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There was some discussion about updating to Qt6 and I figured I would work on some smaller parts. For Windows platform the WinMain function has moved from the Qt5::WinMain to a new one called Qt6::EntryPointPrivate Also Qt5 supports versionless CMake targets https://www.qt.io/blog/versionless-cmake-targets-qt-5.15 These other changes in this commit are to support Qt6, but in ways that don't mess with Qt5. src/yuzu/bootmanager.cpp: Qt6 complains about not being able to know to use QPoint or QPointF, picking QPoint src/yuzu/bootmanager.h: Qt6 prefers that QStringList.h be included rather than an empty class definition src/yuzu/configuration/configure_system.cpp: toULongLong intends to return unsigned 64 bit integer, but Settings::values.rng_seed is only 32 bits wide src/yuzu/game_list.cpp: Qt6 returns a different datatype for QStringList.length than Qt5, it used to be int, but in Qt6 its now qsizetype src/yuzu/loading_screen.cpp: Qt5's for QStyleOption.init say to switch to initFrom. The QStyleOption.init doesn't exist in Qt6 src/yuzu/main.cpp: Another QPointer and QStringList.size, lets standardize on size()
95 lines
2.9 KiB
C++
95 lines
2.9 KiB
C++
// SPDX-FileCopyrightText: Copyright 2019 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <chrono>
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#include <memory>
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#include <QString>
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#include <QWidget>
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#include <QtGlobal>
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#if !QT_CONFIG(movie)
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#define YUZU_QT_MOVIE_MISSING 1
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#endif
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namespace Loader {
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class AppLoader;
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}
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namespace Ui {
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class LoadingScreen;
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}
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namespace VideoCore {
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enum class LoadCallbackStage;
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}
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class QBuffer;
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class QByteArray;
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class QGraphicsOpacityEffect;
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class QMovie;
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class QPropertyAnimation;
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class LoadingScreen : public QWidget {
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Q_OBJECT
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public:
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explicit LoadingScreen(QWidget* parent = nullptr);
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~LoadingScreen();
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/// Call before showing the loading screen to load the widgets with the logo and banner for the
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/// currently loaded application.
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void Prepare(Loader::AppLoader& loader);
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/// After the loading screen is hidden, the owner of this class can call this to clean up any
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/// used resources such as the logo and banner.
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void Clear();
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/// Slot used to update the status of the progress bar
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void OnLoadProgress(VideoCore::LoadCallbackStage stage, std::size_t value, std::size_t total);
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/// Hides the LoadingScreen with a fade out effect
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void OnLoadComplete();
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// In order to use a custom widget with a stylesheet, you need to override the paintEvent
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// See https://wiki.qt.io/How_to_Change_the_Background_Color_of_QWidget
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void paintEvent(QPaintEvent* event) override;
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signals:
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void LoadProgress(VideoCore::LoadCallbackStage stage, std::size_t value, std::size_t total);
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/// Signals that this widget is completely hidden now and should be replaced with the other
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/// widget
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void Hidden();
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private:
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#ifndef YUZU_QT_MOVIE_MISSING
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std::unique_ptr<QMovie> animation;
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std::unique_ptr<QBuffer> backing_buf;
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std::unique_ptr<QByteArray> backing_mem;
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#endif
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std::unique_ptr<Ui::LoadingScreen> ui;
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std::size_t previous_total = 0;
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VideoCore::LoadCallbackStage previous_stage;
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QGraphicsOpacityEffect* opacity_effect = nullptr;
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std::unique_ptr<QPropertyAnimation> fadeout_animation;
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// Definitions for the differences in text and styling for each stage
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std::unordered_map<VideoCore::LoadCallbackStage, const char*> progressbar_style;
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std::unordered_map<VideoCore::LoadCallbackStage, QString> stage_translations;
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// newly generated shaders are added to the end of the file, so when loading and compiling
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// shaders, it will start quickly but end slow if new shaders were added since previous launch.
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// These variables are used to detect the change in speed so we can generate an ETA
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bool slow_shader_compile_start = false;
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std::chrono::steady_clock::time_point slow_shader_start;
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std::chrono::steady_clock::time_point previous_time;
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std::size_t slow_shader_first_value = 0;
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};
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#if QT_VERSION < QT_VERSION_CHECK(6, 0, 0)
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Q_DECLARE_METATYPE(VideoCore::LoadCallbackStage);
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#endif
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