7889cafc76
- Various cleanups/refactorings to Loader, ELF, and NCCH modules. - Added AppLoader interface to ELF and NCCH. - Updated Qt/GLFW frontends to check AppLoader ResultStatus. NCCH: Removed extra qualification typos. Loader: Removed unnecessary #include's. NCCH: Improved readability of memcmp statements. NCCH: Added missing space. Elf: Removed unnecessary usage of unique_ptr. Loader: Removed unnecessary usage of unique_ptr.
253 lines
8.1 KiB
C++
253 lines
8.1 KiB
C++
#include <QtGui>
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#include <QDesktopWidget>
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#include <QFileDialog>
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#include "qhexedit.h"
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#include "main.hxx"
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#include "common/common.h"
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#include "common/platform.h"
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#include "common/log_manager.h"
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#if EMU_PLATFORM == PLATFORM_LINUX
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#include <unistd.h>
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#endif
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#include "bootmanager.hxx"
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#include "hotkeys.hxx"
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//debugger
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#include "debugger/disassembler.hxx"
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#include "debugger/registers.hxx"
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#include "debugger/callstack.hxx"
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#include "debugger/ramview.hxx"
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#include "debugger/graphics.hxx"
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#include "debugger/graphics_cmdlists.hxx"
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#include "core/system.h"
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#include "core/core.h"
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#include "core/loader/loader.h"
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#include "core/arm/disassembler/load_symbol_map.h"
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#include "version.h"
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GMainWindow::GMainWindow()
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{
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ui.setupUi(this);
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statusBar()->hide();
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render_window = new GRenderWindow;
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render_window->hide();
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disasmWidget = new DisassemblerWidget(this, render_window->GetEmuThread());
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addDockWidget(Qt::BottomDockWidgetArea, disasmWidget);
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disasmWidget->hide();
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registersWidget = new RegistersWidget(this);
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addDockWidget(Qt::RightDockWidgetArea, registersWidget);
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registersWidget->hide();
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callstackWidget = new CallstackWidget(this);
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addDockWidget(Qt::RightDockWidgetArea, callstackWidget);
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callstackWidget->hide();
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graphicsWidget = new GPUCommandStreamWidget(this);
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addDockWidget(Qt::RightDockWidgetArea, graphicsWidget);
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callstackWidget->hide();
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graphicsCommandsWidget = new GPUCommandListWidget(this);
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addDockWidget(Qt::RightDockWidgetArea, graphicsCommandsWidget);
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callstackWidget->hide();
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QMenu* debug_menu = ui.menu_View->addMenu(tr("Debugging"));
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debug_menu->addAction(disasmWidget->toggleViewAction());
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debug_menu->addAction(registersWidget->toggleViewAction());
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debug_menu->addAction(callstackWidget->toggleViewAction());
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debug_menu->addAction(graphicsWidget->toggleViewAction());
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debug_menu->addAction(graphicsCommandsWidget->toggleViewAction());
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// Set default UI state
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// geometry: 55% of the window contents are in the upper screen half, 45% in the lower half
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QDesktopWidget* desktop = ((QApplication*)QApplication::instance())->desktop();
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QRect screenRect = desktop->screenGeometry(this);
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int x, y, w, h;
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w = screenRect.width() * 2 / 3;
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h = screenRect.height() / 2;
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x = (screenRect.x() + screenRect.width()) / 2 - w / 2;
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y = (screenRect.y() + screenRect.height()) / 2 - h * 55 / 100;
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setGeometry(x, y, w, h);
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// Restore UI state
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QSettings settings(QSettings::IniFormat, QSettings::UserScope, "Citra team", "Citra");
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restoreGeometry(settings.value("geometry").toByteArray());
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restoreState(settings.value("state").toByteArray());
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render_window->restoreGeometry(settings.value("geometryRenderWindow").toByteArray());
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ui.action_Popout_Window_Mode->setChecked(settings.value("popoutWindowMode", true).toBool());
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ToggleWindowMode();
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// Setup connections
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connect(ui.action_Load_File, SIGNAL(triggered()), this, SLOT(OnMenuLoadFile()));
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connect(ui.action_Load_Symbol_Map, SIGNAL(triggered()), this, SLOT(OnMenuLoadSymbolMap()));
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connect(ui.action_Start, SIGNAL(triggered()), this, SLOT(OnStartGame()));
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connect(ui.action_Pause, SIGNAL(triggered()), this, SLOT(OnPauseGame()));
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connect(ui.action_Stop, SIGNAL(triggered()), this, SLOT(OnStopGame()));
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connect(ui.action_Popout_Window_Mode, SIGNAL(triggered(bool)), this, SLOT(ToggleWindowMode()));
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connect(ui.action_Hotkeys, SIGNAL(triggered()), this, SLOT(OnOpenHotkeysDialog()));
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// BlockingQueuedConnection is important here, it makes sure we've finished refreshing our views before the CPU continues
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connect(&render_window->GetEmuThread(), SIGNAL(CPUStepped()), disasmWidget, SLOT(OnCPUStepped()), Qt::BlockingQueuedConnection);
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connect(&render_window->GetEmuThread(), SIGNAL(CPUStepped()), registersWidget, SLOT(OnCPUStepped()), Qt::BlockingQueuedConnection);
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connect(&render_window->GetEmuThread(), SIGNAL(CPUStepped()), callstackWidget, SLOT(OnCPUStepped()), Qt::BlockingQueuedConnection);
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// Setup hotkeys
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RegisterHotkey("Main Window", "Load File", QKeySequence::Open);
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RegisterHotkey("Main Window", "Start Emulation");
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LoadHotkeys(settings);
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connect(GetHotkey("Main Window", "Load File", this), SIGNAL(activated()), this, SLOT(OnMenuLoadFile()));
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connect(GetHotkey("Main Window", "Start Emulation", this), SIGNAL(activated()), this, SLOT(OnStartGame()));
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setWindowTitle(render_window->GetWindowTitle().c_str());
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show();
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LogManager::Init();
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System::Init(render_window);
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}
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GMainWindow::~GMainWindow()
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{
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// will get automatically deleted otherwise
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if (render_window->parent() == NULL)
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delete render_window;
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}
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void GMainWindow::BootGame(const char* filename)
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{
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NOTICE_LOG(MASTER_LOG, "citra starting...\n");
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if (Core::Init()) {
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ERROR_LOG(MASTER_LOG, "core initialization failed, exiting...");
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Core::Stop();
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exit(1);
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}
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// Load a game or die...
