/*  PCSX2 - PS2 Emulator for PCs
 *  Copyright (C) 2002-2010  PCSX2 Dev Team
 *
 *  PCSX2 is free software: you can redistribute it and/or modify it under the terms
 *  of the GNU Lesser General Public License as published by the Free Software Found-
 *  ation, either version 3 of the License, or (at your option) any later version.
 *
 *  PCSX2 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 PCSX2.
 *  If not, see <http://www.gnu.org/licenses/>.
 */

#include "PrecompiledHeader.h"
#include "MainFrame.h"
#include "AppAccelerators.h"
#include "ConsoleLogger.h"
#include "MSWstuff.h"

#include "Utilities/IniInterface.h"
#include "DebugTools/Debug.h"
#include "Dialogs/ModalPopups.h"

#include <wx/cmdline.h>
#include <wx/intl.h>
#include <wx/stdpaths.h>

using namespace pxSizerFlags;

static void CpuCheckSSE2()
{
	if( x86caps.hasStreamingSIMD2Extensions ) return;

	// Only check once per process session:
	static bool checked = false;
	if( checked ) return;
	checked = true;

	wxDialogWithHelpers exconf( NULL, _("PCSX2 - SSE2 Recommended") );

	exconf += exconf.Heading( pxE( "!Notice:Startup:NoSSE2",
		L"Warning: Your computer does not support SSE2, which is required by many PCSX2 recompilers and plugins. "
		L"Your options will be limited and emulation will be *very* slow." )
	);

	pxIssueConfirmation( exconf, MsgButtons().OK(), L"Error.Startup.NoSSE2" );

	// Auto-disable anything that needs SSE2:

	g_Conf->EmuOptions.Cpu.Recompiler.EnableEE	= false;
	g_Conf->EmuOptions.Cpu.Recompiler.EnableVU0	= false;
	g_Conf->EmuOptions.Cpu.Recompiler.EnableVU1	= false;
}

void Pcsx2App::DetectCpuAndUserMode()
{
	AffinityAssert_AllowFrom_MainUI();
	
	x86caps.Identify();
	x86caps.CountCores();
	x86caps.SIMD_EstablishMXCSRmask();

	if( !x86caps.hasMultimediaExtensions || !x86caps.hasStreamingSIMDExtensions )
	{
		// Note: Due to optimizations to GIFpath parsers, memcpy, and possibly other things, we need
		// a bare minimum of SSE supported by the CPU.
		throw Exception::HardwareDeficiency()
			.SetDiagMsg(L"Critical Failure: SSE Extensions not available.")
			.SetUserMsg(_("SSE extensions are not available.  PCSX2 requires a cpu that supports the SSE instruction set."));
	}

	EstablishAppUserMode();

	// force unload plugins loaded by the wizard.  If we don't do this the recompilers might
	// fail to allocate the memory they need to function.
	ShutdownPlugins();
	UnloadPlugins();
}

void Pcsx2App::OpenMainFrame()
{
	if( AppRpc_TryInvokeAsync( &Pcsx2App::OpenMainFrame ) ) return;

	if( GetMainFramePtr() != NULL ) return;

	MainEmuFrame* mainFrame = new MainEmuFrame( NULL, pxGetAppName() );
	m_id_MainFrame = mainFrame->GetId();

	PostIdleAppMethod( &Pcsx2App::OpenProgramLog );

	SetTopWindow( mainFrame );		// not really needed...
	SetExitOnFrameDelete( false );	// but being explicit doesn't hurt...
	mainFrame->Show();
}

void Pcsx2App::OpenProgramLog()
{
	if( AppRpc_TryInvokeAsync( &Pcsx2App::OpenProgramLog ) ) return;

	if( /*ConsoleLogFrame* frame =*/ GetProgramLog() )
	{
		//pxAssume( );
		return;
	}

	wxWindow* m_current_focus = wxGetActiveWindow();

	ScopedLock lock( m_mtx_ProgramLog );
	m_ptr_ProgramLog	= new ConsoleLogFrame( GetMainFramePtr(), L"PCSX2 Program Log", g_Conf->ProgLogBox );
	m_id_ProgramLogBox	= m_ptr_ProgramLog->GetId();
	EnableAllLogging();

	if( m_current_focus ) m_current_focus->SetFocus();
	
