More Qt changes for debugger
This commit is contained in:
parent
564e3f5032
commit
1c7120b3aa
9 changed files with 190 additions and 187 deletions
|
|
@ -19,6 +19,8 @@
|
|||
#include "callstack.hxx"
|
||||
#include "ramview.hxx"
|
||||
|
||||
#include "system.h"
|
||||
#include "loader.h"
|
||||
#include "core.h"
|
||||
#include "version.h"
|
||||
|
||||
|
|
@ -31,11 +33,11 @@ GMainWindow::GMainWindow()
|
|||
render_window = new GRenderWindow;
|
||||
render_window->hide();
|
||||
|
||||
GDisAsmView* disasm = new GDisAsmView(this, render_window->GetEmuThread());
|
||||
disasm = new GDisAsmView(this, render_window->GetEmuThread());
|
||||
addDockWidget(Qt::BottomDockWidgetArea, disasm);
|
||||
disasm->hide();
|
||||
|
||||
GARM11RegsView* arm_regs = new GARM11RegsView(this);
|
||||
arm_regs = new GARM11RegsView(this);
|
||||
addDockWidget(Qt::RightDockWidgetArea, arm_regs);
|
||||
arm_regs->hide();
|
||||
|
||||
|
|
@ -75,8 +77,6 @@ GMainWindow::GMainWindow()
|
|||
// BlockingQueuedConnection is important here, it makes sure we've finished refreshing our views before the CPU continues
|
||||
connect(&render_window->GetEmuThread(), SIGNAL(CPUStepped()), disasm, SLOT(OnCPUStepped()), Qt::BlockingQueuedConnection);
|
||||
connect(&render_window->GetEmuThread(), SIGNAL(CPUStepped()), arm_regs, SLOT(OnCPUStepped()), Qt::BlockingQueuedConnection);
|
||||
//connect(&render_window->GetEmuThread(), SIGNAL(CPUStepped()), ram_edit, SLOT(OnCPUStepped()), Qt::BlockingQueuedConnection);
|
||||
//connect(&render_window->GetEmuThread(), SIGNAL(CPUStepped()), callstack, SLOT(OnCPUStepped()), Qt::BlockingQueuedConnection);
|
||||
|
||||
// Setup hotkeys
|
||||
RegisterHotkey("Main Window", "Load Image", QKeySequence::Open);
|
||||
|
|
@ -87,6 +87,8 @@ GMainWindow::GMainWindow()
|
|||
connect(GetHotkey("Main Window", "Start Emulation", this), SIGNAL(activated()), this, SLOT(OnStartGame()));
|
||||
|
||||
show();
|
||||
|
||||
System::Init(render_window);
|
||||
}
|
||||
|
||||
GMainWindow::~GMainWindow()
|
||||
|
|
@ -100,6 +102,27 @@ void GMainWindow::BootGame(const char* filename)
|
|||
{
|
||||
render_window->DoneCurrent(); // make sure EmuThread can access GL context
|
||||
render_window->GetEmuThread().SetFilename(filename);
|
||||
|
||||
NOTICE_LOG(MASTER_LOG, "citra starting...\n");
|
||||
|
||||
if (Core::Init(/*render_window*/)) {
|
||||
ERROR_LOG(MASTER_LOG, "core initialization failed, exiting...");
|
||||
Core::Stop();
|
||||
exit(1);
|
||||
}
|
||||
|
||||
// Load a game or die...
|
||||
std::string boot_filename = filename;
|
||||
std::string error_str;
|
||||
bool res = Loader::LoadFile(boot_filename, &error_str);
|
||||
|
||||
if (!res) {
|
||||
ERROR_LOG(BOOT, "Failed to load ROM: %s", error_str.c_str());
|
||||
}
|
||||
|
||||
disasm->Init();
|
||||
arm_regs->OnCPUStepped();
|
||||
|
||||
render_window->GetEmuThread().start();
|
||||
|
||||
SetupEmuWindowMode();
|
||||
|
|
@ -115,14 +138,30 @@ void GMainWindow::OnMenuLoadELF()
|
|||
|
||||
void GMainWindow::OnStartGame()
|
||||
{
|
||||
render_window->show();
|
||||
render_window->GetEmuThread().SetCpuRunning(true);
|
||||
|
||||
ui.action_Start->setEnabled(false);
|
||||
ui.action_Pause->setEnabled(true);
|
||||
ui.action_Stop->setEnabled(true);
|
||||
}
|
||||
|
||||
void GMainWindow::OnPauseGame()
|
||||
{
|
||||
render_window->GetEmuThread().SetCpuRunning(false);
|
||||
|
||||
ui.action_Start->setEnabled(true);
|
||||
ui.action_Pause->setEnabled(false);
|
||||
ui.action_Stop->setEnabled(true);
|
||||
}
|
||||
|
||||
void GMainWindow::OnStopGame()
|
||||
{
|
||||
render_window->GetEmuThread().SetCpuRunning(false);
|
||||
|
||||
ui.action_Start->setEnabled(true);
|
||||
ui.action_Pause->setEnabled(false);
|
||||
ui.action_Stop->setEnabled(false);
|
||||
}
|
||||
|
||||
void GMainWindow::OnOpenHotkeysDialog()
|
||||
|
|
@ -134,8 +173,8 @@ void GMainWindow::OnOpenHotkeysDialog()
|
|||
|
||||
void GMainWindow::SetupEmuWindowMode()
|
||||
{
|
||||
if (!render_window->GetEmuThread().isRunning())
|
||||
return;
|
||||
//if (!render_window->GetEmuThread().isRunning())
|
||||
// return;
|
||||
|
||||
bool enable = ui.action_Single_Window_Mode->isChecked();
|
||||
if (enable && render_window->parent() == NULL) // switch to single window mode
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue