yuzu qt: Start games from context menu
This connects the BootGame function to the context menu. In addition, there is an option to boot without using the custom configuration.
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@ -505,6 +505,10 @@ void GameList::PopupContextMenu(const QPoint& menu_location) {
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void GameList::AddGamePopup(QMenu& context_menu, u64 program_id, const std::string& path) {
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void GameList::AddGamePopup(QMenu& context_menu, u64 program_id, const std::string& path) {
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QAction* favorite = context_menu.addAction(tr("Favorite"));
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QAction* favorite = context_menu.addAction(tr("Favorite"));
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context_menu.addSeparator();
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context_menu.addSeparator();
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QAction* start_game = context_menu.addAction(tr("Start Game"));
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QAction* start_game_global =
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context_menu.addAction(tr("Start Game without Custom Configuration"));
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context_menu.addSeparator();
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QAction* open_save_location = context_menu.addAction(tr("Open Save Data Location"));
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QAction* open_save_location = context_menu.addAction(tr("Open Save Data Location"));
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QAction* open_mod_location = context_menu.addAction(tr("Open Mod Data Location"));
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QAction* open_mod_location = context_menu.addAction(tr("Open Mod Data Location"));
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QAction* open_transferable_shader_cache =
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QAction* open_transferable_shader_cache =
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@ -540,6 +544,12 @@ void GameList::AddGamePopup(QMenu& context_menu, u64 program_id, const std::stri
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connect(open_save_location, &QAction::triggered, [this, program_id, path]() {
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connect(open_save_location, &QAction::triggered, [this, program_id, path]() {
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emit OpenFolderRequested(program_id, GameListOpenTarget::SaveData, path);
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emit OpenFolderRequested(program_id, GameListOpenTarget::SaveData, path);
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});
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});
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connect(start_game, &QAction::triggered, [this, path]() {
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emit BootGame(QString::fromStdString(path), 0, StartGameType::Normal);
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});
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connect(start_game_global, &QAction::triggered, [this, path]() {
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emit BootGame(QString::fromStdString(path), 0, StartGameType::Global);
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});
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connect(open_mod_location, &QAction::triggered, [this, program_id, path]() {
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connect(open_mod_location, &QAction::triggered, [this, program_id, path]() {
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emit OpenFolderRequested(program_id, GameListOpenTarget::ModData, path);
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emit OpenFolderRequested(program_id, GameListOpenTarget::ModData, path);
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});
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});
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@ -28,6 +28,7 @@ class GameListWorker;
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class GameListSearchField;
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class GameListSearchField;
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class GameListDir;
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class GameListDir;
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class GMainWindow;
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class GMainWindow;
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enum class StartGameType;
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namespace FileSys {
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namespace FileSys {
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class ManualContentProvider;
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class ManualContentProvider;
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@ -82,6 +83,7 @@ public:
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static const QStringList supported_file_extensions;
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static const QStringList supported_file_extensions;
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signals:
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signals:
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void BootGame(const QString& game_path, std::size_t program_index, StartGameType type);
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void GameChosen(const QString& game_path);
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void GameChosen(const QString& game_path);
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void ShouldCancelWorker();
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void ShouldCancelWorker();
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void OpenFolderRequested(u64 program_id, GameListOpenTarget target,
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void OpenFolderRequested(u64 program_id, GameListOpenTarget target,
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@ -1094,6 +1094,7 @@ void GMainWindow::OnAppFocusStateChanged(Qt::ApplicationState state) {
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}
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}
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void GMainWindow::ConnectWidgetEvents() {
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void GMainWindow::ConnectWidgetEvents() {
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connect(game_list, &GameList::BootGame, this, &GMainWindow::BootGame);
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connect(game_list, &GameList::GameChosen, this, &GMainWindow::OnGameListLoadFile);
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connect(game_list, &GameList::GameChosen, this, &GMainWindow::OnGameListLoadFile);
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connect(game_list, &GameList::OpenDirectory, this, &GMainWindow::OnGameListOpenDirectory);
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connect(game_list, &GameList::OpenDirectory, this, &GMainWindow::OnGameListOpenDirectory);
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connect(game_list, &GameList::OpenFolderRequested, this, &GMainWindow::OnGameListOpenFolder);
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connect(game_list, &GameList::OpenFolderRequested, this, &GMainWindow::OnGameListOpenFolder);
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@ -1320,7 +1321,7 @@ void GMainWindow::SelectAndSetCurrentUser() {
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Settings::values.current_user = dialog.GetIndex();
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Settings::values.current_user = dialog.GetIndex();
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}
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}
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void GMainWindow::BootGame(const QString& filename, std::size_t program_index) {
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void GMainWindow::BootGame(const QString& filename, std::size_t program_index, StartGameType type) {
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LOG_INFO(Frontend, "yuzu starting...");
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LOG_INFO(Frontend, "yuzu starting...");
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StoreRecentFile(filename); // Put the filename on top of the list
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StoreRecentFile(filename); // Put the filename on top of the list
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@ -1332,7 +1333,8 @@ void GMainWindow::BootGame(const QString& filename, std::size_t program_index) {
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const auto v_file = Core::GetGameFileFromPath(vfs, filename.toUtf8().constData());
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const auto v_file = Core::GetGameFileFromPath(vfs, filename.toUtf8().constData());
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const auto loader = Loader::GetLoader(system, v_file, program_index);
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const auto loader = Loader::GetLoader(system, v_file, program_index);
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if (!(loader == nullptr || loader->ReadProgramId(title_id) != Loader::ResultStatus::Success)) {
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if (loader != nullptr && loader->ReadProgramId(title_id) == Loader::ResultStatus::Success &&
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type == StartGameType::Normal) {
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// Load per game settings
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// Load per game settings
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const auto file_path = std::filesystem::path{filename.toStdU16String()};
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const auto file_path = std::filesystem::path{filename.toStdU16String()};
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const auto config_file_name = title_id == 0
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const auto config_file_name = title_id == 0
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@ -39,6 +39,11 @@ class GameListPlaceholder;
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class QtSoftwareKeyboardDialog;
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class QtSoftwareKeyboardDialog;
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enum class StartGameType {
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Normal, // Can use custom configuration
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Global, // Only uses global configuration
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};
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namespace Core::Frontend {
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namespace Core::Frontend {
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struct ControllerParameters;
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struct ControllerParameters;
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struct InlineAppearParameters;
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struct InlineAppearParameters;
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@ -181,7 +186,8 @@ private:
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void AllowOSSleep();
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void AllowOSSleep();
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bool LoadROM(const QString& filename, std::size_t program_index);
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bool LoadROM(const QString& filename, std::size_t program_index);
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void BootGame(const QString& filename, std::size_t program_index = 0);
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void BootGame(const QString& filename, std::size_t program_index = 0,
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StartGameType with_config = StartGameType::Normal);
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void ShutdownGame();
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void ShutdownGame();
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void ShowTelemetryCallout();
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void ShowTelemetryCallout();
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