Exemple #1
0
void EmuThread::run()
{
    while (true)
    {
        for (int tight_loop = 0; tight_loop < 10000; ++tight_loop)
        {
            if (cpu_running || exec_cpu_step)
            {
                if (exec_cpu_step)
                    exec_cpu_step = false;

                Core::SingleStep();
                if (!cpu_running)
                    emit CPUStepped();
            }
        }
    }

    Core::Stop();
}
Exemple #2
0
GMainWindow::GMainWindow()
{
    LogManager::Init();

    Pica::g_debug_context = Pica::DebugContext::Construct();

    Config config;

    if (!Settings::values.enable_log)
        LogManager::Shutdown();

    ui.setupUi(this);
    statusBar()->hide();

    render_window = new GRenderWindow;
    render_window->hide();

    disasmWidget = new DisassemblerWidget(this, render_window->GetEmuThread());
    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();

    QMenu* debug_menu = ui.menu_View->addMenu(tr("Debugging"));
    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());

    // 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(QSettings::IniFormat, QSettings::UserScope, "Citra team", "Citra");
    restoreGeometry(settings.value("geometry").toByteArray());
    restoreState(settings.value("state").toByteArray());
    render_window->restoreGeometry(settings.value("geometryRenderWindow").toByteArray());

    ui.action_Popout_Window_Mode->setChecked(settings.value("popoutWindowMode", true).toBool());
    ToggleWindowMode();

    // Setup connections
    connect(ui.action_Load_File, SIGNAL(triggered()), this, SLOT(OnMenuLoadFile()));
    connect(ui.action_Load_Symbol_Map, SIGNAL(triggered()), this, SLOT(OnMenuLoadSymbolMap()));
    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_Popout_Window_Mode, SIGNAL(triggered(bool)), this, SLOT(ToggleWindowMode()));
    connect(ui.action_Hotkeys, SIGNAL(triggered()), this, SLOT(OnOpenHotkeysDialog()));

    // BlockingQueuedConnection is important here, it makes sure we've finished refreshing our views before the CPU continues
    connect(&render_window->GetEmuThread(), SIGNAL(CPUStepped()), disasmWidget, SLOT(OnCPUStepped()), Qt::BlockingQueuedConnection);
    connect(&render_window->GetEmuThread(), SIGNAL(CPUStepped()), registersWidget, SLOT(OnCPUStepped()), Qt::BlockingQueuedConnection);
    connect(&render_window->GetEmuThread(), SIGNAL(CPUStepped()), callstackWidget, SLOT(OnCPUStepped()), Qt::BlockingQueuedConnection);

    // 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();

    QStringList args = QApplication::arguments();
    if (args.length() >= 2) {
        BootGame(args[1].toStdString());
    }
}