Minor improvements to the UX
1. Game will now be paused on movie finish 2. Added 'Save without Closing'
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f8eb9a541d
commit
b2531310b4
5 changed files with 47 additions and 4 deletions
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@ -176,8 +176,9 @@ GMainWindow::GMainWindow()
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Network::Init();
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Network::Init();
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Core::Movie::GetInstance().SetPlaybackCompletionCallback(
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Core::Movie::GetInstance().SetPlaybackCompletionCallback([this] {
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[this] { QMetaObject::invokeMethod(this, "OnMoviePlaybackCompleted"); });
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QMetaObject::invokeMethod(this, "OnMoviePlaybackCompleted", Qt::BlockingQueuedConnection);
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});
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InitializeWidgets();
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InitializeWidgets();
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InitializeDebugWidgets();
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InitializeDebugWidgets();
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@ -748,6 +749,7 @@ void GMainWindow::ConnectMenuEvents() {
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connect(ui->action_Record_Movie, &QAction::triggered, this, &GMainWindow::OnRecordMovie);
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connect(ui->action_Record_Movie, &QAction::triggered, this, &GMainWindow::OnRecordMovie);
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connect(ui->action_Play_Movie, &QAction::triggered, this, &GMainWindow::OnPlayMovie);
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connect(ui->action_Play_Movie, &QAction::triggered, this, &GMainWindow::OnPlayMovie);
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connect(ui->action_Close_Movie, &QAction::triggered, this, &GMainWindow::OnCloseMovie);
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connect(ui->action_Close_Movie, &QAction::triggered, this, &GMainWindow::OnCloseMovie);
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connect(ui->action_Save_Movie, &QAction::triggered, this, &GMainWindow::OnSaveMovie);
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connect(ui->action_Movie_Read_Only_Mode, &QAction::toggled, this,
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connect(ui->action_Movie_Read_Only_Mode, &QAction::toggled, this,
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[this](bool checked) { Core::Movie::GetInstance().SetReadOnly(checked); });
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[this](bool checked) { Core::Movie::GetInstance().SetReadOnly(checked); });
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connect(ui->action_Enable_Frame_Advancing, &QAction::triggered, this, [this] {
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connect(ui->action_Enable_Frame_Advancing, &QAction::triggered, this, [this] {
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@ -1878,6 +1880,7 @@ void GMainWindow::OnRecordMovie() {
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BootGame(QString(game_path));
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BootGame(QString(game_path));
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}
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}
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ui->action_Close_Movie->setEnabled(true);
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ui->action_Close_Movie->setEnabled(true);
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ui->action_Save_Movie->setEnabled(true);
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}
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}
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void GMainWindow::OnPlayMovie() {
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void GMainWindow::OnPlayMovie() {
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@ -1891,6 +1894,7 @@ void GMainWindow::OnPlayMovie() {
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BootGame(dialog.GetGamePath());
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BootGame(dialog.GetGamePath());
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ui->action_Close_Movie->setEnabled(true);
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ui->action_Close_Movie->setEnabled(true);
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ui->action_Save_Movie->setEnabled(false);
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}
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}
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void GMainWindow::OnCloseMovie() {
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void GMainWindow::OnCloseMovie() {
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@ -1919,6 +1923,25 @@ void GMainWindow::OnCloseMovie() {
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}
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}
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ui->action_Close_Movie->setEnabled(false);
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ui->action_Close_Movie->setEnabled(false);
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ui->action_Save_Movie->setEnabled(false);
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}
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void GMainWindow::OnSaveMovie() {
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const bool was_running = emu_thread && emu_thread->IsRunning();
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if (was_running) {
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OnPauseGame();
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}
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if (Core::Movie::GetInstance().GetPlayMode() == Core::Movie::PlayMode::Recording) {
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Core::Movie::GetInstance().SaveMovie();
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QMessageBox::information(this, tr("Movie Saved"), tr("The movie is successfully saved."));
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} else {
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LOG_ERROR(Frontend, "Tried to save movie while movie is not being recorded");
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}
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if (was_running) {
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OnStartGame();
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}
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}
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}
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void GMainWindow::OnCaptureScreenshot() {
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void GMainWindow::OnCaptureScreenshot() {
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@ -2005,18 +2028,22 @@ void GMainWindow::UpdateStatusBar() {
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message_label->setText(tr("Recording %1").arg(current));
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message_label->setText(tr("Recording %1").arg(current));
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message_label->setVisible(true);
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message_label->setVisible(true);
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message_label_used_for_movie = true;
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message_label_used_for_movie = true;
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ui->action_Save_Movie->setEnabled(true);
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} else if (play_mode == Core::Movie::PlayMode::Playing) {
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} else if (play_mode == Core::Movie::PlayMode::Playing) {
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message_label->setText(tr("Playing %1 / %2").arg(current).arg(total));
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message_label->setText(tr("Playing %1 / %2").arg(current).arg(total));
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message_label->setVisible(true);
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message_label->setVisible(true);
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message_label_used_for_movie = true;
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message_label_used_for_movie = true;
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ui->action_Save_Movie->setEnabled(false);
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} else if (play_mode == Core::Movie::PlayMode::MovieFinished) {
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} else if (play_mode == Core::Movie::PlayMode::MovieFinished) {
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message_label->setText(tr("Movie Finished"));
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message_label->setText(tr("Movie Finished"));
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message_label->setVisible(true);
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message_label->setVisible(true);
