Lime3DS/src/citra_qt/hotkeys.cpp

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// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
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#include <QShortcut>
#include <QtGlobal>
#include "citra_qt/hotkeys.h"
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#include "citra_qt/uisettings.h"
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HotkeyRegistry::HotkeyRegistry() = default;
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
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HotkeyRegistry::~HotkeyRegistry() = default;
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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})});
}
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}
}
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);
}
}
}
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QShortcut* HotkeyRegistry::GetHotkey(const QString& group, const QString& action, QObject* widget) {
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Hotkey& hk = hotkey_groups[group][action];
if (!hk.shortcut) {
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hk.shortcut = new QShortcut(hk.keyseq, widget, nullptr, nullptr, hk.context);
}
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return hk.shortcut;
}
QKeySequence HotkeyRegistry::GetKeySequence(const QString& group, const QString& action) {
Hotkey& hk = hotkey_groups[group][action];
return hk.keyseq;
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}
Qt::ShortcutContext HotkeyRegistry::GetShortcutContext(const QString& group,
const QString& action) {
Hotkey& hk = hotkey_groups[group][action];
return hk.context;
}