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suyu/src/citra_qt/main.cpp

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// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <clocale>
#include <memory>
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#include <thread>
#include <glad/glad.h>
#define QT_NO_OPENGL
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#include <QDesktopWidget>
#include <QFileDialog>
#include <QMessageBox>
#include <QtGui>
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#include "citra_qt/bootmanager.h"
#include "citra_qt/config.h"
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#include "citra_qt/configure_dialog.h"
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#include "citra_qt/debugger/callstack.h"
#include "citra_qt/debugger/disassembler.h"
#include "citra_qt/debugger/graphics.h"
#include "citra_qt/debugger/graphics_breakpoints.h"
#include "citra_qt/debugger/graphics_cmdlists.h"
#include "citra_qt/debugger/graphics_surface.h"
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#include "citra_qt/debugger/graphics_tracing.h"
#include "citra_qt/debugger/graphics_vertex_shader.h"
#include "citra_qt/debugger/profiler.h"
#include "citra_qt/debugger/ramview.h"
#include "citra_qt/debugger/registers.h"
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#include "citra_qt/debugger/wait_tree.h"
#include "citra_qt/game_list.h"
#include "citra_qt/hotkeys.h"
#include "citra_qt/main.h"
#include "citra_qt/ui_settings.h"
#include "common/logging/backend.h"
#include "common/logging/filter.h"
#include "common/logging/log.h"
#include "common/logging/text_formatter.h"
#include "common/microprofile.h"
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#include "common/platform.h"
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#include "common/scm_rev.h"
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#include "common/scope_exit.h"
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#include "common/string_util.h"
#include "core/arm/disassembler/load_symbol_map.h"
#include "core/core.h"
#include "core/gdbstub/gdbstub.h"
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#include "core/loader/loader.h"
#include "core/settings.h"
#include "core/system.h"
#include "qhexedit.h"
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#include "video_core/video_core.h"
GMainWindow::GMainWindow() : config(new Config()), emu_thread(nullptr) {
Pica::g_debug_context = Pica::DebugContext::Construct();
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ui.setupUi(this);
statusBar()->hide();
render_window = new GRenderWindow(this, emu_thread.get());
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render_window->hide();
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game_list = new GameList();
ui.horizontalLayout->addWidget(game_list);
profilerWidget = new ProfilerWidget(this);
addDockWidget(Qt::BottomDockWidgetArea, profilerWidget);
profilerWidget->hide();
#if MICROPROFILE_ENABLED
microProfileDialog = new MicroProfileDialog(this);
microProfileDialog->hide();
#endif
disasmWidget = new DisassemblerWidget(this, emu_thread.get());
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addDockWidget(Qt::BottomDockWidgetArea, disasmWidget);
disasmWidget->hide();
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registersWidget = new RegistersWidget(this);
addDockWidget(Qt::RightDockWidgetArea, registersWidget);
registersWidget->hide();
callstackWidget = new CallstackWidget(this);
addDockWidget(Qt::RightDockWidgetArea, callstackWidget);
callstackWidget->hide();
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graphicsWidget = new GPUCommandStreamWidget(this);
addDockWidget(Qt::RightDockWidgetArea, graphicsWidget);
graphicsWidget->hide();
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graphicsCommandsWidget = new GPUCommandListWidget(this);
addDockWidget(Qt::RightDockWidgetArea, graphicsCommandsWidget);