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message_label_used_for_movie = true;
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message_label_used_for_movie = true;
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ui->action_Save_Movie->setEnabled(false);
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} else if (message_label_used_for_movie) { // Clear the label if movie was just closed
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} else if (message_label_used_for_movie) { // Clear the label if movie was just closed
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message_label->setText(QString{});
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message_label->setText(QString{});
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message_label->setVisible(false);
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message_label->setVisible(false);
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message_label_used_for_movie = false;
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message_label_used_for_movie = false;
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ui->action_Save_Movie->setEnabled(false);
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}
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}
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auto results = Core::System::GetInstance().GetAndResetPerfStats();
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auto results = Core::System::GetInstance().GetAndResetPerfStats();
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@ -2309,6 +2336,7 @@ void GMainWindow::OnLanguageChanged(const QString& locale) {
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}
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}
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void GMainWindow::OnMoviePlaybackCompleted() {
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void GMainWindow::OnMoviePlaybackCompleted() {
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OnPauseGame();
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QMessageBox::information(this, tr("Playback Completed"), tr("Movie playback completed."));
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QMessageBox::information(this, tr("Playback Completed"), tr("Movie playback completed."));
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}
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}
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@ -209,6 +209,7 @@ private slots:
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void OnRecordMovie();
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void OnRecordMovie();
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void OnPlayMovie();
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void OnPlayMovie();
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void OnCloseMovie();
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void OnCloseMovie();
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void OnSaveMovie();
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void OnCaptureScreenshot();
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void OnCaptureScreenshot();
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#ifdef ENABLE_FFMPEG_VIDEO_DUMPER
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#ifdef ENABLE_FFMPEG_VIDEO_DUMPER
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void OnStartVideoDumping();
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void OnStartVideoDumping();
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@ -166,6 +166,7 @@
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<addaction name="action_Close_Movie"/>
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<addaction name="action_Close_Movie"/>
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<addaction name="separator"/>
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<addaction name="separator"/>
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<addaction name="action_Movie_Read_Only_Mode"/>
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<addaction name="action_Movie_Read_Only_Mode"/>
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<addaction name="action_Save_Movie"/>
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</widget>
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</widget>
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<widget class="QMenu" name="menu_Frame_Advance">
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<widget class="QMenu" name="menu_Frame_Advance">
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<property name="title">
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<property name="title">
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@ -334,6 +335,14 @@
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<string>Close</string>
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<string>Close</string>
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</property>
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</property>
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</action>
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</action>
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<action name="action_Save_Movie">
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<property name="enabled">
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<bool>false</bool>
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</property>
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<property name="text">
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<string>Save without Closing</string>
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</property>
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</action>
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<action name="action_Movie_Read_Only_Mode">
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<action name="action_Movie_Read_Only_Mode">
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<property name="checkable">
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<property name="checkable">
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<bool>true</bool>
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<bool>true</bool>
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@ -543,6 +543,7 @@ void Movie::StartPlayback(const std::string& movie_file) {
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current_byte = 0;
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current_byte = 0;
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current_input = 0;
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current_input = 0;
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id = header.id;
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id = header.id;
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program_id = header.program_id;
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LOG_INFO(Movie, "Loaded Movie, ID: {:016X}", id);
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LOG_INFO(Movie, "Loaded Movie, ID: {:016X}", id);
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}
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}
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@ -125,6 +125,12 @@ public:
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u64 GetCurrentInputIndex() const;
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u64 GetCurrentInputIndex() const;
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u64 GetTotalInputCount() const;
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u64 GetTotalInputCount() const;
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/**
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* Saves the movie immediately, in its current state.
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* This is called in Shutdown.
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*/
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void SaveMovie();
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private:
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private:
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static Movie s_instance;
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static Movie s_instance;
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@ -152,8 +158,6 @@ private:
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ValidationResult ValidateHeader(const CTMHeader& header) const;
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ValidationResult ValidateHeader(const CTMHeader& header) const;
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ValidationResult ValidateInput(const std::vector<u8>& input, u64 expected_count) const;
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ValidationResult ValidateInput(const std::vector<u8>& input, u64 expected_count) const;
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void SaveMovie();
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PlayMode play_mode;
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PlayMode play_mode;
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std::string record_movie_file;
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std::string record_movie_file;
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