	// This is test code for printing out all supported languages and their canonical names in wiki-fied
	// format.  I might use it again soon, so I'm leaving it in for now... --air
	/*
	for( int li=wxLANGUAGE_UNKNOWN+1; li<wxLANGUAGE_USER_DEFINED; ++li )
	{
		if (const wxLanguageInfo* info = wxLocale::GetLanguageInfo( li ))
		{			
			if (i18n_IsLegacyLanguageId((wxLanguage)info->Language)) continue;			
			Console.WriteLn( L"|| %-30s || %-8s ||", info->Description.c_str(), info->CanonicalName.c_str() );
		}
	}
	*/
}

void Pcsx2App::AllocateCoreStuffs()
{
	if( AppRpc_TryInvokeAsync( &Pcsx2App::AllocateCoreStuffs ) ) return;

	CpuCheckSSE2();
	SysLogMachineCaps();
	AppApplySettings();

	GetVmReserve().ReserveAll();

	if( !m_CpuProviders )
	{
		// FIXME : Some or all of SysCpuProviderPack should be run from the SysExecutor thread,
		// so that the thread is safely blocked from being able to start emulation.

		m_CpuProviders = new SysCpuProviderPack();

		if( m_CpuProviders->HadSomeFailures( g_Conf->EmuOptions.Cpu.Recompiler ) )
		{
			// HadSomeFailures only returns 'true' if an *enabled* cpu type fails to init.  If
			// the user already has all interps configured, for example, then no point in
			// popping up this dialog.
			
			wxDialogWithHelpers exconf( NULL, _("PCSX2 Recompiler Error(s)") );

			wxTextCtrl* scrollableTextArea = new wxTextCtrl(
				&exconf, wxID_ANY, wxEmptyString, wxDefaultPosition, wxDefaultSize,
				wxTE_READONLY | wxTE_MULTILINE | wxTE_WORDWRAP
			);

			exconf += 12;
			exconf += exconf.Heading( pxE( "!Notice:RecompilerInit:Header",
				L"Warning: Some of the configured PS2 recompilers failed to initialize and have been disabled:" )
			);

			exconf += 6;
			exconf += scrollableTextArea	| pxExpand.Border(wxALL, 16);
			
			Pcsx2Config::RecompilerOptions& recOps = g_Conf->EmuOptions.Cpu.Recompiler;
			
			if( BaseException* ex = m_CpuProviders->GetException_EE() )
			{
				scrollableTextArea->AppendText( L"* R5900 (EE)\n\t" + ex->FormatDisplayMessage() + L"\n\n" );
				recOps.EnableEE		= false;
			}

			if( BaseException* ex = m_CpuProviders->GetException_IOP() )
			{
				scrollableTextArea->AppendText( L"* R3000A (IOP)\n\t"  + ex->FormatDisplayMessage() + L"\n\n" );
				recOps.EnableIOP	= false;
			}

			if( BaseException* ex = m_CpuProviders->GetException_MicroVU0() )
			{
				scrollableTextArea->AppendText( L"* microVU0\n\t" + ex->FormatDisplayMessage() + L"\n\n" );
				recOps.UseMicroVU0	= false;
				recOps.EnableVU0	= recOps.EnableVU0 && m_CpuProviders->IsRecAvailable_SuperVU0();
			}

			if( BaseException* ex = m_CpuProviders->GetException_MicroVU1() )
			{
				scrollableTextArea->AppendText( L"* microVU1\n\t" + ex->FormatDisplayMessage() + L"\n\n" );
				recOps.UseMicroVU1	= false;
				recOps.EnableVU1	= recOps.EnableVU1 && m_CpuProviders->IsRecAvailable_SuperVU1();
			}

			if( BaseException* ex = m_CpuProviders->GetException_SuperVU0() )
			{
				scrollableTextArea->AppendText( L"* SuperVU0\n\t" + ex->FormatDisplayMessage() + L"\n\n" );
				recOps.UseMicroVU0	= m_CpuProviders->IsRecAvailable_MicroVU0();
				recOps.EnableVU0	= recOps.EnableVU0 && recOps.UseMicroVU0;
			}