graphicsCommandsWidget->hide();
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auto graphicsBreakpointsWidget = new GraphicsBreakPointsWidget(Pica::g_debug_context, this);
addDockWidget(Qt::RightDockWidgetArea, graphicsBreakpointsWidget);
graphicsBreakpointsWidget->hide();
auto graphicsVertexShaderWidget = new GraphicsVertexShaderWidget(Pica::g_debug_context, this);
addDockWidget(Qt::RightDockWidgetArea, graphicsVertexShaderWidget);
graphicsVertexShaderWidget->hide();
auto graphicsTracingWidget = new GraphicsTracingWidget(Pica::g_debug_context, this);
addDockWidget(Qt::RightDockWidgetArea, graphicsTracingWidget);
graphicsTracingWidget->hide();
auto graphicsSurfaceViewerAction = new QAction(tr("Create Pica surface viewer"), this);
connect(graphicsSurfaceViewerAction, SIGNAL(triggered()), this,
SLOT(OnCreateGraphicsSurfaceViewer()));
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waitTreeWidget = new WaitTreeWidget(this);
addDockWidget(Qt::LeftDockWidgetArea, waitTreeWidget);
waitTreeWidget->hide();
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QMenu* debug_menu = ui.menu_View->addMenu(tr("Debugging"));
debug_menu->addAction(graphicsSurfaceViewerAction);
debug_menu->addSeparator();
debug_menu->addAction(profilerWidget->toggleViewAction());
#if MICROPROFILE_ENABLED
debug_menu->addAction(microProfileDialog->toggleViewAction());
#endif
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debug_menu->addAction(disasmWidget->toggleViewAction());
debug_menu->addAction(registersWidget->toggleViewAction());
debug_menu->addAction(callstackWidget->toggleViewAction());
debug_menu->addAction(graphicsWidget->toggleViewAction());
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debug_menu->addAction(graphicsCommandsWidget->toggleViewAction());
debug_menu->addAction(graphicsBreakpointsWidget->toggleViewAction());
debug_menu->addAction(graphicsVertexShaderWidget->toggleViewAction());
debug_menu->addAction(graphicsTracingWidget->toggleViewAction());
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debug_menu->addAction(waitTreeWidget->toggleViewAction());
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// Set default UI state
// geometry: 55% of the window contents are in the upper screen half, 45% in the lower half
QDesktopWidget* desktop = ((QApplication*)QApplication::instance())->desktop();
QRect screenRect = desktop->screenGeometry(this);
int x, y, w, h;
w = screenRect.width() * 2 / 3;
h = screenRect.height() / 2;
x = (screenRect.x() + screenRect.width()) / 2 - w / 2;
y = (screenRect.y() + screenRect.height()) / 2 - h * 55 / 100;
setGeometry(x, y, w, h);
// Restore UI state
restoreGeometry(UISettings::values.geometry);
restoreState(UISettings::values.state);
render_window->restoreGeometry(UISettings::values.renderwindow_geometry);
#if MICROPROFILE_ENABLED
microProfileDialog->restoreGeometry(UISettings::values.microprofile_geometry);
microProfileDialog->setVisible(UISettings::values.microprofile_visible);
#endif
game_list->LoadInterfaceLayout();
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ui.action_Single_Window_Mode->setChecked(UISettings::values.single_window_mode);
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ToggleWindowMode();
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ui.actionDisplay_widget_title_bars->setChecked(UISettings::values.display_titlebar);
OnDisplayTitleBars(ui.actionDisplay_widget_title_bars->isChecked());
// Prepare actions for recent files
for (int i = 0; i < max_recent_files_item; ++i) {
actions_recent_files[i] = new QAction(this);
actions_recent_files[i]->setVisible(false);
connect(actions_recent_files[i], SIGNAL(triggered()), this, SLOT(OnMenuRecentFile()));
ui.menu_recent_files->addAction(actions_recent_files[i]);
}
UpdateRecentFiles();
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// Setup connections
