// Copyright 2014 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include #include #include "qhexedit.h" #include "main.h" #include "common/string_util.h" #include "common/logging/text_formatter.h" #include "common/logging/log.h" #include "common/logging/backend.h" #include "common/logging/filter.h" #include "common/make_unique.h" #include "common/platform.h" #include "common/scm_rev.h" #include "common/scope_exit.h" #include "bootmanager.h" #include "hotkeys.h" //debugger #include "debugger/disassembler.h" #include "debugger/registers.h" #include "debugger/callstack.h" #include "debugger/ramview.h" #include "debugger/graphics.h" #include "debugger/graphics_breakpoints.h" #include "debugger/graphics_cmdlists.h" #include "debugger/graphics_framebuffer.h" #include "debugger/graphics_tracing.h" #include "debugger/graphics_vertex_shader.h" #include "debugger/profiler.h" #include "core/settings.h" #include "core/system.h" #include "core/core.h" #include "core/loader/loader.h" #include "core/arm/disassembler/load_symbol_map.h" #include "citra_qt/config.h" #include "video_core/video_core.h" #include "version.h" GMainWindow::GMainWindow() : emu_thread(nullptr) { Pica::g_debug_context = Pica::DebugContext::Construct(); Config config; ui.setupUi(this); statusBar()->hide(); render_window = new GRenderWindow(this, emu_thread.get()); render_window->hide(); profilerWidget = new ProfilerWidget(this); addDockWidget(Qt::BottomDockWidgetArea, profilerWidget); profilerWidget->hide(); disasmWidget = new DisassemblerWidget(this, emu_thread.get()); addDockWidget(Qt::BottomDockWidgetArea, disasmWidget); disasmWidget->hide(); registersWidget = new RegistersWidget(this); addDockWidget(Qt::RightDockWidgetArea, registersWidget); registersWidget->hide(); callstackWidget = new CallstackWidget(this); addDockWidget(Qt::RightDockWidgetArea, callstackWidget); callstackWidget->hide(); graphicsWidget = new GPUCommandStreamWidget(this); addDockWidget(Qt::RightDockWidgetArea, graphicsWidget); graphicsWidget ->hide(); graphicsCommandsWidget = new GPUCommandListWidget(this); addDockWidget(Qt::RightDockWidgetArea, graphicsCommandsWidget); graphicsCommandsWidget->hide(); auto graphicsBreakpointsWidget = new GraphicsBreakPointsWidget(Pica::g_debug_context, this); addDockWidget(Qt::RightDockWidgetArea, graphicsBreakpointsWidget); graphicsBreakpointsWidget->hide(); auto graphicsFramebufferWidget = new GraphicsFramebufferWidget(Pica::g_debug_context, this); addDockWidget(Qt::RightDockWidgetArea, graphicsFramebufferWidget); graphicsFramebufferWidget->hide(); auto graphicsVertexShaderWidget = new GraphicsVertexShaderWidget(Pica::g_debug_context, this); addDockWidget(Qt::RightDockWidgetArea, graphicsVertexShaderWidget); graphicsVertexShaderWidget->hide(); auto graphicsTracingWidget = new GraphicsTracingWidget(Pica::g_debug_context, this); addDockWidget(Qt::RightDockWidgetArea, graphicsTracingWidget); graphicsTracingWidget->hide(); QMenu* debug_menu = ui.menu_View->addMenu(tr("Debugging")); debug_menu->addAction(profilerWidget->toggleViewAction()); debug_menu->addAction(disasmWidget->toggleViewAction()); debug_menu->addAction(registersWidget->toggleViewAction()); debug_menu->addAction(callstackWidget->toggleViewAction()); debug_menu->addAction(graphicsWidget->toggleViewAction()); debug_menu->addAction(graphicsCommandsWidget->toggleViewAction()); debug_menu->addAction(graphicsBreakpointsWidget->toggleViewAction()); debug_menu->addAction(graphicsFramebufferWidget->toggleViewAction()); debug_menu->addAction(graphicsVertexShaderWidget->toggleViewAction()); debug_menu->addAction(graphicsTracingWidget->toggleViewAction()); // Set default UI state // geometry: 55% of the window contents are in the upper screen half, 45% in the lower half QDesktopWidget* desktop = ((QApplication*)QApplication::instance())->desktop(); QRect screenRect = desktop->screenGeometry(this); int x, y, w, h; w = screenRect.width() * 2 / 3; h = screenRect.height() / 2; x = (screenRect.x() + screenRect.width()) / 2 - w / 2; y = (screenRect.y() + screenRect.height()) / 2 - h * 55 / 100; setGeometry(x, y, w, h); // Restore UI state QSettings