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// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <thread>
#include <QtGui>
#include <QDesktopWidget>
#include <QFileDialog>
#include "qhexedit.h"
#include "main.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/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_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();
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());
// 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(QSettings::IniFormat, QSettings::UserScope, "Citra team", "Citra");
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()));
// 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<QDockWidget*> widgets = findChildren<QDockWidget*>();
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(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<EmuThread>(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_Pause->setEnabled(false);
ui.action_Stop->setEnabled(false);
render_window->hide();
}
void GMainWindow::OnMenuLoadFile()
{
QString filename = QFileDialog::getOpenFileName(this, tr("Load File"), QString(), tr("3DS executable (*.3ds *.3dsx *.elf *.axf *.cci *.cxi)"));
if (filename.size()) {
// Shutdown previous session if the emu thread is still active...
if (emu_thread != nullptr)
ShutdownGame();
BootGame(filename.toLatin1().data());
}
}
void GMainWindow::OnMenuLoadSymbolMap() {
QString filename = QFileDialog::getOpenFileName(this, tr("Load Symbol Map"), QString(), tr("Symbol map (*)"));
if (filename.size())
LoadSymbolMap(filename.toLatin1().data());
}
void GMainWindow::OnStartGame()
{
emu_thread->SetRunning(true);
ui.action_Start->setEnabled(false);
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);
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();
}
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