citra/src/citra_qt/hotkeys.cpp
GPUCode 06f3c90cfb
Custom textures rewrite (#6452)
* common: Add thread pool from yuzu

* Is really useful for asynchronous operations like shader compilation and custom textures, will be used in following PRs

* core: Improve ImageInterface

* Provide a default implementation so frontends don't have to duplicate code registering the lodepng version

* Add a dds version too which we will use in the next commit

* rasterizer_cache: Rewrite custom textures

* There's just too much to talk about here, look at the PR description for more details

* rasterizer_cache: Implement basic pack configuration file

* custom_tex_manager: Flip dumped textures

* custom_tex_manager: Optimize custom texture hashing

* If no convertions are needed then we can hash the decoded data directly removing the needed for duplicate decode

* custom_tex_manager: Implement asynchronous texture loading

* The file loading and decoding is offloaded into worker threads, while the upload itself still occurs in the main thread to avoid having to manage shared contexts

* Address review comments

* custom_tex_manager: Introduce custom material support

* video_core: Move custom textures to separate directory

* Also split the files to make the code cleaner

* gl_texture_runtime: Generate mipmaps for material

* custom_tex_manager: Prevent memory overflow when preloading

* externals: Add dds-ktx as submodule

* string_util: Return vector from SplitString

* No code benefits from passing it as an argument

* custom_textures: Use json config file

* gl_rasterizer: Only bind material for unit 0

* Address review comments
2023-04-27 07:38:28 +03:00

62 lines
2 KiB
C++

// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <QShortcut>
#include <QtGlobal>
#include "citra_qt/hotkeys.h"
#include "citra_qt/uisettings.h"
HotkeyRegistry::HotkeyRegistry() = default;
HotkeyRegistry::~HotkeyRegistry() = default;
void HotkeyRegistry::SaveHotkeys() {
UISettings::values.shortcuts.clear();
for (const auto& group : hotkey_groups) {
for (const auto& hotkey : group.second) {
UISettings::values.shortcuts.push_back(
{hotkey.first, group.first,
UISettings::ContextualShortcut(
{hotkey.second.keyseq.toString(), hotkey.second.context})});
}
}
}
void HotkeyRegistry::LoadHotkeys() {
// Make sure NOT to use a reference here because it would become invalid once we call
// beginGroup()
for (auto shortcut : UISettings::values.shortcuts) {
Hotkey& hk = hotkey_groups[shortcut.group][shortcut.name];
if (!shortcut.shortcut.keyseq.isEmpty()) {
hk.keyseq =
QKeySequence::fromString(shortcut.shortcut.keyseq, QKeySequence::NativeText);
hk.context = static_cast<Qt::ShortcutContext>(shortcut.shortcut.context);
}
if (hk.shortcut) {
hk.shortcut->disconnect();
hk.shortcut->setKey(hk.keyseq);
}
}
}
QShortcut* HotkeyRegistry::GetHotkey(const QString& group, const QString& action, QWidget* widget) {
Hotkey& hk = hotkey_groups[group][action];
if (!hk.shortcut) {
hk.shortcut = new QShortcut(hk.keyseq, widget, nullptr, nullptr, hk.context);
}
return hk.shortcut;
}
QKeySequence HotkeyRegistry::GetKeySequence(const QString& group, const QString& action) {
Hotkey& hk = hotkey_groups[group][action];
return hk.keyseq;
}
Qt::ShortcutContext HotkeyRegistry::GetShortcutContext(const QString& group,
const QString& action) {
Hotkey& hk = hotkey_groups[group][action];
return hk.context;
}