settings; restoreGeometry(settings.value("geometry").toByteArray()); restoreState(settings.value("state").toByteArray()); render_window->restoreGeometry(settings.value("geometryRenderWindow").toByteArray()); ui.action_Use_Hardware_Renderer->setChecked(Settings::values.use_hw_renderer); SetHardwareRendererEnabled(ui.action_Use_Hardware_Renderer->isChecked()); ui.action_Single_Window_Mode->setChecked(settings.value("singleWindowMode", true).toBool()); ToggleWindowMode(); ui.actionDisplay_widget_title_bars->setChecked(settings.value("displayTitleBars", true).toBool()); OnDisplayTitleBars(ui.actionDisplay_widget_title_bars->isChecked()); // Setup connections connect(ui.action_Load_File, SIGNAL(triggered()), this, SLOT(OnMenuLoadFile())); connect(ui.action_Load_Symbol_Map, SIGNAL(triggered()), this, SLOT(OnMenuLoadSymbolMap())); connect(ui.action_Start, SIGNAL(triggered()), this, SLOT(OnStartGame())); connect(ui.action_Pause, SIGNAL(triggered()), this, SLOT(OnPauseGame())); connect(ui.action_Stop, SIGNAL(triggered()), this, SLOT(OnStopGame())); connect(ui.action_Use_Hardware_Renderer, SIGNAL(triggered(bool)), this, SLOT(SetHardwareRendererEnabled(bool))); connect(ui.action_Single_Window_Mode, SIGNAL(triggered(bool)), this, SLOT(ToggleWindowMode())); connect(ui.action_Hotkeys, SIGNAL(triggered()), this, SLOT(OnOpenHotkeysDialog())); connect(this, SIGNAL(EmulationStarting(EmuThread*)), disasmWidget, SLOT(OnEmulationStarting(EmuThread*))); connect(this, SIGNAL(EmulationStopping()), disasmWidget, SLOT(OnEmulationStopping())); connect(this, SIGNAL(EmulationStarting(EmuThread*)), registersWidget, SLOT(OnEmulationStarting(EmuThread*))); connect(this, SIGNAL(EmulationStopping()), registersWidget, SLOT(OnEmulationStopping())); connect(this, SIGNAL(EmulationStarting(EmuThread*)), render_window, SLOT(OnEmulationStarting(EmuThread*))); connect(this, SIGNAL(EmulationStopping()), render_window, SLOT(OnEmulationStopping())); connect(this, SIGNAL(EmulationStarting(EmuThread*)), graphicsTracingWidget, SLOT(OnEmulationStarting(EmuThread*))); connect(this, SIGNAL(EmulationStopping()), graphicsTracingWidget, SLOT(OnEmulationStopping())); // Setup hotkeys RegisterHotkey("Main Window", "Load File", QKeySequence::Open); RegisterHotkey("Main Window", "Start Emulation"); LoadHotkeys(settings); connect(GetHotkey("Main Window", "Load File", this), SIGNAL(activated()), this, SLOT(OnMenuLoadFile())); connect(GetHotkey("Main Window", "Start Emulation", this), SIGNAL(activated()), this, SLOT(OnStartGame())); std::string window_title = Common::StringFromFormat("Citra | %s-%s", Common::g_scm_branch, Common::g_scm_desc); setWindowTitle(window_title.c_str()); show(); QStringList args = QApplication::arguments(); if (args.length() >= 2) { BootGame(args[1].toStdString()); } } GMainWindow::~GMainWindow() { // will get automatically deleted otherwise if (render_window->parent() == nullptr) delete render_window; Pica::g_debug_context.reset(); } void GMainWindow::OnDisplayTitleBars(bool show) { QList widgets = findChildren(); if (show) { for (QDockWidget* widget: widgets) { QWidget* old = widget->titleBarWidget(); widget->setTitleBarWidget(nullptr); if (old != nullptr) delete old; } } else { for (QDockWidget* widget: widgets) { QWidget* old = widget->titleBarWidget(); widget->setTitleBarWidget(new QWidget()); if (old != nullptr) delete old; } } } void GMainWindow::BootGame(const std::string& filename) { LOG_INFO(Frontend, "Citra starting...\n"); // Initialize the core emulation System::Init(render_window); // Load the game if (Loader::ResultStatus::Success != Loader::LoadFile(filename)) { LOG_CRITICAL(Frontend, "Failed to load ROM!"); System::Shutdown(); return; } // Create and start the emulation thread emu_thread = Common::make_unique(render_window); emit EmulationStarting(emu_thread.get()); render_window->moveContext(); emu_thread->start(); // BlockingQueuedConnection is important here, it makes sure we've finished refreshing our views before the CPU continues connect(emu_thread.get(), SIGNAL(DebugModeEntered()), disasmWidget, SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection); connect(emu_thread.get(), SIGNAL(DebugModeEntered()), registersWidget, SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection); connect(emu_thread.get(), SIGNAL(DebugModeEntered()), callstackWidget, SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection); connect(emu_thread.get(), SIGNAL(DebugModeLeft()), disasmWidget, SLOT(OnDebugModeLeft()), Qt::BlockingQueuedConnection); connect(emu_thread.get(), SIGNAL(DebugModeLeft()), registersWidget, SLOT(OnDebugModeLeft()), Qt::BlockingQueuedConnection); connect(emu_thread.get(), SIGNAL(DebugModeLeft()), callstackWidget, SLOT(OnDebugModeLeft()), Qt::BlockingQueuedConnection); // Update the GUI