// Copyright 2014 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include #include #define QT_NO_OPENGL #include #include #include #include #include "citra_qt/bootmanager.h" #include "citra_qt/config.h" #include "citra_qt/configure_dialog.h" #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" #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" #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" #include "common/platform.h" #include "common/scm_rev.h" #include "common/scope_exit.h" #include "common/string_util.h" #include "core/arm/disassembler/load_symbol_map.h" #include "core/core.h" #include "core/gdbstub/gdbstub.h" #include "core/loader/loader.h" #include "core/settings.h" #include "core/system.h" #include "qhexedit.h" #include "video_core/video_core.h" GMainWindow::GMainWindow() : config(new Config()), emu_thread(nullptr) { Pica::g_debug_context = Pica::DebugContext::Construct(); ui.setupUi(this); statusBar()->hide(); render_window = new GRenderWindow(this, emu_thread.get()); render_window->hide(); 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()); addDockWidget(Qt::BottomDockWidgetArea, disasmWidget); disasmWidget->hide(); registersWidget = new RegistersWidget(this); addDockWidget(Qt::RightDockWidgetArea, registersWidget); registersWidget->hide(); callstackWidget = new CallstackWidget(this); addDockWidget(Qt::RightDockWidgetArea, callstackWidget); callstackWidget->hide(); graphicsWidget = new GPUCommandStreamWidget(this); addDockWidget(Qt::RightDockWidgetArea, graphicsWidget); graphicsWidget->hide(); graphicsCommandsWidget = new GPUCommandListWidget(this); addDockWidget(Qt::RightDockWidgetArea, graphicsCommandsWidget); graphicsCommandsWidget->hide(); 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())); waitTreeWidget = new WaitTreeWidget(this); addDockWidget(Qt::LeftDockWidgetArea, waitTreeWidget); waitTreeWidget->hide(); 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 debug_menu->addAction(disasmWidget->toggleViewAction()); debug_menu->addAction(registersWidget->toggleViewAction()); debug_menu->addAction(callstackWidget->toggleViewAction()); debug_menu->addAction(graphicsWidget->toggleViewAction()); debug_menu->addAction(graphicsCommandsWidget->toggleViewAction()); debug_menu->addAction(graphicsBreakpointsWidget->toggleViewAction()); debug_menu->addAction(graphicsVertexShaderWidget->toggleViewAction()); debug_menu->addAction(graphicsTracingWidget->toggleViewAction()); debug_menu->addAction(waitTreeWidget->toggleViewAction()); // 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(); ui.action_Single_Window_Mode->setChecked(UISettings::values.single_window_mode); ToggleWindowMode(); 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(); // Setup connections connect(game_list, SIGNAL(GameChosen(QString)), this, SLOT(OnGameListLoadFile(QString)), Qt::DirectConnection); 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())); 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())); 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())); connect(this, SIGNAL(EmulationStarting(EmuThread*)), waitTreeWidget, SLOT(OnEmulationStarting(EmuThread*))); connect(this, SIGNAL(EmulationStopping()), waitTreeWidget, SLOT(OnEmulationStopping())); // Setup hotkeys RegisterHotkey("Main Window", "Load File", QKeySequence::Open); RegisterHotkey("Main Window", "Swap Screens", QKeySequence::NextChild); RegisterHotkey("Main Window", "Start Emulation"); LoadHotkeys(); connect(GetHotkey("Main Window", "Load File", this), SIGNAL(activated()), this, SLOT(OnMenuLoadFile())); connect(GetHotkey("Main Window", "Start Emulation", this), SIGNAL(activated()), this, SLOT(OnStartGame())); connect(GetHotkey("Main Window", "Swap Screens", this), SIGNAL(activated()), this, SLOT(OnSwapScreens())); std::string window_title = Common::StringFromFormat("Citra | %s-%s", Common::g_scm_branch, Common::g_scm_desc); setWindowTitle(window_title.c_str()); show(); game_list->PopulateAsync(UISettings::values.gamedir, UISettings::values.gamedir_deepscan); QStringList args = QApplication::arguments(); if (args.length() >= 2) { BootGame(args[1].toStdString()); } } GMainWindow::~GMainWindow() { // will get automatically deleted otherwise if (render_window->parent() == nullptr) delete render_window; Pica::g_debug_context.reset(); } void GMainWindow::OnDisplayTitleBars(bool show) { QList widgets = findChildren(); 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; } bool GMainWindow::LoadROM(const std::string& filename) { std::unique_ptr 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.

