Lime3DS/src/citra_qt/hotkeys.h

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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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#pragma once
#include <map>
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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#include <QKeySequence>
#include <QString>
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class QDialog;
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class QSettings;
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class QShortcut;
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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class QWidget;
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class HotkeyRegistry final {
public:
friend class ConfigureHotkeys;
explicit HotkeyRegistry();
~HotkeyRegistry();
/**
* Loads hotkeys from the settings file.
*
* @note Yet unregistered hotkeys which are present in the settings will automatically be
* registered.
*/
void LoadHotkeys();
/**
* Saves all registered hotkeys to the settings file.
*
* @note Each hotkey group will be stored a settings group; For each hotkey inside that group, a
* settings group will be created to store the key sequence and the hotkey context.
*/
void SaveHotkeys();
/**
* Returns a QShortcut object whose activated() signal can be connected to other QObjects'
* slots.
*
* @param group General group this hotkey belongs to (e.g. "Main Window", "Debugger").
* @param action Name of the action (e.g. "Start Emulation", "Load Image").
* @param widget Parent widget of the returned QShortcut.
* @warning If multiple QWidgets' call this function for the same action, the returned QShortcut
* will be the same. Thus, you shouldn't rely on the caller really being the
* QShortcut's parent.
*/
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QShortcut* GetHotkey(const QString& group, const QString& action, QObject* widget);
/**
* Returns a QKeySequence object whose signal can be connected to QAction::setShortcut.
*
* @param group General group this hotkey belongs to (e.g. "Main Window", "Debugger").
* @param action Name of the action (e.g. "Start Emulation", "Load Image").
*/
QKeySequence GetKeySequence(const QString& group, const QString& action);
/**
* Returns a Qt::ShortcutContext object who can be connected to other
* QAction::setShortcutContext.
*
* @param group General group this shortcut context belongs to (e.g. "Main Window",
* "Debugger").
* @param action Name of the action (e.g. "Start Emulation", "Load Image").
*/
Qt::ShortcutContext GetShortcutContext(const QString& group, const QString& action);
private:
struct Hotkey {
QKeySequence keyseq;
QString controller_keyseq;
QShortcut* shortcut = nullptr;
Qt::ShortcutContext context = Qt::WindowShortcut;
};
using HotkeyMap = std::map<QString, Hotkey>;
using HotkeyGroupMap = std::map<QString, HotkeyMap>;
HotkeyGroupMap hotkey_groups;
};