connect(game_list, SIGNAL(GameChosen(QString)), this, SLOT(OnGameListLoadFile(QString)),
Qt::DirectConnection);
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connect(ui.action_Configure, SIGNAL(triggered()), this, SLOT(OnConfigure()));
connect(ui.action_Load_File, SIGNAL(triggered()), this, SLOT(OnMenuLoadFile()),
Qt::DirectConnection);
connect(ui.action_Load_Symbol_Map, SIGNAL(triggered()), this, SLOT(OnMenuLoadSymbolMap()));
connect(ui.action_Select_Game_List_Root, SIGNAL(triggered()), this,
SLOT(OnMenuSelectGameListRoot()));
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connect(ui.action_Start, SIGNAL(triggered()), this, SLOT(OnStartGame()));
connect(ui.action_Pause, SIGNAL(triggered()), this, SLOT(OnPauseGame()));
connect(ui.action_Stop, SIGNAL(triggered()), this, SLOT(OnStopGame()));
connect(ui.action_Single_Window_Mode, SIGNAL(triggered(bool)), this, SLOT(ToggleWindowMode()));
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connect(this, SIGNAL(EmulationStarting(EmuThread*)), disasmWidget,
SLOT(OnEmulationStarting(EmuThread*)));
connect(this, SIGNAL(EmulationStopping()), disasmWidget, SLOT(OnEmulationStopping()));
connect(this, SIGNAL(EmulationStarting(EmuThread*)), registersWidget,
SLOT(OnEmulationStarting(EmuThread*)));
connect(this, SIGNAL(EmulationStopping()), registersWidget, SLOT(OnEmulationStopping()));
connect(this, SIGNAL(EmulationStarting(EmuThread*)), render_window,
SLOT(OnEmulationStarting(EmuThread*)));
connect(this, SIGNAL(EmulationStopping()), render_window, SLOT(OnEmulationStopping()));
connect(this, SIGNAL(EmulationStarting(EmuThread*)), graphicsTracingWidget,
SLOT(OnEmulationStarting(EmuThread*)));
connect(this, SIGNAL(EmulationStopping()), graphicsTracingWidget, SLOT(OnEmulationStopping()));
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connect(this, SIGNAL(EmulationStarting(EmuThread*)), waitTreeWidget,
SLOT(OnEmulationStarting(EmuThread*)));
connect(this, SIGNAL(EmulationStopping()), waitTreeWidget, SLOT(OnEmulationStopping()));
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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");
LoadHotkeys();
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connect(GetHotkey("Main Window", "Load File", this), SIGNAL(activated()), this,
SLOT(OnMenuLoadFile()));
connect(GetHotkey("Main Window", "Start Emulation", this), SIGNAL(activated()), this,
SLOT(OnStartGame()));
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std::string window_title =
Common::StringFromFormat("Citra | %s-%s", Common::g_scm_branch, Common::g_scm_desc);
setWindowTitle(window_title.c_str());
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show();
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game_list->PopulateAsync(UISettings::values.gamedir, UISettings::values.gamedir_deepscan);
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QStringList args = QApplication::arguments();
if (args.length() >= 2) {
BootGame(args[1].toStdString());
}
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}
GMainWindow::~GMainWindow() {
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// will get automatically deleted otherwise
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if (render_window->parent() == nullptr)
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delete render_window;
Pica::g_debug_context.reset();
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}
void GMainWindow::OnDisplayTitleBars(bool show) {
QList<QDockWidget*> widgets = findChildren<QDockWidget*>();
if (show) {
for (QDockWidget* widget : widgets) {
QWidget* old = widget->titleBarWidget();
widget->setTitleBarWidget(nullptr);
if (old != nullptr)
delete old;
}
} else {
for (QDockWidget* widget : widgets) {
QWidget* old = widget->titleBarWidget();
widget->setTitleBarWidget(new QWidget());
if (old != nullptr)
delete old;
}
}
}
bool GMainWindow::InitializeSystem() {
// Shutdown previous session if the emu thread is still active...
