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@ -978,7 +978,7 @@ void GMainWindow::AllowOSSleep() { |
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#endif
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} |
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bool GMainWindow::LoadROM(const QString& filename) { |
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bool GMainWindow::LoadROM(const QString& filename, std::size_t program_index) { |
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// Shutdown previous session if the emu thread is still active...
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if (emu_thread != nullptr) |
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ShutdownGame(); |
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@ -1003,7 +1003,8 @@ bool GMainWindow::LoadROM(const QString& filename) { |
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system.RegisterHostThread(); |
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const Core::System::ResultStatus result{system.Load(*render_window, filename.toStdString())}; |
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const Core::System::ResultStatus result{ |
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system.Load(*render_window, filename.toStdString(), program_index)}; |
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const auto drd_callout = |
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(UISettings::values.callout_flags & static_cast<u32>(CalloutFlag::DRDDeprecation)) == 0; |
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@ -1085,14 +1086,18 @@ void GMainWindow::SelectAndSetCurrentUser() { |
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Settings::values.current_user = dialog.GetIndex(); |
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} |
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void GMainWindow::BootGame(const QString& filename) { |
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void GMainWindow::BootGame(const QString& filename, std::size_t program_index) { |
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LOG_INFO(Frontend, "yuzu starting..."); |
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StoreRecentFile(filename); // Put the filename on top of the list
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u64 title_id{0}; |
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last_filename_booted = filename; |
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auto& system = Core::System::GetInstance(); |
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const auto v_file = Core::GetGameFileFromPath(vfs, filename.toUtf8().constData()); |
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const auto loader = Loader::GetLoader(system, v_file); |
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const auto loader = Loader::GetLoader(system, v_file, program_index); |
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if (!(loader == nullptr || loader->ReadProgramId(title_id) != Loader::ResultStatus::Success)) { |
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// Load per game settings
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Config per_game_config(fmt::format("{:016X}", title_id), Config::ConfigType::PerGameConfig); |
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@ -1106,7 +1111,7 @@ void GMainWindow::BootGame(const QString& filename) { |
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SelectAndSetCurrentUser(); |
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} |
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if (!LoadROM(filename)) |
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if (!LoadROM(filename, program_index)) |
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return; |
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// Create and start the emulation thread
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@ -1114,6 +1119,10 @@ void GMainWindow::BootGame(const QString& filename) { |
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emit EmulationStarting(emu_thread.get()); |
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emu_thread->start(); |
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// Register an ExecuteProgram callback such that Core can execute a sub-program
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system.RegisterExecuteProgramCallback( |
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[this](std::size_t program_index) { render_window->ExecuteProgram(program_index); }); |
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connect(render_window, &GRenderWindow::Closed, this, &GMainWindow::OnStopGame); |
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// BlockingQueuedConnection is important here, it makes sure we've finished refreshing our views
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// before the CPU continues
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@ -2136,6 +2145,11 @@ void GMainWindow::OnLoadComplete() { |
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loading_screen->OnLoadComplete(); |
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} |
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void GMainWindow::OnExecuteProgram(std::size_t program_index) { |
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ShutdownGame(); |
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BootGame(last_filename_booted, program_index); |
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} |
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void GMainWindow::ErrorDisplayDisplayError(QString body) { |
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QMessageBox::critical(this, tr("Error Display"), body); |
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emit ErrorDisplayFinished(); |
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