo> = MaybeUninit::uninit();
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// Actually get the system info
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unsafe {
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let core_api = self.core_api.as_ref().unwrap();
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(core_api.retro_get_system_info)(sys_info.as_mut_ptr());
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self.sys_info = Some(sys_info.assume_init());
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}
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Ok(self.sys_info.as_ref().unwrap().clone())
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}
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}
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pub fn get_size(&mut self) -> (u32, u32) {
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pub fn get_size(&mut self) -> (u32, u32) {
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(self.fb_width, self.fb_height)
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(self.fb_width, self.fb_height)
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}
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}
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