if (emu_thread != nullptr)
ShutdownGame();
render_window->InitRenderTarget();
render_window->MakeCurrent();
if (!gladLoadGL()) {
QMessageBox::critical(this, tr("Error while starting Citra!"),
tr("Failed to initialize the video core!\n\n"
"Please ensure that your GPU supports OpenGL 3.3 and that you "
"have the latest graphics driver."));
return false;
}
// Initialize the core emulation
System::Result system_result = System::Init(render_window);
if (System::Result::Success != system_result) {
switch (system_result) {
case System::Result::ErrorInitVideoCore:
QMessageBox::critical(this, tr("Error while starting Citra!"),
tr("Failed to initialize the video core!\n\n"
"Please ensure that your GPU supports OpenGL 3.3 and that you "
"have the latest graphics driver."));
break;
default:
QMessageBox::critical(this, tr("Error while starting Citra!"),
tr("Unknown error (please check the log)!"));
break;
}
return false;
}
return true;
}
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bool GMainWindow::LoadROM(const std::string& filename) {
std::unique_ptr<Loader::AppLoader> app_loader = Loader::GetLoader(filename);
if (!app_loader) {
LOG_CRITICAL(Frontend, "Failed to obtain loader for %s!", filename.c_str());
QMessageBox::critical(this, tr("Error while loading ROM!"),
tr("The ROM format is not supported."));
return false;
}
Loader::ResultStatus result = app_loader->Load();
if (Loader::ResultStatus::Success != result) {
LOG_CRITICAL(Frontend, "Failed to load ROM!");
switch (result) {
case Loader::ResultStatus::ErrorEncrypted: {
// Build the MessageBox ourselves to have clickable link
QMessageBox popup_error;
popup_error.setTextFormat(Qt::RichText);
popup_error.setWindowTitle(tr("Error while loading ROM!"));
popup_error.setText(
tr("The game that you are trying to load must be decrypted before being used with "
"Citra.<br/><br/>"
"For more information on dumping and decrypting games, please see: <a "
"href='https://citra-emu.org/wiki/Dumping-Game-Cartridges'>https://"
"citra-emu.org/wiki/Dumping-Game-Cartridges</a>"));
popup_error.setIcon(QMessageBox::Critical);
popup_error.exec();
break;
}
case Loader::ResultStatus::ErrorInvalidFormat:
QMessageBox::critical(this, tr("Error while loading ROM!"),
tr("The ROM format is not supported."));
break;
case Loader::ResultStatus::Error:
default:
QMessageBox::critical(this, tr("Error while loading ROM!"), tr("Unknown error!"));
break;
}
return false;
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}
return true;
}
void GMainWindow::BootGame(const std::string& filename) {
LOG_INFO(Frontend, "Citra starting...");
StoreRecentFile(filename); // Put the filename on top of the list
if (!InitializeSystem())
return;
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if (!LoadROM(filename)) {
System::Shutdown();
return;
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}
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// Create and start the emulation thread
emu_thread = std::make_unique<EmuThread>(render_window);
emit EmulationStarting(emu_thread.get());
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render_window->moveContext();
emu_thread->start();
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connect(render_window, SIGNAL(Closed()), this, SLOT(OnStopGame()));
// BlockingQueuedConnection is important here, it makes sure we've finished refreshing our views
// before the CPU continues
connect(emu_thread.get(), SIGNAL(DebugModeEntered()), disasmWidget, SLOT(OnDebugModeEntered()),
Qt::BlockingQueuedConnection);
connect(emu_thread.get(), SIGNAL(DebugModeEntered()), registersWidget,
SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection);
connect(emu_thread.get(), SIGNAL(DebugModeEntered()), callstackWidget,
SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection);
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connect(emu_thread.get(), SIGNAL(DebugModeEntered()), waitTreeWidget,
SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection);
connect(emu_thread.get(), SIGNAL(DebugModeLeft()), disasmWidget, SLOT(OnDebugModeLeft()),
Qt::BlockingQueuedConnection);
connect(emu_thread.get(), SIGNAL(DebugModeLeft()), registersWidget, SLOT(OnDebugModeLeft()),
Qt::BlockingQueuedConnection);
connect(emu_thread.get(), SIGNAL(DebugModeLeft()), callstackWidget, SLOT(OnDebugModeLeft()),
Qt::BlockingQueuedConnection);
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connect(emu_thread.get(), SIGNAL(DebugModeLeft()), waitTreeWidget, SLOT(OnDebugModeLeft()),
Qt::BlockingQueuedConnection);
// Update the GUI
registersWidget->OnDebugModeEntered();
callstackWidget->OnDebugModeEntered();
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if (ui.action_Single_Window_Mode->isChecked()) {
game_list->hide();
}
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render_window->show();
emulation_running = true;
OnStartGame();
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}
void GMainWindow::ShutdownGame() {
emu_thread->RequestStop();
// Release emu threads from any breakpoints
// This belongs after RequestStop() and before wait() because if emulation stops on a GPU
// breakpoint after (or before) RequestStop() is called, the emulation would never be able
// to continue out to the main loop and terminate. Thus wait() would hang forever.