			if( BaseException* ex = m_CpuProviders->GetException_SuperVU1() )
			{
				scrollableTextArea->AppendText( L"* SuperVU1\n\t" + ex->FormatDisplayMessage() + L"\n\n" );
				recOps.UseMicroVU1	= m_CpuProviders->IsRecAvailable_MicroVU1();
				recOps.EnableVU1	= recOps.EnableVU1 && recOps.UseMicroVU1;
			}

			exconf += exconf.Heading( pxE("!Notice:RecompilerInit:Footer",
				L"Note: Recompilers are not necessary for PCSX2 to run, however they typically improve emulation speed substantially. "
				L"You may have to manually re-enable the recompilers listed above, if you resolve the errors." )
			);

			pxIssueConfirmation( exconf, MsgButtons().OK() );
		}
	}

	LoadPluginsPassive();
}


void Pcsx2App::OnInitCmdLine( wxCmdLineParser& parser )
{
	parser.SetLogo( AddAppName(" >>  %s  --  A Playstation2 Emulator for the PC  <<") + L"\n\n" +
		_("All options are for the current session only and will not be saved.\n")
	);

	wxString fixlist( L" " );
	for (GamefixId i=GamefixId_FIRST; i < pxEnumEnd; ++i)
	{
		if( i != GamefixId_FIRST ) fixlist += L",";
		fixlist += EnumToString(i);
	}

	parser.AddParam( _("IsoFile"), wxCMD_LINE_VAL_STRING, wxCMD_LINE_PARAM_OPTIONAL );
	parser.AddSwitch( L"h",			L"help",		_("displays this list of command line options"), wxCMD_LINE_OPTION_HELP );
	parser.AddSwitch( wxEmptyString,L"console",		_("forces the program log/console to be visible"), wxCMD_LINE_VAL_STRING );
	parser.AddSwitch( wxEmptyString,L"fullscreen",	_("use fullscreen GS mode") );
	parser.AddSwitch( wxEmptyString,L"windowed",	_("use windowed GS mode") );

	parser.AddSwitch( wxEmptyString,L"nogui",		_("disables display of the gui while running games") );
	parser.AddOption( wxEmptyString,L"elf",			_("executes an ELF image"), wxCMD_LINE_VAL_STRING );
	parser.AddSwitch( wxEmptyString,L"nodisc",		_("boots an empty dvd tray; use to enter the PS2 system menu") );
	parser.AddSwitch( wxEmptyString,L"usecd",		_("boots from the CDVD plugin (overrides IsoFile parameter)") );

	parser.AddSwitch( wxEmptyString,L"nohacks",		_("disables all speedhacks") );
	parser.AddOption( wxEmptyString,L"gamefixes",	_("use the specified comma or pipe-delimited list of gamefixes.") + fixlist, wxCMD_LINE_VAL_STRING );
	parser.AddSwitch( wxEmptyString,L"fullboot",	_("disables fast booting") );

	parser.AddOption( wxEmptyString,L"cfgpath",		_("changes the configuration file path"), wxCMD_LINE_VAL_STRING );
	parser.AddOption( wxEmptyString,L"cfg",			_("specifies the PCSX2 configuration file to use"), wxCMD_LINE_VAL_STRING );
	parser.AddSwitch( wxEmptyString,L"forcewiz",	AddAppName(_("forces %s to start the First-time Wizard")) );
	parser.AddSwitch( wxEmptyString,L"portable",	_("enables portable mode operation (requires admin/root access)") );

	const PluginInfo* pi = tbl_PluginInfo; do {
		parser.AddOption( wxEmptyString, pi->GetShortname().Lower(),
			pxsFmt( _("specify the file to use as the %s plugin"), pi->GetShortname().c_str() )
		);
	} while( ++pi, pi->shortname != NULL );

	parser.SetSwitchChars( L"-" );
}

bool Pcsx2App::OnCmdLineError( wxCmdLineParser& parser )
{
	wxApp::OnCmdLineError( parser );
	return false;
}

bool Pcsx2App::ParseOverrides( wxCmdLineParser& parser )
{
	wxString dest;

	if (parser.Found( L"cfgpath", &dest ) && !dest.IsEmpty())
	{
		Console.Warning( L"Config path override: " + dest );
		Overrides.SettingsFolder = dest;
	}

	if (parser.Found( L"cfg", &dest ) && !dest.IsEmpty())
	{
		Console.Warning( L"Config file override: " + dest );
		Overrides.VmSettingsFile = dest;
	}

