mirror of
https://github.com/hrydgard/ppsspp.git
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2479d52202
In many places, string, map, or Common.h were included but not needed.
369 lines
9.9 KiB
C++
369 lines
9.9 KiB
C++
#pragma once
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#include <queue>
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#include <mutex>
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#include <string>
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#include <QtCore>
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#include <QMenuBar>
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#include <QMainWindow>
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#include <QActionGroup>
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#include "Common/System/System.h"
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#include "Common/System/NativeApp.h"
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#include "ConsoleListener.h"
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#include "Core/Core.h"
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#include "Core/Config.h"
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#include "Core/System.h"
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#include "Qt/QtMain.h"
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extern bool g_TakeScreenshot;
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class MenuAction;
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class MenuTree;
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enum {
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FB_NON_BUFFERED_MODE = 0,
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FB_BUFFERED_MODE = 1,
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};
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// hacky, should probably use qt signals or something, but whatever..
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enum class MainWindowMsg {
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BOOT_DONE,
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WINDOW_TITLE_CHANGED,
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};
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class MainWindow : public QMainWindow
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{
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Q_OBJECT
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public:
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explicit MainWindow(QWidget *parent = nullptr, bool fullscreen = false);
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~MainWindow() { };
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CoreState GetNextState() { return nextState; }
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void updateMenuGroupInt(QActionGroup *group, int value);
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void updateMenus();
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void Notify(MainWindowMsg msg) {
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std::unique_lock<std::mutex> lock(msgMutex_);
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msgQueue_.push(msg);
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}
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void SetWindowTitleAsync(std::string title) {
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std::unique_lock<std::mutex> lock(titleMutex_);
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newWindowTitle_ = title;
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Notify(MainWindowMsg::WINDOW_TITLE_CHANGED);
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}
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protected:
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void changeEvent(QEvent *e)
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{
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QMainWindow::changeEvent(e);
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// Does not work on Linux for Qt5.2 or Qt5.3 (Qt bug)
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if(e->type() == QEvent::WindowStateChange)
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Core_NotifyWindowHidden(isMinimized());
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}
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void closeEvent(QCloseEvent *) { exitAct(); }
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signals:
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void retranslate();
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void updateMenu();
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public slots:
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void newFrame();
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private slots:
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// File
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void loadAct();
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void closeAct();
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void openmsAct();
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void saveStateGroup_triggered(QAction *action) { g_Config.iCurrentStateSlot = action->data().toInt(); }
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void qlstateAct();
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void qsstateAct();
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void lstateAct();
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void sstateAct();
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void recordDisplayAct();
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void useLosslessVideoCodecAct();
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void useOutputBufferAct();
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void recordAudioAct();
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void exitAct();
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// Emulation
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void runAct();
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void pauseAct();
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void stopAct();
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void resetAct();
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void switchUMDAct();
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void displayRotationGroup_triggered(QAction *action) { g_Config.iInternalScreenRotation = action->data().toInt(); }
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// Debug
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void breakonloadAct();
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void ignoreIllegalAct() { g_Config.bIgnoreBadMemAccess = !g_Config.bIgnoreBadMemAccess; }
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void lmapAct();
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void smapAct();
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void lsymAct();
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void ssymAct();
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void resetTableAct();
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void dumpNextAct();
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void takeScreen() { g_TakeScreenshot = true; }
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void consoleAct();
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// Game settings
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void languageAct() { NativeMessageReceived("language screen", ""); }
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void controlMappingAct() { NativeMessageReceived("control mapping", ""); }
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void displayLayoutEditorAct() { NativeMessageReceived("display layout editor", ""); }
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void moreSettingsAct() { NativeMessageReceived("settings", ""); }
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void bufferRenderAct() {
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g_Config.iRenderingMode = !g_Config.iRenderingMode;
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NativeMessageReceived("gpu_resized", "");
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}
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void linearAct() { g_Config.iTexFiltering = (g_Config.iTexFiltering != 0) ? 0 : 3; }
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void renderingResolutionGroup_triggered(QAction *action) {
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g_Config.iInternalResolution = action->data().toInt();
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NativeMessageReceived("gpu_resized", "");
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}
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void windowGroup_triggered(QAction *action) { SetWindowScale(action->data().toInt()); }
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void displayLayoutGroup_triggered(QAction *action) {
