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@ -15,6 +15,7 @@ |
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#include "common/logging/log.h"
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#include "common/logging/backend.h"
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#include "common/logging/filter.h"
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#include "common/make_unique.h"
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#include "common/platform.h"
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#include "common/scope_exit.h"
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@ -46,7 +47,7 @@ |
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#include "version.h"
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GMainWindow::GMainWindow() |
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GMainWindow::GMainWindow() : emu_thread(nullptr) |
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{ |
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Pica::g_debug_context = Pica::DebugContext::Construct(); |
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@ -55,14 +56,14 @@ GMainWindow::GMainWindow() |
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ui.setupUi(this); |
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statusBar()->hide(); |
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render_window = new GRenderWindow; |
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render_window = new GRenderWindow(this, emu_thread.get()); |
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render_window->hide(); |
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profilerWidget = new ProfilerWidget(this); |
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addDockWidget(Qt::BottomDockWidgetArea, profilerWidget); |
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profilerWidget->hide(); |
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disasmWidget = new DisassemblerWidget(this, render_window->GetEmuThread()); |
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disasmWidget = new DisassemblerWidget(this, emu_thread.get()); |
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addDockWidget(Qt::BottomDockWidgetArea, disasmWidget); |
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disasmWidget->hide(); |
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@ -138,14 +139,12 @@ GMainWindow::GMainWindow() |
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connect(ui.action_Single_Window_Mode, SIGNAL(triggered(bool)), this, SLOT(ToggleWindowMode())); |
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connect(ui.action_Hotkeys, SIGNAL(triggered()), this, SLOT(OnOpenHotkeysDialog())); |
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// BlockingQueuedConnection is important here, it makes sure we've finished refreshing our views before the CPU continues
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connect(&render_window->GetEmuThread(), SIGNAL(DebugModeEntered()), disasmWidget, SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection); |
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connect(&render_window->GetEmuThread(), SIGNAL(DebugModeEntered()), registersWidget, SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection); |
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connect(&render_window->GetEmuThread(), SIGNAL(DebugModeEntered()), callstackWidget, SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection); |
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connect(&render_window->GetEmuThread(), SIGNAL(DebugModeLeft()), disasmWidget, SLOT(OnDebugModeLeft()), Qt::BlockingQueuedConnection); |
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connect(&render_window->GetEmuThread(), SIGNAL(DebugModeLeft()), registersWidget, SLOT(OnDebugModeLeft()), Qt::BlockingQueuedConnection); |
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connect(&render_window->GetEmuThread(), SIGNAL(DebugModeLeft()), callstackWidget, SLOT(OnDebugModeLeft()), Qt::BlockingQueuedConnection); |
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connect(this, SIGNAL(EmulationStarting(EmuThread*)), disasmWidget, SLOT(OnEmulationStarting(EmuThread*))); |
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connect(this, SIGNAL(EmulationStopping()), disasmWidget, SLOT(OnEmulationStopping())); |
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connect(this, SIGNAL(EmulationStarting(EmuThread*)), registersWidget, SLOT(OnEmulationStarting(EmuThread*))); |
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connect(this, SIGNAL(EmulationStopping()), registersWidget, SLOT(OnEmulationStopping())); |
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connect(this, SIGNAL(EmulationStarting(EmuThread*)), render_window, SLOT(OnEmulationStarting(EmuThread*))); |
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connect(this, SIGNAL(EmulationStopping()), render_window, SLOT(OnEmulationStopping())); |
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// Setup hotkeys
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RegisterHotkey("Main Window", "Load File", QKeySequence::Open); |
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@ -196,32 +195,76 @@ void GMainWindow::OnDisplayTitleBars(bool show) |
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} |
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} |
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void GMainWindow::BootGame(std::string filename) |
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{ |
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void GMainWindow::BootGame(std::string filename) { |
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LOG_INFO(Frontend, "Citra starting...\n"); |
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// Initialize the core emulation
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System::Init(render_window); |
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// Load a game or die...
