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@ -32,9 +32,7 @@ GMainWindow::GMainWindow() |
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statusBar()->hide(); |
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render_window = new GRenderWindow; |
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//render_window->setStyleSheet("background-color:black;");
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ui.horizontalLayout->addWidget(render_window); |
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//render_window->hide();
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render_window->hide(); |
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disasmWidget = new DisassemblerWidget(this, render_window->GetEmuThread()); |
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addDockWidget(Qt::BottomDockWidgetArea, disasmWidget); |
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@ -71,15 +69,15 @@ GMainWindow::GMainWindow() |
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restoreState(settings.value("state").toByteArray()); |
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render_window->restoreGeometry(settings.value("geometryRenderWindow").toByteArray()); |
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//ui.action_Popout_Window_Mode->setChecked(settings.value("popupWindowMode", false).toBool());
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//ToggleWindowMode();
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ui.action_Popout_Window_Mode->setChecked(settings.value("popoutWindowMode", true).toBool()); |
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ToggleWindowMode(); |
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// Setup connections
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connect(ui.action_load_elf, SIGNAL(triggered()), this, SLOT(OnMenuLoadELF())); |
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connect(ui.action_Start, SIGNAL(triggered()), this, SLOT(OnStartGame())); |
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connect(ui.action_Pause, SIGNAL(triggered()), this, SLOT(OnPauseGame())); |
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connect(ui.action_Stop, SIGNAL(triggered()), this, SLOT(OnStopGame())); |
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//connect(ui.action_Single_Window_Mode, SIGNAL(triggered(bool)), this, SLOT(SetupEmuWindowMode()));
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connect(ui.action_Load_File, SIGNAL(triggered()), this, SLOT(OnMenuLoadFile())); |
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connect(ui.action_Start, SIGNAL(triggered()), this, SLOT(OnStartGame())); |
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connect(ui.action_Pause, SIGNAL(triggered()), this, SLOT(OnPauseGame())); |
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connect(ui.action_Stop, SIGNAL(triggered()), this, SLOT(OnStopGame())); |
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connect(ui.action_Popout_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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@ -88,15 +86,13 @@ GMainWindow::GMainWindow() |
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connect(&render_window->GetEmuThread(), SIGNAL(CPUStepped()), callstackWidget, SLOT(OnCPUStepped()), Qt::BlockingQueuedConnection); |
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// Setup hotkeys
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RegisterHotkey("Main Window", "Load Image", QKeySequence::Open); |
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RegisterHotkey("Main Window", "Load File", QKeySequence::Open); |
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RegisterHotkey("Main Window", "Start Emulation"); |
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LoadHotkeys(settings); |
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connect(GetHotkey("Main Window", "Load Image", this), SIGNAL(activated()), this, SLOT(OnMenuLoadImage())); |
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connect(GetHotkey("Main Window", "Load File", this), SIGNAL(activated()), this, SLOT(OnMenuLoadFile())); |
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connect(GetHotkey("Main Window", "Start Emulation", this), SIGNAL(activated()), this, SLOT(OnStartGame())); |
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show(); |
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LogManager::Init(); |
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System::Init(render_window); |
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} |
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@ -110,12 +106,9 @@ GMainWindow::~GMainWindow() |
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void GMainWindow::BootGame(const char* filename) |
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{ |
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render_window->DoneCurrent(); // make sure EmuThread can access GL context
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render_window->GetEmuThread().SetFilename(filename); |
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NOTICE_LOG(MASTER_LOG, "citra starting...\n"); |
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if (Core::Init(/*render_window*/)) { |
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if (Core::Init()) { |
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ERROR_LOG(MASTER_LOG, "core initialization failed, exiting..."); |
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Core::Stop(); |
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exit(1); |
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@ -134,19 +127,22 @@ void GMainWindow::BootGame(const char* filename) |
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registersWidget->OnCPUStepped(); |
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callstackWidget->OnCPUStepped(); |
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render_window->DoneCurrent(); // make sure EmuThread can access GL context
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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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} |
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void GMainWindow::OnMenuLoadELF() |
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void GMainWindow::OnMenuLoadFile() |
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{ |
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QString filename = QFileDialog::getOpenFileName(this, tr("Load ELF"), QString(), QString()); |
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QString filename = QFileDialog::getOpenFileName(this, tr("Load file"), QString(), tr("3DS homebrew (*.elf *.dat)")); |
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if (filename.size()) |
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BootGame(filename.toLatin1().data()); |
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} |
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void GMainWindow::OnStartGame() |
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{ |
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render_window->show(); |
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render_window->GetEmuThread().SetCpuRunning(true); |
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ui.action_Start->setEnabled(false); |
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@ -181,26 +177,22 @@ void GMainWindow::OnOpenHotkeysDialog() |
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void GMainWindow::ToggleWindowMode() |
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{ |
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//if (!render_window->GetEmuThread().isRunning())
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// return;
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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() == NULL) // switch to single window mode
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bool enable = ui.action_Popout_Window_Mode->isChecked(); |
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if (enable && render_window->parent() != NULL) |
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{ |
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render_window->BackupGeometry(); |
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ui.horizontalLayout->addWidget(render_window); |
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ui.horizontalLayout->removeWidget(render_window); |
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render_window->setParent(NULL); |
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render_window->setVisible(true); |
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render_window->DoneCurrent(); |
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render_window->RestoreGeometry(); |
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} |
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else if (!enable && render_window->parent() != NULL) // switch to multiple windows mode
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else if (!enable && render_window->parent() == NULL) |
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{ |
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ui.horizontalLayout->removeWidget(render_window); |
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render_window->setParent(NULL); |
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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->DoneCurrent(); |
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render_window->RestoreGeometry(); |
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} |
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*/ |
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} |
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void GMainWindow::OnConfigure() |
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@ -215,7 +207,7 @@ void GMainWindow::closeEvent(QCloseEvent* event) |
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settings.setValue("geometry", saveGeometry()); |
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settings.setValue("state", saveState()); |
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settings.setValue("geometryRenderWindow", render_window->saveGeometry()); |
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//settings.setValue("singleWindowMode", ui.action_Single_Window_Mode->isChecked());
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settings.setValue("popoutWindowMode", ui.action_Popout_Window_Mode->isChecked()); |
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settings.setValue("firstStart", false); |
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SaveHotkeys(settings); |
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