// TODO(bunnei): This function is not thread safe, but it's being used as if it were
Pica::g_debug_context->ClearBreakpoints();
emit EmulationStopping();
// Wait for emulation thread to complete and delete it
emu_thread->wait();
emu_thread = nullptr;
// The emulation is stopped, so closing the window or not does not matter anymore
disconnect(render_window, SIGNAL(Closed()), this, SLOT(OnStopGame()));
// Update the GUI
ui.action_Start->setEnabled(false);
ui.action_Start->setText(tr("Start"));
ui.action_Pause->setEnabled(false);
ui.action_Stop->setEnabled(false);
render_window->hide();
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game_list->show();
emulation_running = false;
}
void GMainWindow::StoreRecentFile(const std::string& filename) {
UISettings::values.recent_files.prepend(QString::fromStdString(filename));
UISettings::values.recent_files.removeDuplicates();
while (UISettings::values.recent_files.size() > max_recent_files_item) {
UISettings::values.recent_files.removeLast();
}
UpdateRecentFiles();
}
void GMainWindow::UpdateRecentFiles() {
unsigned int num_recent_files =
std::min(UISettings::values.recent_files.size(), static_cast<int>(max_recent_files_item));
for (unsigned int i = 0; i < num_recent_files; i++) {
QString text = QString("&%1. %2").arg(i + 1).arg(
QFileInfo(UISettings::values.recent_files[i]).fileName());
actions_recent_files[i]->setText(text);
actions_recent_files[i]->setData(UISettings::values.recent_files[i]);
actions_recent_files[i]->setToolTip(UISettings::values.recent_files[i]);
actions_recent_files[i]->setVisible(true);
}
for (int j = num_recent_files; j < max_recent_files_item; ++j) {
actions_recent_files[j]->setVisible(false);
}
// Grey out the recent files menu if the list is empty
if (num_recent_files == 0) {
ui.menu_recent_files->setEnabled(false);
} else {
ui.menu_recent_files->setEnabled(true);
}
}
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void GMainWindow::OnGameListLoadFile(QString game_path) {
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BootGame(game_path.toStdString());
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}
void GMainWindow::OnMenuLoadFile() {
QString filename =
QFileDialog::getOpenFileName(this, tr("Load File"), UISettings::values.roms_path,
tr("3DS executable (*.3ds *.3dsx *.elf *.axf *.cci *.cxi)"));
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if (!filename.isEmpty()) {
UISettings::values.roms_path = QFileInfo(filename).path();
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BootGame(filename.toStdString());
}
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}
void GMainWindow::OnMenuLoadSymbolMap() {
QString filename = QFileDialog::getOpenFileName(
this, tr("Load Symbol Map"), UISettings::values.symbols_path, tr("Symbol map (*)"));
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if (!filename.isEmpty()) {
UISettings::values.symbols_path = QFileInfo(filename).path();
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LoadSymbolMap(filename.toStdString());
}
}
void GMainWindow::OnMenuSelectGameListRoot() {
QString dir_path = QFileDialog::getExistingDirectory(this, tr("Select Directory"));
if (!dir_path.isEmpty()) {
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UISettings::values.gamedir = dir_path;
game_list->PopulateAsync(dir_path, UISettings::values.gamedir_deepscan);
}
}
void GMainWindow::OnMenuRecentFile() {
QAction* action = qobject_cast<QAction*>(sender());
assert(action);
QString filename = action->data().toString();
QFileInfo file_info(filename);
if (file_info.exists()) {
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BootGame(filename.toStdString());
} else {
// Display an error message and remove the file from the list.
