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@ -175,7 +175,7 @@ void GMainWindow::InitializeRecentFileMenuActions() {
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for (int i = 0; i < max_recent_files_item; ++i) {
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for (int i = 0; i < max_recent_files_item; ++i) {
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actions_recent_files[i] = new QAction(this);
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actions_recent_files[i] = new QAction(this);
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actions_recent_files[i]->setVisible(false);
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actions_recent_files[i]->setVisible(false);
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connect(actions_recent_files[i], SIGNAL(triggered()), this, SLOT(OnMenuRecentFile()));
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connect(actions_recent_files[i], &QAction::triggered, this, &GMainWindow::OnMenuRecentFile);
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ui.menu_recent_files->addAction(actions_recent_files[i]);
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ui.menu_recent_files->addAction(actions_recent_files[i]);
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}
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}
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@ -190,10 +190,10 @@ void GMainWindow::InitializeHotkeys() {
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RegisterHotkey("Main Window", "Exit Fullscreen", QKeySequence::Cancel, Qt::ApplicationShortcut);
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RegisterHotkey("Main Window", "Exit Fullscreen", QKeySequence::Cancel, Qt::ApplicationShortcut);
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LoadHotkeys();
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LoadHotkeys();
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connect(GetHotkey("Main Window", "Load File", this), SIGNAL(activated()), this,
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connect(GetHotkey("Main Window", "Load File", this), &QShortcut::activated, this,
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SLOT(OnMenuLoadFile()));
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&GMainWindow::OnMenuLoadFile);
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connect(GetHotkey("Main Window", "Start Emulation", this), SIGNAL(activated()), this,
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connect(GetHotkey("Main Window", "Start Emulation", this), &QShortcut::activated, this,
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SLOT(OnStartGame()));
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&GMainWindow::OnStartGame);
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connect(GetHotkey("Main Window", "Fullscreen", render_window), &QShortcut::activated,
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connect(GetHotkey("Main Window", "Fullscreen", render_window), &QShortcut::activated,
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ui.action_Fullscreen, &QAction::trigger);
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ui.action_Fullscreen, &QAction::trigger);
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connect(GetHotkey("Main Window", "Fullscreen", render_window), &QShortcut::activatedAmbiguously,
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connect(GetHotkey("Main Window", "Fullscreen", render_window), &QShortcut::activatedAmbiguously,
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@ -245,13 +245,14 @@ void GMainWindow::RestoreUIState() {
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}
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}
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void GMainWindow::ConnectWidgetEvents() {
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void GMainWindow::ConnectWidgetEvents() {
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connect(game_list, SIGNAL(GameChosen(QString)), this, SLOT(OnGameListLoadFile(QString)));
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connect(game_list, &GameList::GameChosen, this, &GMainWindow::OnGameListLoadFile);
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connect(game_list, SIGNAL(OpenSaveFolderRequested(u64)), this,
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connect(game_list, &GameList::OpenSaveFolderRequested, this,
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SLOT(OnGameListOpenSaveFolder(u64)));
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&GMainWindow::OnGameListOpenSaveFolder);
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connect(this, SIGNAL(EmulationStarting(EmuThread*)), render_window,
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connect(this, &GMainWindow::EmulationStarting, render_window,
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SLOT(OnEmulationStarting(EmuThread*)));
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&GRenderWindow::OnEmulationStarting);
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connect(this, SIGNAL(EmulationStopping()), render_window, SLOT(OnEmulationStopping()));
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connect(this, &GMainWindow::EmulationStopping, render_window,
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&GRenderWindow::OnEmulationStopping);
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connect(&status_bar_update_timer, &QTimer::timeout, this, &GMainWindow::UpdateStatusBar);
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connect(&status_bar_update_timer, &QTimer::timeout, this, &GMainWindow::UpdateStatusBar);
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}
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}
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@ -398,17 +399,17 @@ void GMainWindow::BootGame(const QString& filename) {
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render_window->moveContext();
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render_window->moveContext();
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emu_thread->start();
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emu_thread->start();
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connect(render_window, SIGNAL(Closed()), this, SLOT(OnStopGame()));
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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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// 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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// before the CPU continues
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connect(emu_thread.get(), SIGNAL(DebugModeEntered()), registersWidget,
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connect(emu_thread.get(), &EmuThread::DebugModeEntered, registersWidget,
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SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection);
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&RegistersWidget::OnDebugModeEntered, Qt::BlockingQueuedConnection);
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connect(emu_thread.get(), SIGNAL(DebugModeEntered()), waitTreeWidget,
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connect(emu_thread.get(), &EmuThread::DebugModeEntered, waitTreeWidget,
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SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection);
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&WaitTreeWidget::OnDebugModeEntered, Qt::BlockingQueuedConnection);
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connect(emu_thread.get(), SIGNAL(DebugModeLeft()), registersWidget, SLOT(OnDebugModeLeft()),
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connect(emu_thread.get(), &EmuThread::DebugModeLeft, registersWidget,
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Qt::BlockingQueuedConnection);
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&RegistersWidget::OnDebugModeLeft, Qt::BlockingQueuedConnection);
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connect(emu_thread.get(), SIGNAL(DebugModeLeft()), waitTreeWidget, SLOT(OnDebugModeLeft()),
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connect(emu_thread.get(), &EmuThread::DebugModeLeft, waitTreeWidget,
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Qt::BlockingQueuedConnection);
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&WaitTreeWidget::OnDebugModeLeft, Qt::BlockingQueuedConnection);
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// Update the GUI
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// Update the GUI
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registersWidget->OnDebugModeEntered();
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registersWidget->OnDebugModeEntered();
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@ -437,7 +438,7 @@ void GMainWindow::ShutdownGame() {
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emu_thread = nullptr;
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emu_thread = nullptr;
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// The emulation is stopped, so closing the window or not does not matter anymore
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// The emulation is stopped, so closing the window or not does not matter anymore
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disconnect(render_window, SIGNAL(Closed()), this, SLOT(OnStopGame()));
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disconnect(render_window, &GRenderWindow::Closed, this, &GMainWindow::OnStopGame);
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// Update the GUI
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// Update the GUI
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ui.action_Start->setEnabled(false);
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ui.action_Start->setEnabled(false);
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@ -548,8 +549,7 @@ void GMainWindow::OnStartGame() {
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emu_thread->SetRunning(true);
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emu_thread->SetRunning(true);
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qRegisterMetaType<Core::System::ResultStatus>("Core::System::ResultStatus");
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qRegisterMetaType<Core::System::ResultStatus>("Core::System::ResultStatus");
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qRegisterMetaType<std::string>("std::string");
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qRegisterMetaType<std::string>("std::string");
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connect(emu_thread.get(), SIGNAL(ErrorThrown(Core::System::ResultStatus, std::string)), this,
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connect(emu_thread.get(), &EmuThread::ErrorThrown, this, &GMainWindow::OnCoreError);
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SLOT(OnCoreError(Core::System::ResultStatus, std::string)));
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ui.action_Start->setEnabled(false);
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ui.action_Start->setEnabled(false);
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ui.action_Start->setText(tr("Continue"));
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ui.action_Start->setText(tr("Continue"));
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