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g_Config.iSmallDisplayZoomType = action->data().toInt();
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NativeMessageReceived("gpu_resized", "");
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}
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void renderingModeGroup_triggered(QAction *action) {
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g_Config.iRenderingMode = action->data().toInt();
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g_Config.bAutoFrameSkip = false;
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NativeMessageReceived("gpu_resized", "");
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}
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void autoframeskipAct() {
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g_Config.bAutoFrameSkip = !g_Config.bAutoFrameSkip;
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if (g_Config.iRenderingMode == FB_NON_BUFFERED_MODE) {
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g_Config.iRenderingMode = FB_BUFFERED_MODE;
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NativeMessageReceived("gpu_resized", "");
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}
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}
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void frameSkippingGroup_triggered(QAction *action) { g_Config.iFrameSkip = action->data().toInt(); }
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void frameSkippingTypeGroup_triggered(QAction *action) { g_Config.iFrameSkipType = action->data().toInt(); }
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void textureFilteringGroup_triggered(QAction *action) { g_Config.iTexFiltering = action->data().toInt(); }
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void screenScalingFilterGroup_triggered(QAction *action) { g_Config.iBufFilter = action->data().toInt(); }
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void textureScalingLevelGroup_triggered(QAction *action) {
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g_Config.iTexScalingLevel = action->data().toInt();
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NativeMessageReceived("gpu_clearCache", "");
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}
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void textureScalingTypeGroup_triggered(QAction *action) {
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g_Config.iTexScalingType = action->data().toInt();
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NativeMessageReceived("gpu_clearCache", "");
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}
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void deposterizeAct() {
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g_Config.bTexDeposterize = !g_Config.bTexDeposterize;
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NativeMessageReceived("gpu_clearCache", "");
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}
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void transformAct() {
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g_Config.bHardwareTransform = !g_Config.bHardwareTransform;
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NativeMessageReceived("gpu_resized", "");
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}
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void vertexCacheAct() { g_Config.bVertexCache = !g_Config.bVertexCache; }
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void frameskipAct() { g_Config.iFrameSkip = !g_Config.iFrameSkip; }
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void frameskipTypeAct() { g_Config.iFrameSkipType = !g_Config.iFrameSkipType; }
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// Sound
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void audioAct() {
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g_Config.bEnableSound = !g_Config.bEnableSound;
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if (PSP_IsInited() && !IsAudioInitialised())
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Audio_Init();
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}
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// Cheats
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void cheatsAct() { g_Config.bEnableCheats = !g_Config.bEnableCheats; }
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// Chat
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void chatAct() {
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if (GetUIState() == UISTATE_INGAME) {
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NativeMessageReceived("chat screen", "");
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}
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}
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void fullscrAct();
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void raiseTopMost();
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void statsAct() {
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g_Config.bShowDebugStats = !g_Config.bShowDebugStats;
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NativeMessageReceived("clear jit", "");
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}
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void showFPSAct() { g_Config.iShowFPSCounter = g_Config.iShowFPSCounter ? 0 : 3; } // 3 = both speed and FPS
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// Help
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void websiteAct();
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void forumAct();
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void goldAct();
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void gitAct();
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void discordAct();
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void aboutAct();
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// Others
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void langChanged(QAction *action) { loadLanguage(action->data().toString(), true); }
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private:
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void bootDone();
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void SetWindowScale(int zoom);
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void SetGameTitle(QString text);
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void SetFullScreen(bool fullscreen);
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void loadLanguage(const QString &language, bool retranslate);
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void createMenus();
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QTranslator translator;
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QString currentLanguage;
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CoreState nextState;
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GlobalUIState lastUIState;
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QActionGroup *windowGroup,
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*textureScalingLevelGroup, *textureScalingTypeGroup,
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*screenScalingFilterGroup, *textureFilteringGroup,
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*frameSkippingTypeGroup, *frameSkippingGroup,
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*renderingModeGroup, *renderingResolutionGroup,
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*displayRotationGroup, *saveStateGroup;
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std::queue<MainWindowMsg> msgQueue_;
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std::mutex msgMutex_;
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std::string newWindowTitle_;
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std::mutex titleMutex_;
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};
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class MenuAction : public QAction
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{
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Q_OBJECT
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public:
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// Add to QMenu
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MenuAction(QWidget* parent, const char *callback, const char *text, QKeySequence key = 0) :
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QAction(parent), _text(text)
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{
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if (key != (QKeySequence)0) {
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this->setShortcut(key);
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parent->addAction(this); // So we don't lose the shortcut when menubar is hidden
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}
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connect(this, SIGNAL(triggered()), parent, callback);