QMessageBox::information(this, tr("File not found"),
tr("File \"%1\" not found").arg(filename));
UISettings::values.recent_files.removeOne(filename);
UpdateRecentFiles();
}
}
void GMainWindow::OnStartGame() {
emu_thread->SetRunning(true);
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ui.action_Start->setEnabled(false);
ui.action_Start->setText(tr("Continue"));
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ui.action_Pause->setEnabled(true);
ui.action_Stop->setEnabled(true);
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}
void GMainWindow::OnPauseGame() {
emu_thread->SetRunning(false);
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ui.action_Start->setEnabled(true);
ui.action_Pause->setEnabled(false);
ui.action_Stop->setEnabled(true);
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}
void GMainWindow::OnStopGame() {
ShutdownGame();
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}
void GMainWindow::ToggleWindowMode() {
if (ui.action_Single_Window_Mode->isChecked()) {
// Render in the main window...
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render_window->BackupGeometry();
ui.horizontalLayout->addWidget(render_window);
render_window->setFocusPolicy(Qt::ClickFocus);
if (emulation_running) {
render_window->setVisible(true);
render_window->setFocus();
game_list->hide();
}
} else {
// Render in a separate window...
ui.horizontalLayout->removeWidget(render_window);
render_window->setParent(nullptr);
render_window->setFocusPolicy(Qt::NoFocus);
if (emulation_running) {
render_window->setVisible(true);
render_window->RestoreGeometry();
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game_list->show();
}
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}
}
void GMainWindow::OnConfigure() {
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ConfigureDialog configureDialog(this);
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auto result = configureDialog.exec();
if (result == QDialog::Accepted) {
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configureDialog.applyConfiguration();
render_window->ReloadSetKeymaps();
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config->Save();
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}
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}
void GMainWindow::OnCreateGraphicsSurfaceViewer() {
auto graphicsSurfaceViewerWidget = new GraphicsSurfaceWidget(Pica::g_debug_context, this);
addDockWidget(Qt::RightDockWidgetArea, graphicsSurfaceViewerWidget);
// TODO: Maybe graphicsSurfaceViewerWidget->setFloating(true);
graphicsSurfaceViewerWidget->show();
}
bool GMainWindow::ConfirmClose() {
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if (emu_thread == nullptr || !UISettings::values.confirm_before_closing)
return true;
auto answer =
QMessageBox::question(this, tr("Citra"), tr("Are you sure you want to close Citra?"),
QMessageBox::Yes | QMessageBox::No, QMessageBox::No);
return answer != QMessageBox::No;
}
void GMainWindow::closeEvent(QCloseEvent* event) {
if (!ConfirmClose()) {
event->ignore();
return;
}
UISettings::values.geometry = saveGeometry();
UISettings::values.state = saveState();
UISettings::values.renderwindow_geometry = render_window->saveGeometry();
#if MICROPROFILE_ENABLED
UISettings::values.microprofile_geometry = microProfileDialog->saveGeometry();
UISettings::values.microprofile_visible = microProfileDialog->isVisible();
#endif
UISettings::values.single_window_mode = ui.action_Single_Window_Mode->isChecked();
UISettings::values.display_titlebar = ui.actionDisplay_widget_title_bars->isChecked();
UISettings::values.first_start = false;
game_list->SaveInterfaceLayout();
SaveHotkeys();
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// Shutdown session if the emu thread is active...
if (emu_thread != nullptr)
ShutdownGame();
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render_window->close();
QWidget::closeEvent(event);
}
#ifdef main
#undef main
#endif
int main(int argc, char* argv[]) {
Log::Filter log_filter(Log::Level::Info);
Log::SetFilter(&log_filter);
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MicroProfileOnThreadCreate("Frontend");
SCOPE_EXIT({ MicroProfileShutdown(); });
// Init settings params
QCoreApplication::setOrganizationName("Citra team");
QCoreApplication::setApplicationName("Citra");
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QApplication::setAttribute(Qt::AA_X11InitThreads);
QApplication app(argc, argv);
// Qt changes the locale and causes issues in float conversion using std::to_string() when
// generating shaders
setlocale(LC_ALL, "C");
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GMainWindow main_window;
// After settings have been loaded by GMainWindow, apply the filter
log_filter.ParseFilterString(Settings::values.log_filter);
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main_window.show();
return app.exec();
}