#include #include #include #include "common/common.h" #include "bootmanager.hxx" #include "core/core.h" #include "core/settings.h" #include "video_core/video_core.h" #include "citra_qt/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) : filename(""), exec_cpu_step(false), cpu_running(false), stop_run(false), render_window(render_window) { } void EmuThread::SetFilename(std::string filename) { this->filename = filename; } void EmuThread::run() { stop_run = false; while (!stop_run) { for (int tight_loop = 0; tight_loop < 10000; ++tight_loop) { if (cpu_running || exec_cpu_step) { if (exec_cpu_step) exec_cpu_step = false; Core::SingleStep(); if (!cpu_running) { emit CPUStepped(); yieldCurrentThread(); } } } } render_window->moveContext(); Core::Stop(); } void EmuThread::Stop() { if (!isRunning()) { INFO_LOG(MASTER_LOG, "EmuThread::Stop called while emu thread wasn't running, returning..."); return; } stop_run = true; //core::g_state = core::SYS_DIE; wait(500); if (isRunning()) { WARN_LOG(MASTER_LOG, "EmuThread still running, terminating..."); quit(); wait(1000); if (isRunning()) { WARN_LOG(MASTER_LOG, "EmuThread STILL running, something is wrong here..."); terminate(); } } 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) { parent_ = parent; } void paintEvent(QPaintEvent* ev) { } void resizeEvent(QResizeEvent* ev) { parent_->SetClientAreaWidth(size().width()); parent_->SetClientAreaHeight(size().height()); } private: GRenderWindow* parent_; }; EmuThread& GRenderWindow::GetEmuThread() { return emu_thread; } GRenderWindow::GRenderWindow(QWidget* parent) : QWidget(parent), emu_thread(this), keyboard_id(0) { keyboard_id = KeyMap::NewDeviceId(); ReloadSetKeymaps(); // TODO: One of these flags might be interesting: WA_OpaquePaintEvent, WA_NoBackground, WA_DontShowOnScreen, WA_DeleteOnClose QGLFormat fmt; fmt.setProfile(QGLFormat::CoreProfile); fmt.setVersion(3,2); fmt.setSampleBuffers(true); fmt.setSamples(4); child = new GGLWidgetInternal(fmt, this); QBoxLayout* layout = new QHBoxLayout(this); resize(VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight); layout->addWidget(child); layout->setMargin(0); setLayout(layout); QObject::connect(&emu_thread, SIGNAL(started()), this, SLOT(moveContext())); 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 } GRenderWindow::~GRenderWindow() { if (emu_thread.isRunning()) emu_thread.Stop(); } void GRenderWindow::SwapBuffers() { // MakeCurrent is already called in renderer_opengl child->swapBuffers(); } void GRenderWindow::closeEvent(QCloseEvent* event) { if (emu_thread.isRunning()) 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) { EmuWindow::KeyPressed({event->key(), keyboard_id}); HID_User::PadUpdateComplete(); } void GRenderWindow::keyReleaseEvent(QKeyEvent* event) { EmuWindow::KeyReleased({event->key(), keyboard_id}); HID_User::PadUpdateComplete(); } void GRenderWindow::ReloadSetKeymaps() { KeyMap::SetKeyMapping({Settings::values.pad_a_key, keyboard_id}, HID_User::PAD_A); KeyMap::SetKeyMapping({Settings::values.pad_b_key, keyboard_id}, HID_User::PAD_B); KeyMap::SetKeyMapping({Settings::values.pad_select_key, keyboard_id}, HID_User::PAD_SELECT); KeyMap::SetKeyMapping({Settings::values.pad_start_key, keyboard_id}, HID_User::PAD_START); KeyMap::SetKeyMapping({Settings::values.pad_dright_key, keyboard_id}, HID_User::PAD_RIGHT); KeyMap::SetKeyMapping({Settings::values.pad_dleft_key, keyboard_id}, HID_User::PAD_LEFT); KeyMap::SetKeyMapping({Settings::values.pad_dup_key, keyboard_id}, HID_User::PAD_UP); KeyMap::SetKeyMapping({Settings::values.pad_ddown_key, keyboard_id}, HID_User::PAD_DOWN); KeyMap::SetKeyMapping({Settings::values.pad_r_key, keyboard_id}, HID_User::PAD_R); KeyMap::SetKeyMapping({Settings::values.pad_l_key, keyboard_id}, HID_User::PAD_L); KeyMap::SetKeyMapping({Settings::values.pad_x_key, keyboard_id}, HID_User::PAD_X); KeyMap::SetKeyMapping({Settings::values.pad_y_key, keyboard_id}, HID_User::PAD_Y); KeyMap::SetKeyMapping({Settings::values.pad_sright_key, keyboard_id}, HID_User::PAD_CIRCLE_RIGHT); KeyMap::SetKeyMapping({Settings::values.pad_sleft_key, keyboard_id}, HID_User::PAD_CIRCLE_LEFT); KeyMap::SetKeyMapping({Settings::values.pad_sup_key, keyboard_id}, HID_User::PAD_CIRCLE_UP); KeyMap::SetKeyMapping({Settings::values.pad_sdown_key, keyboard_id}, HID_User::PAD_CIRCLE_DOWN); }