	Overrides.DisableSpeedhacks = parser.Found(L"nohacks");

	if (parser.Found(L"gamefixes", &dest))
	{
		Overrides.ApplyCustomGamefixes = true;
		Overrides.Gamefixes.Set( dest, true );
	}

	if (parser.Found(L"fullscreen"))	Overrides.GsWindowMode = GsWinMode_Fullscreen;
	if (parser.Found(L"windowed"))		Overrides.GsWindowMode = GsWinMode_Windowed;

	const PluginInfo* pi = tbl_PluginInfo; do
	{
		if( !parser.Found( pi->GetShortname().Lower(), &dest ) ) continue;

		if( wxFileExists( dest ) )
			Console.Warning( pi->GetShortname() + L" override: " + dest );
		else
		{
			wxDialogWithHelpers okcan( NULL, AddAppName(_("Plugin Override Error - %s")) );

			okcan += okcan.Heading( wxsFormat(
				_("%s Plugin Override Error!  The following file does not exist or is not a valid %s plugin:\n\n"),
				pi->GetShortname().c_str(), pi->GetShortname().c_str()
			) );

			okcan += okcan.GetCharHeight();
			okcan += okcan.Text(dest);
			okcan += okcan.GetCharHeight();
			okcan += okcan.Heading(AddAppName(_("Press OK to use the default configured plugin, or Cancel to close %s.")));

			if( wxID_CANCEL == pxIssueConfirmation( okcan, MsgButtons().OKCancel() ) ) return false;
		}
		
		Overrides.Filenames.Plugins[pi->id] = dest;

	} while( ++pi, pi->shortname != NULL );
	
	return true;
}

bool Pcsx2App::OnCmdLineParsed( wxCmdLineParser& parser )
{
	if( parser.Found(L"console") )
	{
		Startup.ForceConsole = true;
		OpenProgramLog();
	}

	// Suppress wxWidgets automatic options parsing since none of them pertain to PCSX2 needs.
	//wxApp::OnCmdLineParsed( parser );

	m_UseGUI	= !parser.Found(L"nogui");

	if( !ParseOverrides(parser) ) return false;

	// --- Parse Startup/Autoboot options ---

	Startup.NoFastBoot		= parser.Found(L"fullboot");
	Startup.ForceWizard		= parser.Found(L"forcewiz");
	Startup.PortableMode	= parser.Found(L"portable");

	if( parser.GetParamCount() >= 1 )
	{
		Startup.IsoFile		= parser.GetParam( 0 );
		Startup.SysAutoRun	= true;
	}
	
	if( parser.Found(L"usecd") )
	{
		Startup.CdvdSource	= CDVDsrc_Plugin;
		Startup.SysAutoRun	= true;
	}

	return true;
}

typedef void (wxEvtHandler::*pxInvokeAppMethodEventFunction)(Pcsx2AppMethodEvent&);
typedef void (wxEvtHandler::*pxStuckThreadEventHandler)(pxMessageBoxEvent&);

// --------------------------------------------------------------------------------------
//   GameDatabaseLoaderThread
// --------------------------------------------------------------------------------------
class GameDatabaseLoaderThread : public pxThread
	, EventListener_AppStatus
{
	typedef pxThread _parent;

public:
	GameDatabaseLoaderThread()
		: pxThread( L"GameDatabaseLoader" )
	{
	}

	virtual ~GameDatabaseLoaderThread() throw()
	{
		_parent::Cancel();
	}

protected:
	void ExecuteTaskInThread()
	{
		Sleep(2);
		wxGetApp().GetGameDatabase();
	}

	void OnCleanupInThread()
	{
		_parent::OnCleanupInThread();
		wxGetApp().DeleteThread(this);
	}
	
	void AppStatusEvent_OnExit()
	{
		Block();
	}
};

bool Pcsx2App::OnInit()
{
	EnableAllLogging();
	Console.WriteLn("Interface is initializing.  Entering Pcsx2App::OnInit!");

