suyu/src/yuzu/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 <cinttypes>
#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>
#include <QtWidgets>
#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/core.h"
#include "core/gdbstub/gdbstub.h"
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#include "core/loader/loader.h"
#include "core/settings.h"
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#include "yuzu/about_dialog.h"
#include "yuzu/bootmanager.h"
#include "yuzu/configuration/config.h"
#include "yuzu/configuration/configure_dialog.h"
#include "yuzu/debugger/profiler.h"
#include "yuzu/debugger/registers.h"
#include "yuzu/debugger/wait_tree.h"
#include "yuzu/game_list.h"
#include "yuzu/hotkeys.h"
#include "yuzu/main.h"
#include "yuzu/ui_settings.h"
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#ifdef QT_STATICPLUGIN
Q_IMPORT_PLUGIN(QWindowsIntegrationPlugin);
#endif
/**
* "Callouts" are one-time instructional messages shown to the user. In the config settings, there
* is a bitfield "callout_flags" options, used to track if a message has already been shown to the
* user. This is 32-bits - if we have more than 32 callouts, we should retire and recyle old ones.
*/
enum class CalloutFlag : uint32_t {
Telemetry = 0x1,
};
static void ShowCalloutMessage(const QString& message, CalloutFlag flag) {
if (UISettings::values.callout_flags & static_cast<uint32_t>(flag)) {
return;
}
UISettings::values.callout_flags |= static_cast<uint32_t>(flag);
QMessageBox msg;
msg.setText(message);
msg.setStandardButtons(QMessageBox::Ok);
msg.setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Expanding);
msg.setStyleSheet("QLabel{min-width: 900px;}");
msg.exec();
}
void GMainWindow::ShowCallouts() {}
GMainWindow::GMainWindow() : config(new Config()), emu_thread(nullptr) {
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setAcceptDrops(true);
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ui.setupUi(this);
statusBar()->hide();
InitializeWidgets();
InitializeDebugWidgets();
InitializeRecentFileMenuActions();
InitializeHotkeys();
SetDefaultUIGeometry();
RestoreUIState();
ConnectMenuEvents();
ConnectWidgetEvents();
setWindowTitle(QString("yuzu %1| %2-%3")
.arg(Common::g_build_name, Common::g_scm_branch, Common::g_scm_desc));
show();
game_list->PopulateAsync(UISettings::values.gamedir, UISettings::values.gamedir_deepscan);
// Show one-time "callout" messages to the user
ShowCallouts();
QStringList args = QApplication::arguments();
if (args.length() >= 2) {
BootGame(args[1]);
}
}
GMainWindow::~GMainWindow() {
// will get automatically deleted otherwise
if (render_window->parent() == nullptr)
delete render_window;
}
void GMainWindow::InitializeWidgets() {
render_window = new GRenderWindow(this, emu_thread.get());
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render_window->hide();
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game_list = new GameList(this);
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ui.horizontalLayout->addWidget(game_list);
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// Create status bar
message_label = new QLabel();
// Configured separately for left alignment
message_label->setVisible(false);
message_label->setFrameStyle(QFrame::NoFrame);
message_label->setContentsMargins(4, 0, 4, 0);
message_label->setAlignment(Qt::AlignLeft);
statusBar()->addPermanentWidget(message_label, 1);
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emu_speed_label = new QLabel();
emu_speed_label->setToolTip(tr("Current emulation speed. Values higher or lower than 100% "
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"indicate emulation is running faster or slower than a Switch."));
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game_fps_label = new QLabel();
game_fps_label->setToolTip(tr("How many frames per second the game is currently displaying. "
"This will vary from game to game and scene to scene."));
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emu_frametime_label = new QLabel();
emu_frametime_label->setToolTip(
