suyu/src/yuzu/bootmanager.h
James Rowe 08fcf41b0a QT Frontend: Add a Loading screen with progressbar
With shader caches on the horizon, one requirement is to provide visible
feedback for the progress. The shader cache reportedly takes several
minutes to load for large caches that were invalidated, and as such we
should provide a loading screen with progress.

Adds a loading screen widget that will be shown until the first frame of
the game is swapped. This was chosen in case shader caches are not being
used, several games still take more than a few seconds to launch and
could benefit from a loading screen.
2019-01-19 23:34:03 -07:00

179 lines
4.7 KiB
C++

// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <atomic>
#include <condition_variable>
#include <mutex>
#include <QGLWidget>
#include <QImage>
#include <QThread>
#include "common/thread.h"
#include "core/core.h"
#include "core/frontend/emu_window.h"
class QKeyEvent;
class QScreen;
class QTouchEvent;
class GGLWidgetInternal;
class GMainWindow;
class GRenderWindow;
class EmuThread : public QThread {
Q_OBJECT
public:
explicit EmuThread(GRenderWindow* render_window);
/**
* Start emulation (on new thread)
* @warning Only call when not running!
*/
void run() override;
/**
* Steps the emulation thread by a single CPU instruction (if the CPU is not already running)
* @note This function is thread-safe
*/
void ExecStep() {
exec_step = true;
running_cv.notify_all();
}
/**
* Sets whether the emulation thread is running or not
* @param running Boolean value, set the emulation thread to running if true
* @note This function is thread-safe
*/
void SetRunning(bool running) {
std::unique_lock<std::mutex> lock(running_mutex);
this->running = running;
lock.unlock();
running_cv.notify_all();
}
/**
* Check if the emulation thread is running or not
* @return True if the emulation thread is running, otherwise false
* @note This function is thread-safe
*/
bool IsRunning() const {
return running;
}
/**
* Requests for the emulation thread to stop running
*/
void RequestStop() {
stop_run = true;
SetRunning(false);
}
private:
bool exec_step = false;
bool running = false;
std::atomic<bool> stop_run{false};
std::mutex running_mutex;
std::condition_variable running_cv;
GRenderWindow* render_window;
signals:
/**
* Emitted when the CPU has halted execution
*
* @warning When connecting to this signal from other threads, make sure to specify either
* Qt::QueuedConnection (invoke slot within the destination object's message thread) or even
* Qt::BlockingQueuedConnection (additionally block source thread until slot returns)
*/
void DebugModeEntered();
/**
* Emitted right before the CPU continues execution
*
* @warning When connecting to this signal from other threads, make sure to specify either
* Qt::QueuedConnection (invoke slot within the destination object's message thread) or even
* Qt::BlockingQueuedConnection (additionally block source thread until slot returns)
*/
void DebugModeLeft();
void ErrorThrown(Core::System::ResultStatus, std::string);
};
class GRenderWindow : public QWidget, public Core::Frontend::EmuWindow {
Q_OBJECT
public:
GRenderWindow(QWidget* parent, EmuThread* emu_thread);
~GRenderWindow() override;
// EmuWindow implementation
void SwapBuffers() override;
void MakeCurrent() override;
void DoneCurrent() override;
void PollEvents() override;
void BackupGeometry();
void RestoreGeometry();
void restoreGeometry(const QByteArray& geometry); // overridden
QByteArray saveGeometry(); // overridden
qreal windowPixelRatio() const;
void closeEvent(QCloseEvent* event) override;
void keyPressEvent(QKeyEvent* event) override;
void keyReleaseEvent(QKeyEvent* event) override;
void mousePressEvent(QMouseEvent* event) override;
void mouseMoveEvent(QMouseEvent* event) override;
void mouseReleaseEvent(QMouseEvent* event) override;
bool event(QEvent* event) override;
void focusOutEvent(QFocusEvent* event) override;
void OnClientAreaResized(unsigned width, unsigned height);
void InitRenderTarget();
void CaptureScreenshot(u16 res_scale, const QString& screenshot_path);
public slots:
void moveContext(); // overridden
void OnEmulationStarting(EmuThread* emu_thread);
void OnEmulationStopping();
void OnFramebufferSizeChanged();
signals:
/// Emitted when the window is closed
void Closed();
void FirstFrameDisplayed();
private:
std::pair<unsigned, unsigned> ScaleTouch(const QPointF pos) const;
void TouchBeginEvent(const QTouchEvent* event);
void TouchUpdateEvent(const QTouchEvent* event);
void TouchEndEvent();
void OnMinimalClientAreaChangeRequest(
const std::pair<unsigned, unsigned>& minimal_size) override;
GGLWidgetInternal* child;
QByteArray geometry;
EmuThread* emu_thread;
/// Temporary storage of the screenshot taken
QImage screenshot_image;
bool first_frame = false;
protected:
void showEvent(QShowEvent* event) override;
};