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connect(parent, SIGNAL(retranslate()), this, SLOT(retranslate()));
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connect(parent, SIGNAL(updateMenu()), this, SLOT(update()));
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}
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// Add to QActionGroup
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MenuAction(QWidget* parent, QActionGroup* group, QVariant data, QString text, QKeySequence key = 0) :
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QAction(parent)
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{
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this->setCheckable(true);
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this->setData(data);
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this->setText(text); // Not translatable, yet
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if (key != (QKeySequence)0) {
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this->setShortcut(key);
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parent->addAction(this); // So we don't lose the shortcut when menubar is hidden
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}
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group->addAction(this);
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}
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// Event which causes it to be checked
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void addEventChecked(bool* event) {
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this->setCheckable(true);
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_eventCheck = event;
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}
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// TODO: Possibly handle compares
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void addEventChecked(int* event) {
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this->setCheckable(true);
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_eventCheck = (bool*)event;
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}
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// Event which causes it to be unchecked
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void addEventUnchecked(bool* event) {
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this->setCheckable(true);
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_eventUncheck = event;
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}
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// UI State which causes it to be enabled
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void addEnableState(int state) {
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_enabledFunc = nullptr;
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_stateEnable = state;
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_stateDisable = -1;
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}
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void addDisableState(int state) {
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_enabledFunc = nullptr;
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_stateEnable = -1;
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_stateDisable = state;
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}
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void SetEnabledFunc(std::function<bool()> func) {
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_enabledFunc = func;
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_stateEnable = -1;
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_stateDisable = -1;
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}
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public slots:
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void retranslate() {
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setText(qApp->translate("MainWindow", _text));
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}
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void update() {
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if (_eventCheck)
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setChecked(*_eventCheck);
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if (_eventUncheck)
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setChecked(!*_eventUncheck);
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if (_stateEnable >= 0)
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setEnabled(GetUIState() == _stateEnable);
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if (_stateDisable >= 0)
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setEnabled(GetUIState() != _stateDisable);
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if (_enabledFunc)
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setEnabled(_enabledFunc());
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}
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private:
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const char *_text;
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bool *_eventCheck = nullptr;
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bool *_eventUncheck = nullptr;
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int _stateEnable = -1;
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int _stateDisable = -1;
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std::function<bool()> _enabledFunc;
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};
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class MenuActionGroup : public QActionGroup
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{
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Q_OBJECT
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public:
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MenuActionGroup(QWidget* parent, QMenu* menu, const char* callback, QStringList nameList,
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QList<int> valueList, QList<int> keyList = QList<int>()) :
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QActionGroup(parent)
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{
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QListIterator<int> i(valueList);
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QListIterator<int> k(keyList);
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foreach(QString name, nameList) {
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new MenuAction(parent, this, i.next(), name, keyList.size() ? k.next() : 0);
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}
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connect(this, SIGNAL(triggered(QAction *)), parent, callback);
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menu->addActions(this->actions());
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}
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};
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class MenuTree : public QMenu
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{
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Q_OBJECT
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public:
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MenuTree(QWidget* parent, QMenuBar* menu, const char *text) :
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QMenu(parent), _text(text)
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{
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menu->addMenu(this);
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connect(parent, SIGNAL(retranslate()), this, SLOT(retranslate()));
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}
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MenuTree(QWidget* parent, QMenu* menu, const char *text) :
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QMenu(parent), _text(text)
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{
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menu->addMenu(this);
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connect(parent, SIGNAL(retranslate()), this, SLOT(retranslate()));
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}
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MenuAction* add(MenuAction* action)
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{
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addAction(action);
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return action;
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}
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public slots:
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void retranslate() {
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setTitle(qApp->translate("MainWindow", _text));
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}
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private:
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const char *_text;
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};
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