yuzu-android/src/citra_qt/bootmanager.cpp

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#include <QHBoxLayout>
#include <QKeyEvent>
#include <QApplication>
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#include "common/common.h"
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#include "bootmanager.hxx"
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#include "core/core.h"
#include "core/loader/loader.h"
#include "core/hw/hw.h"
#include "video_core/video_core.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(false),
render_window(render_window), filename(""),
stop_run(false)
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{
}
void EmuThread::SetFilename(std::string filename)
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{
this->filename = filename;
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}
void EmuThread::run()
{
stop_run = false;
while (!stop_run)
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{
for (int tight_loop = 0; tight_loop < 10000; ++tight_loop)
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{
if (cpu_running || exec_cpu_step)
{
if (exec_cpu_step)
exec_cpu_step = false;
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Core::SingleStep();
if (!cpu_running) {
emit CPUStepped();
yieldCurrentThread();
}
}
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}
}
render_window->moveContext();
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Core::Stop();
}
void EmuThread::Stop()
{
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if (!isRunning())
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{
INFO_LOG(MASTER_LOG, "EmuThread::Stop called while emu thread wasn't running, returning...");
return;
}
stop_run = true;
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//core::g_state = core::SYS_DIE;
wait(500);
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if (isRunning())
{
WARN_LOG(MASTER_LOG, "EmuThread still running, terminating...");
quit();
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wait(1000);
if (isRunning())
{
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WARN_LOG(MASTER_LOG, "EmuThread STILL running, something is wrong here...");
terminate();
}
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}
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(QGLFormat fmt, GRenderWindow* parent) : QGLWidget(fmt, parent)
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{
parent_ = parent;
}
void paintEvent(QPaintEvent* ev)
{
}
void resizeEvent(QResizeEvent* ev) {
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parent_->SetClientAreaWidth(size().width());
parent_->SetClientAreaHeight(size().height());
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}
private:
GRenderWindow* parent_;
};
EmuThread& GRenderWindow::GetEmuThread()
{
return emu_thread;
}
static const std::pair<int, HID_User::PadState> default_key_map[] = {
{ Qt::Key_A, HID_User::PAD_A },
{ Qt::Key_B, HID_User::PAD_B },
{ Qt::Key_Backslash, HID_User::PAD_SELECT },
{ Qt::Key_Enter, HID_User::PAD_START },
{ Qt::Key_Right, HID_User::PAD_RIGHT },
{ Qt::Key_Left, HID_User::PAD_LEFT },
{ Qt::Key_Up, HID_User::PAD_UP },
{ Qt::Key_Down, HID_User::PAD_DOWN },
{ Qt::Key_R, HID_User::PAD_R },
{ Qt::Key_L, HID_User::PAD_L },
{ Qt::Key_X, HID_User::PAD_X },
{ Qt::Key_Y, HID_User::PAD_Y },
{ Qt::Key_H, HID_User::PAD_CIRCLE_RIGHT },
{ Qt::Key_F, HID_User::PAD_CIRCLE_LEFT },
{ Qt::Key_T, HID_User::PAD_CIRCLE_UP },
{ Qt::Key_G, HID_User::PAD_CIRCLE_DOWN },
};
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GRenderWindow::GRenderWindow(QWidget* parent) : QWidget(parent), emu_thread(this)
{
// Register a new ID for the default keyboard
keyboard_id = KeyMap::NewDeviceId();
// Set default key mappings for keyboard
for (auto mapping : default_key_map) {
KeyMap::SetKeyMapping({mapping.first, keyboard_id}, mapping.second);
}
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// TODO: One of these flags might be interesting: WA_OpaquePaintEvent, WA_NoBackground, WA_DontShowOnScreen, WA_DeleteOnClose
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QGLFormat fmt;
fmt.setProfile(QGLFormat::CoreProfile);
fmt.setVersion(3,2);
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fmt.setSampleBuffers(true);
fmt.setSamples(4);
child = new GGLWidgetInternal(fmt, this);
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QBoxLayout* layout = new QHBoxLayout(this);
resize(VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight);
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layout->addWidget(child);
layout->setMargin(0);
setLayout(layout);
QObject::connect(&emu_thread, SIGNAL(started()), this, SLOT(moveContext()));
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BackupGeometry();
}
void GRenderWindow::moveContext()
{
DoneCurrent();
// We need to move GL context to the swapping thread in Qt5
#if QT_VERSION > QT_VERSION_CHECK(5, 0, 0)
// If the thread started running, move the GL Context to the new thread. Otherwise, move it back.
child->context()->moveToThread((QThread::currentThread() == qApp->thread()) ? &emu_thread : qApp->thread());
#endif
}
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GRenderWindow::~GRenderWindow()
{
if (emu_thread.isRunning())
emu_thread.Stop();
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}
void GRenderWindow::SwapBuffers()
{
// MakeCurrent is already called in renderer_opengl
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child->swapBuffers();
}
void GRenderWindow::closeEvent(QCloseEvent* event)
{
if (emu_thread.isRunning())
emu_thread.Stop();
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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...
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/*
static char title[128];
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sprintf(title, "%s (FPS: %02.02f)", window_title_.c_str(),
video_core::g_renderer->current_fps());
setWindowTitle(title);
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*/
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}
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)
{
EmuWindow::KeyPressed({event->key(), keyboard_id});
HID_User::PadUpdateComplete();
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}
void GRenderWindow::keyReleaseEvent(QKeyEvent* event)
{
EmuWindow::KeyReleased({event->key(), keyboard_id});
HID_User::PadUpdateComplete();
}