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// Load the game
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if (Loader::ResultStatus::Success != Loader::LoadFile(filename)) { |
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LOG_CRITICAL(Frontend, "Failed to load ROM!"); |
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System::Shutdown(); |
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return; |
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} |
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disasmWidget->Init(); |
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// Create and start the emulation thread
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emu_thread = Common::make_unique<EmuThread>(render_window); |
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emit EmulationStarting(emu_thread.get()); |
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emu_thread->start(); |
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// BlockingQueuedConnection is important here, it makes sure we've finished refreshing our views before the CPU continues
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connect(emu_thread.get(), SIGNAL(DebugModeEntered()), disasmWidget, SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection); |
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connect(emu_thread.get(), SIGNAL(DebugModeEntered()), registersWidget, SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection); |
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connect(emu_thread.get(), SIGNAL(DebugModeEntered()), callstackWidget, SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection); |
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connect(emu_thread.get(), SIGNAL(DebugModeLeft()), disasmWidget, SLOT(OnDebugModeLeft()), Qt::BlockingQueuedConnection); |
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connect(emu_thread.get(), SIGNAL(DebugModeLeft()), registersWidget, SLOT(OnDebugModeLeft()), Qt::BlockingQueuedConnection); |
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connect(emu_thread.get(), SIGNAL(DebugModeLeft()), callstackWidget, SLOT(OnDebugModeLeft()), Qt::BlockingQueuedConnection); |
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// Update the GUI
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registersWidget->OnDebugModeEntered(); |
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callstackWidget->OnDebugModeEntered(); |
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render_window->GetEmuThread().SetFilename(filename); |
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render_window->GetEmuThread().start(); |
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render_window->show(); |
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OnStartGame(); |
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} |
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void GMainWindow::ShutdownGame() { |
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emu_thread->RequestStop(); |
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// Release emu threads from any breakpoints
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// This belongs after RequestStop() and before wait() because if emulation stops on a GPU
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// breakpoint after (or before) RequestStop() is called, the emulation would never be able
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// to continue out to the main loop and terminate. Thus wait() would hang forever.
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// TODO(bunnei): This function is not thread safe, but it's being used as if it were
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Pica::g_debug_context->ClearBreakpoints(); |
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emit EmulationStopping(); |
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// Wait for emulation thread to complete and delete it
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emu_thread->wait(); |
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emu_thread = nullptr; |
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// Shutdown the core emulation
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System::Shutdown(); |
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// Update the GUI
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ui.action_Start->setEnabled(false); |
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ui.action_Pause->setEnabled(false); |
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ui.action_Stop->setEnabled(false); |
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render_window->hide(); |
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} |
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void GMainWindow::OnMenuLoadFile() |
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{ |
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QString filename = QFileDialog::getOpenFileName(this, tr("Load File"), QString(), tr("3DS executable (*.3ds *.3dsx *.elf *.axf *.bin *.cci *.cxi)")); |
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if (filename.size()) |
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BootGame(filename.toLatin1().data()); |
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if (filename.size()) { |
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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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BootGame(filename.toLatin1().data()); |
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} |
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} |
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void GMainWindow::OnMenuLoadSymbolMap() { |
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@ -232,7 +275,7 @@ void GMainWindow::OnMenuLoadSymbolMap() { |
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void GMainWindow::OnStartGame() |
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{ |
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render_window->GetEmuThread().SetCpuRunning(true); |
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emu_thread->SetRunning(true); |
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ui.action_Start->setEnabled(false); |
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ui.action_Pause->setEnabled(true); |
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@ -241,21 +284,15 @@ void GMainWindow::OnStartGame() |
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void GMainWindow::OnPauseGame() |
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{ |
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render_window->GetEmuThread().SetCpuRunning(false); |
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emu_thread->SetRunning(false); |
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ui.action_Start->setEnabled(true); |
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ui.action_Pause->setEnabled(false); |
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ui.action_Stop->setEnabled(true); |
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} |
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void GMainWindow::OnStopGame() |
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{ |
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render_window->GetEmuThread().SetCpuRunning(false); |
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// TODO: Shutdown core
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ui.action_Start->setEnabled(true); |
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ui.action_Pause->setEnabled(false); |
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ui.action_Stop->setEnabled(false); |
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void GMainWindow::OnStopGame() { |
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ShutdownGame(); |
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} |
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void GMainWindow::OnOpenHotkeysDialog() |
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@ -265,24 +302,22 @@ void GMainWindow::OnOpenHotkeysDialog() |
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} |
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void GMainWindow::ToggleWindowMode() |
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{ |
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bool enable = ui.action_Single_Window_Mode->isChecked(); |
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if (!enable && render_window->parent() != nullptr) |
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{ |
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ui.horizontalLayout->removeWidget(render_window); |
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render_window->setParent(nullptr); |
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render_window->setVisible(true); |
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render_window->RestoreGeometry(); |
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render_window->setFocusPolicy(Qt::NoFocus); |
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} |
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else if (enable && render_window->parent() == nullptr) |
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{ |
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void GMainWindow::ToggleWindowMode() { |
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if (ui.action_Single_Window_Mode->isChecked()) { |
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// Render in the main window...
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render_window->BackupGeometry(); |
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ui.horizontalLayout->addWidget(render_window); |
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render_window->setVisible(true); |
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render_window->setFocusPolicy(Qt::ClickFocus); |
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render_window->setFocus(); |
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} else { |
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// Render in a separate window...
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ui.horizontalLayout->removeWidget(render_window); |
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render_window->setParent(nullptr); |
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render_window->setVisible(true); |
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render_window->RestoreGeometry(); |
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render_window->setFocusPolicy(Qt::NoFocus); |
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} |
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} |
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@ -303,6 +338,8 @@ void GMainWindow::closeEvent(QCloseEvent* event) |
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settings.setValue("firstStart", false); |
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SaveHotkeys(settings); |
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ShutdownGame(); |
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render_window->close(); |
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QWidget::closeEvent(event); |
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