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tr("Time taken to emulate a Switch frame, not counting framelimiting or v-sync. For "
"full-speed emulation this should be at most 16.67 ms."));
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for (auto& label : {emu_speed_label, game_fps_label, emu_frametime_label}) {
label->setVisible(false);
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label->setFrameStyle(QFrame::NoFrame);
label->setContentsMargins(4, 0, 4, 0);
statusBar()->addPermanentWidget(label, 0);
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}
statusBar()->setVisible(true);
setStyleSheet("QStatusBar::item{border: none;}");
}
void GMainWindow::InitializeDebugWidgets() {
QMenu* debug_menu = ui.menu_View_Debugging;
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#if MICROPROFILE_ENABLED
microProfileDialog = new MicroProfileDialog(this);
microProfileDialog->hide();
debug_menu->addAction(microProfileDialog->toggleViewAction());
#endif
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registersWidget = new RegistersWidget(this);
addDockWidget(Qt::RightDockWidgetArea, registersWidget);
registersWidget->hide();
debug_menu->addAction(registersWidget->toggleViewAction());
connect(this, &GMainWindow::EmulationStarting, registersWidget,
&RegistersWidget::OnEmulationStarting);
connect(this, &GMainWindow::EmulationStopping, registersWidget,
&RegistersWidget::OnEmulationStopping);
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waitTreeWidget = new WaitTreeWidget(this);
addDockWidget(Qt::LeftDockWidgetArea, waitTreeWidget);
waitTreeWidget->hide();
debug_menu->addAction(waitTreeWidget->toggleViewAction());
connect(this, &GMainWindow::EmulationStarting, waitTreeWidget,
&WaitTreeWidget::OnEmulationStarting);
connect(this, &GMainWindow::EmulationStopping, waitTreeWidget,
&WaitTreeWidget::OnEmulationStopping);
}
void GMainWindow::InitializeRecentFileMenuActions() {
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();
}
void GMainWindow::InitializeHotkeys() {
RegisterHotkey("Main Window", "Load File", QKeySequence::Open);
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()));
}
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void GMainWindow::SetDefaultUIGeometry() {
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// geometry: 55% of the window contents are in the upper screen half, 45% in the lower half
const QRect screenRect = QApplication::desktop()->screenGeometry(this);
const int w = screenRect.width() * 2 / 3;
const int h = screenRect.height() / 2;
const int x = (screenRect.x() + screenRect.width()) / 2 - w / 2;
const int y = (screenRect.y() + screenRect.height()) / 2 - h * 55 / 100;
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setGeometry(x, y, w, h);
}
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void GMainWindow::RestoreUIState() {
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.action_Display_Dock_Widget_Headers->setChecked(UISettings::values.display_titlebar);
OnDisplayTitleBars(ui.action_Display_Dock_Widget_Headers->isChecked());
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ui.action_Show_Filter_Bar->setChecked(UISettings::values.show_filter_bar);
game_list->setFilterVisible(ui.action_Show_Filter_Bar->isChecked());
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ui.action_Show_Status_Bar->setChecked(UISettings::values.show_status_bar);
statusBar()->setVisible(ui.action_Show_Status_Bar->isChecked());
}
void GMainWindow::ConnectWidgetEvents() {
connect(game_list, SIGNAL(GameChosen(QString)), this, SLOT(OnGameListLoadFile(QString)));
connect(game_list, SIGNAL(OpenSaveFolderRequested(u64)), this,
SLOT(OnGameListOpenSaveFolder(u64)));
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connect(this, SIGNAL(EmulationStarting(EmuThread*)), render_window,
SLOT(OnEmulationStarting(EmuThread*)));
connect(this, SIGNAL(EmulationStopping()), render_window, SLOT(OnEmulationStopping()));
connect(&status_bar_update_timer, &QTimer::timeout, this, &GMainWindow::UpdateStatusBar);
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}