	InitCPUTicks();

	pxDoAssert		= AppDoAssert;
	pxDoOutOfMemory	= SysOutOfMemory_EmergencyResponse;

	g_Conf = new AppConfig();
    wxInitAllImageHandlers();

	Console.WriteLn("Applying operating system default language...");
	i18n_SetLanguage( wxLANGUAGE_DEFAULT );

	Console.WriteLn("Command line parsing...");
	if( !_parent::OnInit() ) return false;
	Console.WriteLn("Command line parsed!");

	i18n_SetLanguagePath();

#define pxAppMethodEventHandler(func) \
	(wxObjectEventFunction)(wxEventFunction)wxStaticCastEvent(pxInvokeAppMethodEventFunction, &func )

	Connect( pxID_PadHandler_Keydown,	wxEVT_KEY_DOWN,		wxKeyEventHandler			(Pcsx2App::OnEmuKeyDown) );
	Connect(							wxEVT_DESTROY,		wxWindowDestroyEventHandler	(Pcsx2App::OnDestroyWindow) );

	// User/Admin Mode Dual Setup:
	//   PCSX2 now supports two fundamental modes of operation.  The default is Classic mode,
	//   which uses the Current Working Directory (CWD) for all user data files, and requires
	//   Admin access on Vista (and some Linux as well).  The second mode is the Vista-
	//   compatible \documents folder usage.  The mode is determined by the presence and
	//   contents of a usermode.ini file in the CWD.  If the ini file is missing, we assume
	//   the user is setting up a classic install.  If the ini is present, we read the value of
	//   the UserMode and SettingsPath vars.
	//
	//   Conveniently this dual mode setup applies equally well to most modern Linux distros.

	try
	{
		InitDefaultGlobalAccelerators();
		delete wxLog::SetActiveTarget( new pxLogConsole() );

#ifdef __WXMSW__
		pxDwm_Load();
#endif
		SysExecutorThread.Start();
		DetectCpuAndUserMode();

		//   Set Manual Exit Handling
		// ----------------------------
		// PCSX2 has a lot of event handling logistics, so we *cannot* depend on wxWidgets automatic event
		// loop termination code.  We have a much safer system in place that continues to process messages
		// until all "important" threads are closed out -- not just until the main frame is closed(-ish).
		m_timer_Termination = new wxTimer( this, wxID_ANY );
		Connect( m_timer_Termination->GetId(), wxEVT_TIMER, wxTimerEventHandler(Pcsx2App::OnScheduledTermination) );
		SetExitOnFrameDelete( false );


		//   Start GUI and/or Direct Emulation
		// -------------------------------------
		if( Startup.ForceConsole ) g_Conf->ProgLogBox.Visible = true;
		OpenProgramLog();
		AllocateCoreStuffs();
		if( m_UseGUI ) OpenMainFrame();

		
		(new GameDatabaseLoaderThread())->Start();

		if( Startup.SysAutoRun )
		{
			// Notes: Saving/remembering the Iso file is probably fine and desired, so using
			// SysUpdateIsoSrcFile is good(ish).
			// Saving the cdvd plugin override isn't desirable, so we don't assign it into g_Conf.

			g_Conf->EmuOptions.UseBOOT2Injection = !Startup.NoFastBoot;
			SysUpdateIsoSrcFile( Startup.IsoFile );
			sApp.SysExecute( Startup.CdvdSource );
		}
	}
	// ----------------------------------------------------------------------------
	catch( Exception::StartupAborted& ex )		// user-aborted, no popups needed.
	{
		Console.Warning( ex.FormatDiagnosticMessage() );
		CleanupOnExit();
		return false;
	}
	catch( Exception::HardwareDeficiency& ex )
	{
		Msgbox::Alert( ex.FormatDisplayMessage() + L"\n\n" + AddAppName(_("Press OK to close %s.")), _("PCSX2 Error: Hardware Deficiency") );
		CleanupOnExit();
		return false;
	}
	// ----------------------------------------------------------------------------
	// Failures on the core initialization procedure (typically OutOfMemory errors) are bad,
	// since it means the emulator is completely non-functional.  Let's pop up an error and
	// exit gracefully-ish.
	//
	catch( Exception::RuntimeError& ex )
	{
		Console.Error( ex.FormatDiagnosticMessage() );
		Msgbox::Alert( ex.FormatDisplayMessage() + L"\n\n" + AddAppName(_("Press OK to close %s.")),
			AddAppName(_("%s Critical Error")), wxICON_ERROR );
		CleanupOnExit();
		return false;
	}
    return true;
}

