Example #1
0
void GMainWindow::ConnectWidgetEvents() {
    connect(game_list, SIGNAL(GameChosen(QString)), this, SLOT(OnGameListLoadFile(QString)));
    connect(game_list, SIGNAL(OpenSaveFolderRequested(u64)), this,
            SLOT(OnGameListOpenSaveFolder(u64)));

    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);
}
Example #2
0
GMainWindow::GMainWindow() : emu_thread(nullptr)
{
    Pica::g_debug_context = Pica::DebugContext::Construct();

    Config config;

    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();

    microProfileDialog = new MicroProfileDialog(this);
    microProfileDialog->hide();

    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 graphicsFramebufferWidget = new GraphicsFramebufferWidget(Pica::g_debug_context, this);
    addDockWidget(Qt::RightDockWidgetArea, graphicsFramebufferWidget);
    graphicsFramebufferWidget->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();

    QMenu* debug_menu = ui.menu_View->addMenu(tr("Debugging"));
    debug_menu->addAction(profilerWidget->toggleViewAction());
    debug_menu->addAction(microProfileDialog->toggleViewAction());
    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(graphicsFramebufferWidget->toggleViewAction());
    debug_menu->addAction(graphicsVertexShaderWidget->toggleViewAction());
    debug_menu->addAction(graphicsTracingWidget->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
    QSettings settings;

    settings.beginGroup("UILayout");
    restoreGeometry(settings.value("geometry").toByteArray());
    restoreState(settings.value("state").toByteArray());
    render_window->restoreGeometry(settings.value("geometryRenderWindow").toByteArray());
    microProfileDialog->restoreGeometry(settings.value("microProfileDialogGeometry").toByteArray());
    microProfileDialog->setVisible(settings.value("microProfileDialogVisible").toBool());
    settings.endGroup();

    game_list->LoadInterfaceLayout(settings);

    ui.action_Use_Hardware_Renderer->setChecked(Settings::values.use_hw_renderer);
    SetHardwareRendererEnabled(ui.action_Use_Hardware_Renderer->isChecked());

    ui.action_Use_Shader_JIT->setChecked(Settings::values.use_shader_jit);
    SetShaderJITEnabled(ui.action_Use_Shader_JIT->isChecked());

    ui.action_Single_Window_Mode->setChecked(settings.value("singleWindowMode", true).toBool());
    ToggleWindowMode();

    ui.actionDisplay_widget_title_bars->setChecked(settings.value("displayTitleBars", true).toBool());
    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)));
    connect(ui.action_Load_File, SIGNAL(triggered()), this, SLOT(OnMenuLoadFile()));
    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_Use_Hardware_Renderer, SIGNAL(triggered(bool)), this, SLOT(SetHardwareRendererEnabled(bool)));
    connect(ui.action_Use_Shader_JIT, SIGNAL(triggered(bool)), this, SLOT(SetShaderJITEnabled(bool)));
    connect(ui.action_Single_Window_Mode, SIGNAL(triggered(bool)), this, SLOT(ToggleWindowMode()));
    connect(ui.action_Hotkeys, SIGNAL(triggered()), this, SLOT(OnOpenHotkeysDialog()));

    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()));


    // Setup hotkeys
    RegisterHotkey("Main Window", "Load File", QKeySequence::Open);
    RegisterHotkey("Main Window", "Start Emulation");
    LoadHotkeys(settings);

    connect(GetHotkey("Main Window", "Load File", this), SIGNAL(activated()), this, SLOT(OnMenuLoadFile()));
    connect(GetHotkey("Main Window", "Start Emulation", this), SIGNAL(activated()), this, SLOT(OnStartGame()));

    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(settings.value("gameListRootDir").toString(), settings.value("gameListDeepScan").toBool());

    QStringList args = QApplication::arguments();
    if (args.length() >= 2) {
        BootGame(args[1].toStdString());
    }
}
Example #3
0
File: main.cpp Project: Velho/citra
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()));

    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());

    // 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()));


    // Setup hotkeys
    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()));

    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());
    }
}