Qt: Skeleton of load/save state menus

This commit is contained in:
Connor McLaughlin 2020-01-24 14:50:42 +10:00
parent 1998aa96a4
commit 183928b0f6
3 changed files with 79 additions and 8 deletions

View file

@ -18,6 +18,7 @@ MainWindow::MainWindow(QtHostInterface* host_interface) : QMainWindow(nullptr),
m_ui.setupUi(this);
setupAdditionalUi();
connectSignals();
populateLoadSaveStateMenus(QString());
resize(750, 690);
}
@ -39,15 +40,16 @@ void MainWindow::onEmulationStarting()
void MainWindow::onEmulationStarted()
{
updateEmulationActions(false, true);
m_emulation_running = true;
updateEmulationActions(false, true);
populateLoadSaveStateMenus(QString());
}
void MainWindow::onEmulationStopped()
{
m_emulation_running = false;
updateEmulationActions(false, false);
switchToGameListView();
m_emulation_running = false;
}
void MainWindow::onEmulationPaused(bool paused)
@ -212,8 +214,8 @@ void MainWindow::updateEmulationActions(bool starting, bool running)
m_ui.actionChangeDisc->setDisabled(starting || !running);
m_ui.menuChangeDisc->setDisabled(starting || !running);
m_ui.actionLoadState->setDisabled(starting);
m_ui.actionSaveState->setDisabled(starting);
m_ui.actionSaveState->setDisabled(starting || !running);
m_ui.menuSaveState->setDisabled(starting || !running);
m_ui.actionFullscreen->setDisabled(starting || !running);
@ -265,6 +267,8 @@ void MainWindow::connectSignals()
connect(m_ui.actionPowerOff, &QAction::triggered, m_host_interface, &QtHostInterface::powerOffSystem);
connect(m_ui.actionReset, &QAction::triggered, m_host_interface, &QtHostInterface::resetSystem);
connect(m_ui.actionPause, &QAction::toggled, m_host_interface, &QtHostInterface::pauseSystem);
connect(m_ui.actionLoadState, &QAction::triggered, this, [this]() { m_ui.menuLoadState->exec(QCursor::pos()); });
connect(m_ui.actionSaveState, &QAction::triggered, this, [this]() { m_ui.menuSaveState->exec(QCursor::pos()); });
connect(m_ui.actionExit, &QAction::triggered, this, &MainWindow::onExitActionTriggered);
connect(m_ui.actionFullscreen, &QAction::triggered, this, &MainWindow::toggleFullscreen);
connect(m_ui.actionSettings, &QAction::triggered, [this]() { doSettings(SettingsDialog::Category::Count); });
@ -307,10 +311,12 @@ void MainWindow::connectSignals()
if (!entry)
{
m_ui.statusBar->clearMessage();
populateLoadSaveStateMenus(QString());
return;
}
m_ui.statusBar->showMessage(QString::fromStdString(entry->path));
populateLoadSaveStateMenus(QString::fromStdString(entry->code));
});
}
@ -346,3 +352,41 @@ void MainWindow::updateDebugMenuGPURenderer()
}
}
}
void MainWindow::populateLoadSaveStateMenus(QString game_code)
{
static constexpr int NUM_SAVE_STATE_SLOTS = 10;
QMenu* const load_menu = m_ui.menuLoadState;
QMenu* const save_menu = m_ui.menuSaveState;
load_menu->clear();
save_menu->clear();
load_menu->addAction(tr("Resume State"));
load_menu->addSeparator();
for (int i = 0; i < NUM_SAVE_STATE_SLOTS; i++)
{
// TODO: Do we want to test for the existance of these on disk here?
load_menu->addAction(tr("Global Save %1 (2020-01-01 00:01:02)").arg(i + 1));
if (m_emulation_running)
save_menu->addAction(tr("Global Save %1").arg(i + 1));
}
if (!game_code.isEmpty())
{
load_menu->addSeparator();
if (m_emulation_running)
save_menu->addSeparator();
for (int i = 0; i < NUM_SAVE_STATE_SLOTS; i++)
{
load_menu->addAction(tr("Game Save %1 (2020-01-01 00:01:02)").arg(i + 1));
if (m_emulation_running)
save_menu->addAction(tr("Game Save %1").arg(i + 1));
}
}
}

View file

@ -32,7 +32,6 @@ private Q_SLOTS:
float worst_frame_time);
void onStartDiscActionTriggered();
void onChangeDiscActionTriggered();
void onChangeDiscFromFileActionTriggered();
void onChangeDiscFromGameListActionTriggered();
void onStartBiosActionTriggered();
@ -43,7 +42,6 @@ private Q_SLOTS:
void onAboutActionTriggered();
private:
void createGameList();
void setupAdditionalUi();
void connectSignals();
void updateEmulationActions(bool starting, bool running);
@ -51,6 +49,7 @@ private:
void switchToEmulationView();
void doSettings(SettingsDialog::Category category = SettingsDialog::Category::Count);
void updateDebugMenuGPURenderer();
void populateLoadSaveStateMenus(QString game_code);
Ui::MainWindow m_ui;

View file

@ -48,6 +48,24 @@
<addaction name="actionChangeDiscFromFile"/>
<addaction name="actionChangeDiscFromGameList"/>
</widget>
<widget class="QMenu" name="menuLoadState">
<property name="title">
<string>Load State</string>
</property>
<property name="icon">
<iconset resource="resources/icons.qrc">
<normaloff>:/icons/document-open.png</normaloff>:/icons/document-open.png</iconset>
</property>
</widget>
<widget class="QMenu" name="menuSaveState">
<property name="title">
<string>Save State</string>
</property>
<property name="icon">
<iconset resource="resources/icons.qrc">
<normaloff>:/icons/document-save.png</normaloff>:/icons/document-save.png</iconset>
</property>
</widget>
<addaction name="actionStartDisc"/>
<addaction name="actionStartBios"/>
<addaction name="separator"/>
@ -56,8 +74,8 @@
<addaction name="actionPause"/>
<addaction name="menuChangeDisc"/>
<addaction name="separator"/>
<addaction name="actionLoadState"/>
<addaction name="actionSaveState"/>
<addaction name="menuLoadState"/>
<addaction name="menuSaveState"/>
<addaction name="separator"/>
<addaction name="actionExit"/>
</widget>
@ -361,6 +379,16 @@
<string>From Game List...</string>
</property>
</action>
<action name="actionResume_State">
<property name="text">
<string>Resume State</string>
</property>
</action>
<action name="actionGlobal_State">
<property name="text">
<string>Global State</string>
</property>
</action>
</widget>
<resources>
<include location="resources/icons.qrc"/>