static int m_term_threshold = 20;

void Pcsx2App::OnScheduledTermination( wxTimerEvent& evt )
{
	if( !pxAssertDev( m_ScheduledTermination, "Scheduled Termination check is inconsistent with ScheduledTermination status." ) )
	{
		m_timer_Termination->Stop();
		return;
	}

	if( m_PendingSaves != 0 )
	{
		if( --m_term_threshold > 0 )
		{
			Console.WriteLn( "(App) %d saves are still pending; exit postponed...", m_PendingSaves );
			return;
		}
		
		Console.Error( "(App) %s pending saves have exceeded OnExit threshold and are being prematurely terminated!", m_PendingSaves );
	}

	m_timer_Termination->Stop();
	Exit();
}


// Common exit handler which can be called from any event (though really it should
// be called only from CloseWindow handlers since that's the more appropriate way
// to handle cancelable window closures)
//
// returns true if the app can close, or false if the close event was canceled by
// the glorious user, whomever (s)he-it might be.
void Pcsx2App::PrepForExit()
{
	if( m_ScheduledTermination ) return;
	m_ScheduledTermination = true;

	DispatchEvent( AppStatus_Exiting );

	CoreThread.Cancel();
	SysExecutorThread.ShutdownQueue();

	m_timer_Termination->Start( 500 );
}

// This cleanup procedure can only be called when the App message pump is still active.
// OnExit() must use CleanupOnExit instead.
void Pcsx2App::CleanupRestartable()
{
	AffinityAssert_AllowFrom_MainUI();

	CoreThread.Cancel();
	SysExecutorThread.ShutdownQueue();
	IdleEventDispatcher( L"Cleanup" );

	if( g_Conf ) AppSaveSettings();
}

// This cleanup handler can be called from OnExit (it doesn't need a running message pump),
// but should not be called from the App destructor.  It's needed because wxWidgets doesn't
// always call OnExit(), so I had to make CleanupRestartable, and then encapsulate it here
// to be friendly to the OnExit scenario (no message pump).
void Pcsx2App::CleanupOnExit()
{
	AffinityAssert_AllowFrom_MainUI();

	try
	{
		CleanupRestartable();
		CleanupResources();
	}
	catch( Exception::CancelEvent& )		{ throw; }
	catch( Exception::RuntimeError& ex )
	{
		// Handle runtime errors gracefully during shutdown.  Mostly these are things
		// that we just don't care about by now, and just want to "get 'er done!" so
		// we can exit the app. ;)

		Console.Error( L"Runtime exception handled during CleanupOnExit:\n" );
		Console.Indent().Error( ex.FormatDiagnosticMessage() );
	}

#ifdef __WXMSW__
	pxDwm_Unload();
#endif
	
	// Notice: deleting the plugin manager (unloading plugins) here causes Lilypad to crash,
	// likely due to some pending message in the queue that references lilypad procs.
	// We don't need to unload plugins anyway tho -- shutdown is plenty safe enough for
	// closing out all the windows.  So just leave it be and let the plugins get unloaded
	// during the wxApp destructor. -- air
	