" "For more information on dumping and decrypting games, please see: https://" "citra-emu.org/wiki/Dumping-Game-Cartridges")); 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; } 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; if (!LoadROM(filename)) { System::Shutdown(); return; } // Create and start the emulation thread emu_thread = std::make_unique(render_window); emit EmulationStarting(emu_thread.get()); render_window->moveContext(); emu_thread->start(); 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); 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); connect(emu_thread.get(), SIGNAL(DebugModeLeft()), waitTreeWidget, SLOT(OnDebugModeLeft()), Qt::BlockingQueuedConnection); // Update the GUI registersWidget->OnDebugModeEntered(); callstackWidget->OnDebugModeEntered(); if (ui.action_Single_Window_Mode->isChecked()) { game_list->hide(); } render_window->show(); emulation_running = true; OnStartGame(); } 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(); 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(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); } } void GMainWindow::OnGameListLoadFile(QString game_path) { BootGame(game_path.toStdString()); } void GMainWindow::OnMenuLoadFile() { QString filename = QFileDialog::getOpenFileName(this, tr("Load File"), UISettings::values.roms_path, tr("3DS executable (*.3ds *.3dsx *.elf *.axf *.cci *.cxi)")); if (!filename.isEmpty()) { UISettings::values.roms_path = QFileInfo(filename).path(); BootGame(filename.toStdString()); } } void GMainWindow::OnMenuLoadSymbolMap() { QString filename = QFileDialog::getOpenFileName( this, tr("Load Symbol Map"), UISettings::values.symbols_path, tr("Symbol map (*)")); if (!filename.isEmpty()) { UISettings::values.symbols_path = QFileInfo(filename).path(); LoadSymbolMap(filename.toStdString()); } } void GMainWindow::OnMenuSelectGameListRoot() { QString dir_path = QFileDialog::getExistingDirectory(this, tr("Select Directory")); if (!dir_path.isEmpty()) { UISettings::values.gamedir = dir_path; game_list->PopulateAsync(dir_path, UISettings::values.gamedir_deepscan); } } void GMainWindow::OnMenuRecentFile() { QAction* action = qobject_cast(sender()); assert(action); QString filename = action->data().toString(); QFileInfo file_info(filename); if (file_info.exists()) { 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); ui.action_Start->setEnabled(false); ui.action_Start->setText(tr("Continue")); ui.action_Pause->setEnabled(true); ui.action_Stop->setEnabled(true); } void GMainWindow::OnPauseGame() { emu_thread->SetRunning(false); ui.action_Start->setEnabled(true); ui.action_Pause->setEnabled(false); ui.action_Stop->setEnabled(true); } void GMainWindow::OnStopGame() { ShutdownGame(); } void GMainWindow::ToggleWindowMode() { if (ui.action_Single_Window_Mode->isChecked()) { // Render in the main window... 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(); game_list->show(); } } } void GMainWindow::OnConfigure() { ConfigureDialog configureDialog(this); auto result = configureDialog.exec(); if (result == QDialog::Accepted) { configureDialog.applyConfiguration(); render_window->ReloadSetKeymaps(); config->Save(); } } void GMainWindow::OnSwapScreens() { Settings::values.swap_screen = !Settings::values.swap_screen; Settings::Apply(); } 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() { 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(); // Shutdown session if the emu thread is active... if (emu_thread != nullptr) ShutdownGame(); 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); MicroProfileOnThreadCreate("Frontend"); SCOPE_EXIT({ MicroProfileShutdown(); }); // Init settings params QCoreApplication::setOrganizationName("Citra team"); QCoreApplication::setApplicationName("Citra"); 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"); GMainWindow main_window; // After settings have been loaded by GMainWindow, apply the filter log_filter.ParseFilterString(Settings::values.log_filter); main_window.show(); return app.exec(); }