registersWidget->OnDebugModeEntered(); callstackWidget->OnDebugModeEntered(); render_window->show(); OnStartGame(); } void GMainWindow::ShutdownGame() { emu_thread->RequestStop(); // Release emu threads from any breakpoints // This belongs after RequestStop() and before wait() because if emulation stops on a GPU // breakpoint after (or before) RequestStop() is called, the emulation would never be able // to continue out to the main loop and terminate. Thus wait() would hang forever. // TODO(bunnei): This function is not thread safe, but it's being used as if it were Pica::g_debug_context->ClearBreakpoints(); emit EmulationStopping(); // Wait for emulation thread to complete and delete it emu_thread->wait(); emu_thread = nullptr; // Shutdown the core emulation System::Shutdown(); // Update the GUI ui.action_Start->setEnabled(false); ui.action_Start->setText(tr("Start")); ui.action_Pause->setEnabled(false); ui.action_Stop->setEnabled(false); render_window->hide(); } void GMainWindow::OnMenuLoadFile() { QSettings settings; QString rom_path = settings.value("romsPath", QString()).toString(); QString filename = QFileDialog::getOpenFileName(this, tr("Load File"), rom_path, tr("3DS executable (*.3ds *.3dsx *.elf *.axf *.cci *.cxi)")); if (filename.size()) { settings.setValue("romsPath", QFileInfo(filename).path()); // Shutdown previous session if the emu thread is still active... if (emu_thread != nullptr) ShutdownGame(); BootGame(filename.toLatin1().data()); } } void GMainWindow::OnMenuLoadSymbolMap() { QSettings settings; QString symbol_path = settings.value("symbolsPath", QString()).toString(); QString filename = QFileDialog::getOpenFileName(this, tr("Load Symbol Map"), symbol_path, tr("Symbol map (*)")); if (filename.size()) { settings.setValue("symbolsPath", QFileInfo(filename).path()); LoadSymbolMap(filename.toLatin1().data()); } } void GMainWindow::OnStartGame() { emu_thread->SetRunning(true); ui.action_Start->setEnabled(false); ui.action_Start->setText(tr("Continue")); ui.action_Pause->setEnabled(true); ui.action_Stop->setEnabled(true); } void GMainWindow::OnPauseGame() { emu_thread->SetRunning(false); ui.action_Start->setEnabled(true); ui.action_Pause->setEnabled(false); ui.action_Stop->setEnabled(true); } void GMainWindow::OnStopGame() { ShutdownGame(); } void GMainWindow::OnOpenHotkeysDialog() { GHotkeysDialog dialog(this); dialog.exec(); } void GMainWindow::SetHardwareRendererEnabled(bool enabled) { VideoCore::g_hw_renderer_enabled = enabled; } void GMainWindow::ToggleWindowMode() { if (ui.action_Single_Window_Mode->isChecked()) { // Render in the main window... render_window->BackupGeometry(); ui.horizontalLayout->addWidget(render_window); render_window->setVisible(true); render_window->setFocusPolicy(Qt::ClickFocus); render_window->setFocus(); } else { // Render in a separate window... ui.horizontalLayout->removeWidget(render_window); render_window->setParent(nullptr); render_window->setVisible(true); render_window->RestoreGeometry(); render_window->setFocusPolicy(Qt::NoFocus); } } void GMainWindow::OnConfigure() { //GControllerConfigDialog* dialog = new GControllerConfigDialog(controller_ports, this); } void GMainWindow::closeEvent(QCloseEvent* event) { // Save window layout QSettings settings(QSettings::IniFormat, QSettings::UserScope, "Citra team", "Citra"); settings.setValue("geometry", saveGeometry()); settings.setValue("state", saveState()); settings.setValue("geometryRenderWindow", render_window->saveGeometry()); settings.setValue("singleWindowMode", ui.action_Single_Window_Mode->isChecked()); settings.setValue("displayTitleBars", ui.actionDisplay_widget_title_bars->isChecked()); settings.setValue("firstStart", false); SaveHotkeys(settings); // Shutdown session if the emu thread is active... if (emu_thread != nullptr) ShutdownGame(); render_window->close(); QWidget::closeEvent(event); } #ifdef main #undef main #endif int main(int argc, char* argv[]) { Log::Filter log_filter(Log::Level::Info); Log::SetFilter(&log_filter); // Init settings params QSettings::setDefaultFormat(QSettings::IniFormat); QCoreApplication::setOrganizationName("Citra team"); QCoreApplication::setApplicationName("Citra"); QApplication::setAttribute(Qt::AA_X11InitThreads); QApplication app(argc, argv); GMainWindow main_window; // After settings have been loaded by GMainWindow, apply the filter log_filter.ParseFilterString(Settings::values.log_filter); main_window.show(); return app.exec(); }