	// FIXME: performing a wxYield() here may fix that problem. -- air

	pxDoAssert = pxAssertImpl_LogIt;
	Console_SetActiveHandler( ConsoleWriter_Stdout );
}

void Pcsx2App::CleanupResources()
{
	ScopedBusyCursor cursor( Cursor_ReallyBusy );
	//delete wxConfigBase::Set( NULL );

	while( wxGetLocale() != NULL )
		delete wxGetLocale();

	m_mtx_LoadingGameDB.Wait();
	ScopedLock lock(m_mtx_Resources);
	m_Resources = NULL;
}

int Pcsx2App::OnExit()
{
	CleanupOnExit();
	return wxApp::OnExit();
}

void Pcsx2App::OnDestroyWindow( wxWindowDestroyEvent& evt )
{
	// Precautions:
	//  * Whenever windows are destroyed, make sure to check if it matches our "active"
	//    console logger.  If so, we need to disable logging to the console window, or else
	//    it'll crash.  (this is because the console log system uses a cached window handle
	//    instead of looking the window up via it's ID -- fast but potentially unsafe).
	//
	//  * The virtual machine's plugins usually depend on the GS window handle being valid,
	//    so if the GS window is the one being shut down then we need to make sure to close
	//    out the Corethread before it vanishes completely from existence.
	

	OnProgramLogClosed( evt.GetId() );
	OnGsFrameClosed( evt.GetId() );
	evt.Skip();
}

// --------------------------------------------------------------------------------------
//  SysEventHandler
// --------------------------------------------------------------------------------------
class SysEvtHandler : public pxEvtQueue
{
public:
	wxString GetEvtHandlerName() const { return L"SysExecutor"; }

protected:
	// When the SysExec message queue is finally empty, we should check the state of
	// the menus and make sure they're all consistent to the current emulation states.
	void _DoIdle()
	{
		UI_UpdateSysControls();
	}
};


Pcsx2App::Pcsx2App() 
	: SysExecutorThread( new SysEvtHandler() )
{
	// Warning: Do not delete this comment block! Gettext will parse it to allow
	// the translation of some wxWidget internal strings. -- greg
	#if 0
	{
		// Some common labels provided by wxWidgets.  wxWidgets translation files are chucked full
		// of worthless crap, and tally more than 200k each.  We only need these couple.

		_("OK");
		_("&OK");
		_("Cancel");
		_("&Cancel");
		_("&Apply");
		_("&Next >");
		_("< &Back");
		_("&Back");
		_("&Finish");
		_("&Yes");
		_("&No");
		_("Browse");
		_("&Save");
		_("Save &As...");
		_("&Help");
		_("&Home");

		_("Show about dialog")
	}
	#endif

	m_PendingSaves			= 0;
	m_ScheduledTermination	= false;

	m_id_MainFrame		= wxID_ANY;
	m_id_GsFrame		= wxID_ANY;
	m_id_ProgramLogBox	= wxID_ANY;
	m_ptr_ProgramLog	= NULL;

	SetAppName( L"PCSX2" );
	BuildCommandHash();
}

Pcsx2App::~Pcsx2App()
{
	pxDoAssert = pxAssertImpl_LogIt;
}

void Pcsx2App::CleanUp()
{
	CleanupResources();
	m_Resources		= NULL;
	m_RecentIsoList	= NULL;

	DisableDiskLogging();

	if( emuLog != NULL )
	{
		fclose( emuLog );
		emuLog = NULL;
	}

	_parent::CleanUp();
}

__fi wxString AddAppName( const wxChar* fmt )
{
	return pxsFmt( fmt, pxGetAppName().c_str() );
}

__fi wxString AddAppName( const char* fmt )
{
	return pxsFmt( fromUTF8(fmt), pxGetAppName().c_str() );
}

// ------------------------------------------------------------------------------------------
//  Using the MSVCRT to track memory leaks:
// ------------------------------------------------------------------------------------------
// When exiting PCSX2 normally, the CRT will make a list of all memory that's leaked.  The
// number inside {} can be pasted into the line below to cause MSVC to breakpoint on that
// allocation at the time it's made.  And then using a stacktrace you can figure out what
// leaked! :D
//
// Limitations: Unfortunately, wxWidgets gui uses a lot of heap allocations while handling
// messages, and so any mouse movements will pretty much screw up the leak value.  So to use
// this feature you need to execute pcsx in no-gui mode, and then not move the mouse or use
// the keyboard until you get to the leak. >_<
//
// (but this tool is still better than nothing!)

#ifdef PCSX2_DEBUG
struct CrtDebugBreak
{
	CrtDebugBreak( int spot )
	{
#ifdef __WXMSW__
		_CrtSetBreakAlloc( spot );
#endif
	}
};

//CrtDebugBreak breakAt( 11549 );

#endif
