/* RetroArch - A frontend for libretro. * Copyright (C) 2010-2012 - Hans-Kristian Arntzen * Copyright (C) 2011-2012 - Daniel De Matteis * * RetroArch is free software: you can redistribute it and/or modify it under the terms * of the GNU General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR * PURPOSE. See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along with RetroArch. * If not, see . */ #include "../../xbox1/RetroLaunch/Global.h" #include "../../xbox1/RetroLaunch/IniFile.h" #include "../../xbox1/RetroLaunch/IoSupport.h" #include "../../xbox1/RetroLaunch/Input.h" #include "../../xbox1/RetroLaunch/Font.h" #include "../../xbox1/RetroLaunch/MenuManager.h" #include "../../xbox1/RetroLaunch/RomList.h" bool g_bExit = false; int menu_init(void) { RARCH_LOG("Starting RetroLaunch.\n"); // Set file cache size XSetFileCacheSize(8 * 1024 * 1024); // Mount drives g_IOSupport.Mount("A:", "cdrom0"); g_IOSupport.Mount("E:", "Harddisk0\\Partition1"); g_IOSupport.Mount("Z:", "Harddisk0\\Partition2"); g_IOSupport.Mount("F:", "Harddisk0\\Partition6"); g_IOSupport.Mount("G:", "Harddisk0\\Partition7"); // Get RetroArch's native d3d device // Parse ini file for settings g_iniFile.CheckForIniEntry(); // Load the rom list if it isn't already loaded if (!g_romList.IsLoaded()) g_romList.Load(); // Init input here //g_input.Create(); // Load the font here g_font.Create(); // Build menu here (Menu state -> Main Menu) g_menuManager.Create(); g_console.mode_switch = MODE_MENU; return 0; } void menu_free(void) {} void menu_loop(void) { xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data; //rarch_console_load_game("D:\\ssf2x.gba"); // Loop the app while (!g_bExit) { d3d->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); d3d->d3d_render_device->BeginScene(); d3d->d3d_render_device->SetFlickerFilter(g_iniFile.m_currentIniEntry.dwFlickerFilter); d3d->d3d_render_device->SetSoftDisplayFilter(g_iniFile.m_currentIniEntry.bSoftDisplayFilter); //g_input.GetInput(); g_menuManager.Update(); d3d->d3d_render_device->EndScene(); d3d->d3d_render_device->Present(NULL, NULL, NULL, NULL); } }