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std::string boot_filename = filename;
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if (Loader::ResultStatus::Success != Loader::LoadFile(boot_filename)) {
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ERROR_LOG(BOOT, "Failed to load ROM!");
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}
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disasmWidget->Init();
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registersWidget->OnCPUStepped();
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callstackWidget->OnCPUStepped();
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render_window->DoneCurrent(); // make sure EmuThread can access GL context
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render_window->GetEmuThread().SetFilename(filename);
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render_window->GetEmuThread().start();
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render_window->show();
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}
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void GMainWindow::OnMenuLoadFile()
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{
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QString filename = QFileDialog::getOpenFileName(this, tr("Load file"), QString(), tr("3DS homebrew (*.elf *.axf *.dat *.bin)"));
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if (filename.size())
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BootGame(filename.toLatin1().data());
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}
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void GMainWindow::OnMenuLoadSymbolMap() {
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QString filename = QFileDialog::getOpenFileName(this, tr("Load symbol map"), QString(), tr("Symbol map (*)"));
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if (filename.size())
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LoadSymbolMap(filename.toLatin1().data());
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}
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void GMainWindow::OnStartGame()
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{
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render_window->GetEmuThread().SetCpuRunning(true);
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ui.action_Start->setEnabled(false);
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ui.action_Pause->setEnabled(true);
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ui.action_Stop->setEnabled(true);
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}
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void GMainWindow::OnPauseGame()
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{
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render_window->GetEmuThread().SetCpuRunning(false);
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ui.action_Start->setEnabled(true);
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ui.action_Pause->setEnabled(false);
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ui.action_Stop->setEnabled(true);
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}
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void GMainWindow::OnStopGame()
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{
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render_window->GetEmuThread().SetCpuRunning(false);
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ui.action_Start->setEnabled(true);
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ui.action_Pause->setEnabled(false);
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ui.action_Stop->setEnabled(false);
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}
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void GMainWindow::OnOpenHotkeysDialog()
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{
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GHotkeysDialog dialog(this);
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dialog.exec();
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}
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void GMainWindow::ToggleWindowMode()
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{
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bool enable = ui.action_Popout_Window_Mode->isChecked();
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if (enable && render_window->parent() != NULL)
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{
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ui.horizontalLayout->removeWidget(render_window);
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render_window->setParent(NULL);
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render_window->setVisible(true);
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render_window->DoneCurrent();
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render_window->RestoreGeometry();
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}
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else if (!enable && render_window->parent() == NULL)
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{
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render_window->BackupGeometry();
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ui.horizontalLayout->addWidget(render_window);
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render_window->setVisible(true);
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render_window->DoneCurrent();
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}
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}
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void GMainWindow::OnConfigure()
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{
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//GControllerConfigDialog* dialog = new GControllerConfigDialog(controller_ports, this);
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}
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void GMainWindow::closeEvent(QCloseEvent* event)
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{
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// Save window layout
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QSettings settings(QSettings::IniFormat, QSettings::UserScope, "Citra team", "Citra");
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settings.setValue("geometry", saveGeometry());
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settings.setValue("state", saveState());
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settings.setValue("geometryRenderWindow", render_window->saveGeometry());
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settings.setValue("popoutWindowMode", ui.action_Popout_Window_Mode->isChecked());
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settings.setValue("firstStart", false);
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SaveHotkeys(settings);
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render_window->close();
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QWidget::closeEvent(event);
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}
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#ifdef main
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#undef main
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#endif
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int __cdecl main(int argc, char* argv[])
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{
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QApplication::setAttribute(Qt::AA_X11InitThreads);
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QApplication app(argc, argv);
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GMainWindow main_window;
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main_window.show();
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return app.exec();
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}
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