yuzu/src/citra_qt/src/bootmanager.cpp

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#include <QHBoxLayout>
#include <QKeyEvent>
#include "common.h"
#include "bootmanager.hxx"
#include "core.h"
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#include "loader.h"
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#include "version.h"
#define APP_NAME "citra"
#define APP_VERSION "0.1-" VERSION
#define APP_TITLE APP_NAME " " APP_VERSION
#define COPYRIGHT "Copyright (C) 2013-2014 Citra Team"
EmuThread::EmuThread(GRenderWindow* render_window) : exec_cpu_step(false), cpu_running(true), render_window(render_window)
{
}
void EmuThread::SetFilename(const char* filename)
{
strcpy(this->filename, filename);
}
void EmuThread::run()
{
//u32 tight_loop;
NOTICE_LOG(MASTER_LOG, APP_NAME " starting...\n");
if (Core::Init(/*render_window*/)) {
ERROR_LOG(MASTER_LOG, "core initialization failed, exiting...");
Core::Stop();
exit(1);
}
// Load a game or die...
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std::string boot_filename = filename;
std::string error_str;
bool res = Loader::LoadFile(boot_filename, &error_str);
if (!res) {
ERROR_LOG(BOOT, "Failed to load ROM: %s", error_str.c_str());
}
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Core::Start(); //autoboot for now
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for (int tight_loop = 0; tight_loop < 10000; ++tight_loop) {
Core::SingleStep();
}
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/*
while(core::SYS_DIE != core::g_state)
{
if (core::SYS_RUNNING == core::g_state)
{
if(!cpu->is_on)
{
cpu->Start(); // Initialize and start CPU.
}
else
{
for(tight_loop = 0; tight_loop < 10000; ++tight_loop)
{
if (!cpu_running)
{
emit CPUStepped();
exec_cpu_step = false;
cpu->step = true;
while (!exec_cpu_step && !cpu_running && core::SYS_DIE != core::g_state);
}
cpu->execStep();
cpu->step = false;
}
}
}
else if (core::SYS_HALTED == core::g_state)
{
core::Stop();
}
}
*/
Core::Stop();
}
void EmuThread::Stop()
{
if (!isRunning())
{
INFO_LOG(MASTER_LOG, "EmuThread::Stop called while emu thread wasn't running, returning...");
return;
}
//core::g_state = core::SYS_DIE;
wait(1000);
if (isRunning())
{
WARN_LOG(MASTER_LOG, "EmuThread still running, terminating...");
terminate();
wait(1000);
if (isRunning())
WARN_LOG(MASTER_LOG, "EmuThread STILL running, something is wrong here...");
}
INFO_LOG(MASTER_LOG, "EmuThread stopped");
}
// This class overrides paintEvent and resizeEvent to prevent the GUI thread from stealing GL context.
// The corresponding functionality is handled in EmuThread instead
class GGLWidgetInternal : public QGLWidget
{
public:
GGLWidgetInternal(GRenderWindow* parent) : QGLWidget(parent)
{
setAutoBufferSwap(false);
doneCurrent();
parent_ = parent;
}
void paintEvent(QPaintEvent* ev)
{
// Apparently, Windows doesn't display anything if we don't call this here.
// TODO: Breaks linux though because we aren't calling doneCurrent() ... -.-
// makeCurrent();
}
void resizeEvent(QResizeEvent* ev) {
parent_->set_client_area_width(size().width());
parent_->set_client_area_height(size().height());
}
private:
GRenderWindow* parent_;
};
EmuThread& GRenderWindow::GetEmuThread()
{
return emu_thread;
}
GRenderWindow::GRenderWindow(QWidget* parent) : QWidget(parent), emu_thread(this)
{
// TODO: One of these flags might be interesting: WA_OpaquePaintEvent, WA_NoBackground, WA_DontShowOnScreen, WA_DeleteOnClose
child = new GGLWidgetInternal(this);
QBoxLayout* layout = new QHBoxLayout(this);
resize(640, 480); // TODO: Load size from config instead
layout->addWidget(child);
layout->setMargin(0);
setLayout(layout);
BackupGeometry();
}
GRenderWindow::~GRenderWindow()
{
emu_thread.Stop();
}
void GRenderWindow::SwapBuffers()
{
child->makeCurrent(); // TODO: Not necessary?
child->swapBuffers();
}
void GRenderWindow::closeEvent(QCloseEvent* event)
{
emu_thread.Stop();
QWidget::closeEvent(event);
}
void GRenderWindow::MakeCurrent()
{
child->makeCurrent();
}
void GRenderWindow::DoneCurrent()
{
child->doneCurrent();
}
void GRenderWindow::PollEvents() {
// TODO(ShizZy): Does this belong here? This is a reasonable place to update the window title
// from the main thread, but this should probably be in an event handler...
/*
static char title[128];
sprintf(title, "%s (FPS: %02.02f)", window_title_.c_str(),
video_core::g_renderer->current_fps());
setWindowTitle(title);
*/
}
void GRenderWindow::BackupGeometry()
{
geometry = ((QGLWidget*)this)->saveGeometry();
}
void GRenderWindow::RestoreGeometry()
{
// We don't want to back up the geometry here (obviously)
QWidget::restoreGeometry(geometry);
}
void GRenderWindow::restoreGeometry(const QByteArray& geometry)
{
// Make sure users of this class don't need to deal with backing up the geometry themselves
QWidget::restoreGeometry(geometry);
BackupGeometry();
}
QByteArray GRenderWindow::saveGeometry()
{
// If we are a top-level widget, store the current geometry
// otherwise, store the last backup
if (parent() == NULL)
return ((QGLWidget*)this)->saveGeometry();
else
return geometry;
}
void GRenderWindow::keyPressEvent(QKeyEvent* event)
{
/*
bool key_processed = false;
for (unsigned int channel = 0; channel < 4 && controller_interface(); ++channel)
if (controller_interface()->SetControllerStatus(channel, event->key(), input_common::GCController::PRESSED))
key_processed = true;
if (!key_processed)
QWidget::keyPressEvent(event);
*/
}
void GRenderWindow::keyReleaseEvent(QKeyEvent* event)
{
/*
bool key_processed = false;
for (unsigned int channel = 0; channel < 4 && controller_interface(); ++channel)
if (controller_interface()->SetControllerStatus(channel, event->key(), input_common::GCController::RELEASED))
key_processed = true;
if (!key_processed)
QWidget::keyPressEvent(event);
*/
}