More Qt changes for debugger

This commit is contained in:
Mathieu Vaillancourt 2014-04-03 21:24:07 -04:00
parent 564e3f5032
commit 1c7120b3aa
9 changed files with 190 additions and 187 deletions

View file

@ -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