void GMainWindow::ConnectMenuEvents() {
// File
connect(ui.action_Load_File, &QAction::triggered, this, &GMainWindow::OnMenuLoadFile);
connect(ui.action_Select_Game_List_Root, &QAction::triggered, this,
&GMainWindow::OnMenuSelectGameListRoot);
connect(ui.action_Exit, &QAction::triggered, this, &QMainWindow::close);
// Emulation
connect(ui.action_Start, &QAction::triggered, this, &GMainWindow::OnStartGame);
connect(ui.action_Pause, &QAction::triggered, this, &GMainWindow::OnPauseGame);
connect(ui.action_Stop, &QAction::triggered, this, &GMainWindow::OnStopGame);
connect(ui.action_Configure, &QAction::triggered, this, &GMainWindow::OnConfigure);
// View
connect(ui.action_Single_Window_Mode, &QAction::triggered, this,
&GMainWindow::ToggleWindowMode);
connect(ui.action_Display_Dock_Widget_Headers, &QAction::triggered, this,
&GMainWindow::OnDisplayTitleBars);
ui.action_Show_Filter_Bar->setShortcut(tr("CTRL+F"));
connect(ui.action_Show_Filter_Bar, &QAction::triggered, this, &GMainWindow::OnToggleFilterBar);
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connect(ui.action_Show_Status_Bar, &QAction::triggered, statusBar(), &QStatusBar::setVisible);
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// Help
connect(ui.action_About, &QAction::triggered, this, &GMainWindow::OnAbout);
}
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::LoadROM(const QString& filename) {
// 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 initializing OpenGL 3.3 Core!"),
tr("Your GPU may not support OpenGL 3.3, or you do not "
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"have the latest graphics driver."));
return false;
}
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Core::System& system{Core::System::GetInstance()};
const Core::System::ResultStatus result{system.Load(render_window, filename.toStdString())};
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Core::Telemetry().AddField(Telemetry::FieldType::App, "Frontend", "Qt");
if (result != Core::System::ResultStatus::Success) {
switch (result) {
case Core::System::ResultStatus::ErrorGetLoader:
LOG_CRITICAL(Frontend, "Failed to obtain loader for %s!",
filename.toStdString().c_str());
QMessageBox::critical(this, tr("Error while loading ROM!"),
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tr("The ROM format is not supported."));
break;
case Core::System::ResultStatus::ErrorSystemMode:
LOG_CRITICAL(Frontend, "Failed to load ROM!");
QMessageBox::critical(this, tr("Error while loading ROM!"),
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tr("Could not determine the system mode."));
break;
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case Core::System::ResultStatus::ErrorLoader_ErrorEncrypted: {
QMessageBox::critical(
this, tr("Error while loading ROM!"),
tr("The game that you are trying to load must be decrypted before being used with "
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"yuzu. A real Switch is required.<br/><br/>"
"For more information on dumping and decrypting games, please see the following "
"wiki pages: <ul>"
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"<li><a href='https://citra-emu.org/wiki/dumping-game-cartridges/'>Dumping Game "
"Cartridges</a></li>"
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"<li><a href='https://citra-emu.org/wiki/dumping-installed-titles/'>Dumping "
"Installed Titles</a></li>"
"</ul>"));
break;
}
case Core::System::ResultStatus::ErrorLoader_ErrorInvalidFormat:
QMessageBox::critical(this, tr("Error while loading ROM!"),
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tr("The ROM format is not supported."));
break;
case Core::System::ResultStatus::ErrorVideoCore:
QMessageBox::critical(
this, tr("An error occured in the video core."),
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tr("yuzu has encountered an error while running the video core, please see the "
"log for more details."
"For more information on accessing the log, please see the following page: "
"<a href='https://community.citra-emu.org/t/how-to-upload-the-log-file/296'>How "
"to "
"Upload the Log File</a>."
"Ensure that you have the latest graphics drivers for your GPU."));
break;
default:
QMessageBox::critical(
this, tr("Error while loading ROM!"),
tr("An unknown error occured. Please see the log for more details."));
break;
}
return false;
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}
return true;
}
void GMainWindow::BootGame(const QString& filename) {
LOG_INFO(Frontend, "yuzu starting...");
StoreRecentFile(filename); // Put the filename on top of the list
if (!LoadROM(filename))
return;
// 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()), registersWidget,
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()), registersWidget, SLOT(OnDebugModeLeft()),
Qt::BlockingQueuedConnection);
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connect(emu_thread.get(), SIGNAL(DebugModeLeft()), waitTreeWidget, SLOT(OnDebugModeLeft()),
Qt::BlockingQueuedConnection);
// Update the GUI
registersWidget->OnDebugModeEntered();
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if (ui.action_Single_Window_Mode->isChecked()) {
game_list->hide();
}
status_bar_update_timer.start(2000);
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render_window->show();
render_window->setFocus();
emulation_running = true;
OnStartGame();
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}
void GMainWindow::ShutdownGame() {
emu_thread->RequestStop();
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();
game_list->setFilterFocus();
// Disable status bar updates
status_bar_update_timer.stop();
message_label->setVisible(false);
emu_speed_label->setVisible(false);
game_fps_label->setVisible(false);
emu_frametime_label->setVisible(false);
emulation_running = false;
}
void GMainWindow::StoreRecentFile(const QString& filename) {
UISettings::values.recent_files.prepend(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) {
BootGame(game_path);
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}
void GMainWindow::OnGameListOpenSaveFolder(u64 program_id) {
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UNIMPLEMENTED();
}
void GMainWindow::OnMenuLoadFile() {
QString extensions;
for (const auto& piece : game_list->supported_file_extensions)
extensions += "*." + piece + " ";
QString file_filter = tr("Switch Executable") + " (" + extensions + ")";
file_filter += ";;" + tr("All Files (*.*)");
QString filename = QFileDialog::getOpenFileName(this, tr("Load File"),
UISettings::values.roms_path, file_filter);
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if (!filename.isEmpty()) {
UISettings::values.roms_path = QFileInfo(filename).path();
BootGame(filename);
}
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}
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()) {
BootGame(filename);
} 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);
qRegisterMetaType<Core::System::ResultStatus>("Core::System::ResultStatus");
qRegisterMetaType<std::string>("std::string");
connect(emu_thread.get(), SIGNAL(ErrorThrown(Core::System::ResultStatus, std::string)), this,
SLOT(OnCoreError(Core::System::ResultStatus, std::string)));
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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();
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config->Save();
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}
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}
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void GMainWindow::OnAbout() {
AboutDialog aboutDialog(this);
aboutDialog.exec();
}
void GMainWindow::OnToggleFilterBar() {
game_list->setFilterVisible(ui.action_Show_Filter_Bar->isChecked());
if (ui.action_Show_Filter_Bar->isChecked()) {
game_list->setFilterFocus();
} else {
game_list->clearFilter();
}
}
void GMainWindow::UpdateStatusBar() {
if (emu_thread == nullptr) {
status_bar_update_timer.stop();
return;
}
auto results = Core::System::GetInstance().GetAndResetPerfStats();
emu_speed_label->setText(tr("Speed: %1%").arg(results.emulation_speed * 100.0, 0, 'f', 0));
game_fps_label->setText(tr("Game: %1 FPS").arg(results.game_fps, 0, 'f', 0));
emu_frametime_label->setText(tr("Frame: %1 ms").arg(results.frametime * 1000.0, 0, 'f', 2));
emu_speed_label->setVisible(true);
game_fps_label->setVisible(true);
emu_frametime_label->setVisible(true);
}
void GMainWindow::OnCoreError(Core::System::ResultStatus result, std::string details) {
QMessageBox::StandardButton answer;
QString status_message;
const QString common_message =
tr("The game you are trying to load requires additional files from your 3DS to be dumped "
"before playing.<br/><br/>For more information on dumping these files, please see the "
"following wiki page: <a "
"href='https://citra-emu.org/wiki/"
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"dumping-system-archives-and-the-shared-fonts-from-a-3ds-console/'>Dumping System "
"Archives and the Shared Fonts from a 3DS Console</a>.<br/><br/>Would you like to quit "
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"back to the game list? Continuing emulation may result in crashes, corrupted save "
"data, or other bugs.");
switch (result) {
case Core::System::ResultStatus::ErrorSystemFiles: {
QString message = "Citra was unable to locate a 3DS system archive";
if (!details.empty()) {
message.append(tr(": %1. ").arg(details.c_str()));
} else {
message.append(". ");
}
message.append(common_message);
answer = QMessageBox::question(this, tr("System Archive Not Found"), message,
QMessageBox::Yes | QMessageBox::No, QMessageBox::No);
status_message = "System Archive Missing";
break;
}
case Core::System::ResultStatus::ErrorSharedFont: {
QString message = tr("Citra was unable to locate the 3DS shared fonts. ");
message.append(common_message);
answer = QMessageBox::question(this, tr("Shared Fonts Not Found"), message,
QMessageBox::Yes | QMessageBox::No, QMessageBox::No);
status_message = "Shared Font Missing";
break;
}
default:
answer = QMessageBox::question(
this, tr("Fatal Error"),
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tr("yuzu has encountered a fatal error, please see the log for more details. "
"For more information on accessing the log, please see the following page: "
"<a href='https://community.citra-emu.org/t/how-to-upload-the-log-file/296'>How to "
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"Upload the Log File</a>.<br/><br/>Would you like to quit back to the game list? "
"Continuing emulation may result in crashes, corrupted save data, or other bugs."),
QMessageBox::Yes | QMessageBox::No, QMessageBox::No);
status_message = "Fatal Error encountered";
break;
}
if (answer == QMessageBox::Yes) {
if (emu_thread) {
ShutdownGame();
}
} else {
// Only show the message if the game is still running.
if (emu_thread) {
message_label->setText(status_message);
message_label->setVisible(true);
}
}
}
bool GMainWindow::ConfirmClose() {
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if (emu_thread == nullptr || !UISettings::values.confirm_before_closing)
return true;
QMessageBox::StandardButton answer =
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QMessageBox::question(this, tr("yuzu"), tr("Are you sure you want to close yuzu?"),
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.action_Display_Dock_Widget_Headers->isChecked();
UISettings::values.show_filter_bar = ui.action_Show_Filter_Bar->isChecked();
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UISettings::values.show_status_bar = ui.action_Show_Status_Bar->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);
}
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static bool IsSingleFileDropEvent(QDropEvent* event) {
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const QMimeData* mimeData = event->mimeData();
return mimeData->hasUrls() && mimeData->urls().length() == 1;
}
void GMainWindow::dropEvent(QDropEvent* event) {
if (IsSingleFileDropEvent(event) && ConfirmChangeGame()) {
const QMimeData* mimeData = event->mimeData();
QString filename = mimeData->urls().at(0).toLocalFile();
BootGame(filename);
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}
}
void GMainWindow::dragEnterEvent(QDragEnterEvent* event) {
if (IsSingleFileDropEvent(event)) {
event->acceptProposedAction();
}
}
void GMainWindow::dragMoveEvent(QDragMoveEvent* event) {
event->acceptProposedAction();
}
bool GMainWindow::ConfirmChangeGame() {
if (emu_thread == nullptr)
return true;
auto answer = QMessageBox::question(
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this, tr("yuzu"),
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tr("Are you sure you want to stop the emulation? Any unsaved progress will be lost."),
QMessageBox::Yes | QMessageBox::No, QMessageBox::No);
return answer != QMessageBox::No;
}
void GMainWindow::filterBarSetChecked(bool state) {
ui.action_Show_Filter_Bar->setChecked(state);
emit(OnToggleFilterBar());
}
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#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
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QCoreApplication::setOrganizationName("yuzu team");
QCoreApplication::setApplicationName("yuzu");
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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();
}