mirror of
https://git.citron-emu.org/citron/emulator
synced 2026-01-26 20:53:29 +00:00
fix(gamescope): Add Gamescope Logic
Signed-off-by: Collecting <collecting@noreply.localhost>
This commit is contained in:
@@ -84,6 +84,7 @@ static FileSys::VirtualFile VfsDirectoryCreateFileWrapper(const FileSys::Virtual
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#include <QDir>
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#include <QFile>
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#include <QFileDialog>
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#include <QGuiApplication>
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#include <QInputDialog>
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#include <QMessageBox>
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#include <QProgressBar>
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@@ -94,6 +95,7 @@ static FileSys::VirtualFile VfsDirectoryCreateFileWrapper(const FileSys::Virtual
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#include <QStandardPaths>
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#include <QStatusBar>
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#include <QString>
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#include <QStyleFactory>
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#include <QSysInfo>
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#include <QUrl>
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#include <QtConcurrent/QtConcurrent>
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@@ -495,6 +497,12 @@ GMainWindow::GMainWindow(std::unique_ptr<QtConfig> config_, bool has_broken_vulk
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// Create a non-modal QMessageBox instance with a nullptr parent to make it a top-level window.
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// This prevents it from blocking the main application window.
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auto* confirmation_dialog = new QMessageBox(nullptr);
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const bool is_gamescope = !qgetenv("GAMESCOPE_WIDTH").isEmpty() || qgetenv("XDG_CURRENT_DESKTOP") == "gamescope";
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if (is_gamescope) {
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confirmation_dialog->setWindowFlags(Qt::Window | Qt::CustomizeWindowHint | Qt::WindowTitleHint | Qt::WindowStaysOnTopHint);
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confirmation_dialog->resize(650, 300);
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confirmation_dialog->setStyleSheet(QStringLiteral("font-size: 11pt;"));
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}
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confirmation_dialog->setAttribute(Qt::WA_DeleteOnClose); // This ensures it is deleted automatically on close.
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confirmation_dialog->setWindowModality(Qt::NonModal); // Explicitly set modality.
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confirmation_dialog->setWindowTitle(tr("First-Time Setup"));
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@@ -854,15 +862,13 @@ void GMainWindow::SoftwareKeyboardShowNormal() {
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}
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const auto& layout = render_window->GetFramebufferLayout();
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const auto x = layout.screen.left;
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const auto y = layout.screen.top;
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const auto w = layout.screen.GetWidth();
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const auto h = layout.screen.GetHeight();
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const auto scale_ratio = devicePixelRatioF();
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software_keyboard->ShowNormalKeyboard(render_window->mapToGlobal(QPoint(x, y) / scale_ratio),
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QSize(w, h) / scale_ratio);
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software_keyboard->ShowNormalKeyboard(render_window->mapToGlobal(QPoint(x, y)),
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QSize(w, h));
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}
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void GMainWindow::SoftwareKeyboardShowTextCheck(
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@@ -895,11 +901,10 @@ void GMainWindow::SoftwareKeyboardShowInline(
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(1.0f - appear_parameters.key_top_scale_y))));
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const auto w = static_cast<int>(layout.screen.GetWidth() * appear_parameters.key_top_scale_x);
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const auto h = static_cast<int>(layout.screen.GetHeight() * appear_parameters.key_top_scale_y);
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const auto scale_ratio = devicePixelRatioF();
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software_keyboard->ShowInlineKeyboard(std::move(appear_parameters),
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render_window->mapToGlobal(QPoint(x, y) / scale_ratio),
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QSize(w, h) / scale_ratio);
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render_window->mapToGlobal(QPoint(x, y)),
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QSize(w, h));
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}
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void GMainWindow::SoftwareKeyboardHideInline() {
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@@ -979,13 +984,11 @@ void GMainWindow::WebBrowserOpenWebPage(const std::string& main_url,
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}
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const auto& layout = render_window->GetFramebufferLayout();
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const auto scale_ratio = devicePixelRatioF();
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web_applet->resize(layout.screen.GetWidth() / scale_ratio,
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layout.screen.GetHeight() / scale_ratio);
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web_applet->move(layout.screen.left / scale_ratio,
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(layout.screen.top / scale_ratio) + menuBar()->height());
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web_applet->setZoomFactor(static_cast<qreal>(layout.screen.GetWidth() / scale_ratio) /
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static_cast<qreal>(Layout::ScreenUndocked::Width));
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web_applet->resize(layout.screen.GetWidth(), layout.screen.GetHeight());
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web_applet->move(layout.screen.left,
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(layout.screen.top) + menuBar()->height());
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web_applet->setZoomFactor(static_cast<qreal>(layout.screen.GetWidth()) /
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static_cast<qreal>(Layout::ScreenUndocked::Width));
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web_applet->setFocus();
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web_applet->show();
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@@ -1159,9 +1162,6 @@ void GMainWindow::InitializeWidgets() {
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multiplayer_room_overlay = new MultiplayerRoomOverlay(this);
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multiplayer_room_overlay->hide();
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connect(this, &GMainWindow::EmulationStarting, multiplayer_room_overlay, &MultiplayerRoomOverlay::OnEmulationStarting);
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connect(this, &GMainWindow::EmulationStopping, multiplayer_room_overlay, &MultiplayerRoomOverlay::OnEmulationStopping);
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vram_overlay = new VramOverlay(this);
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vram_overlay->hide();
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@@ -1353,6 +1353,26 @@ void GMainWindow::InitializeWidgets() {
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statusBar()->setVisible(true);
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setStyleSheet(QStringLiteral("QStatusBar::item{border: none;}"));
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const bool is_gamescope = !qgetenv("GAMESCOPE_WIDTH").isEmpty() || qgetenv("XDG_CURRENT_DESKTOP") == "gamescope";
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if (is_gamescope) {
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statusBar()->setSizeGripEnabled(true);
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this->menuBar()->setNativeMenuBar(false);
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QString gamescope_style = qApp->styleSheet();
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gamescope_style.append(QStringLiteral("QMenu { background-color: #2b2b2b; border: 1px solid #3d3d3d; padding: 2px; } "
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"QMenu::item { padding: 5px 25px 5px 20px; } "
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"QMenu::item:selected { background-color: #3d3d3d; }"));
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qApp->setStyleSheet(gamescope_style);
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multiplayer_room_overlay->resize(360, 240);
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this->setContentsMargins(0, 0, 0, 0);
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this->layout()->setContentsMargins(0, 0, 0, 0);
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this->layout()->setSpacing(0);
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ui->horizontalLayout->setContentsMargins(0, 0, 0, 0);
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ui->horizontalLayout->setSpacing(0);
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}
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}
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void GMainWindow::InitializeDebugWidgets() {
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@@ -1483,6 +1503,12 @@ void GMainWindow::InitializeHotkeys() {
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}
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void GMainWindow::SetDefaultUIGeometry() {
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const bool is_gamescope = !qgetenv("GAMESCOPE_WIDTH").isEmpty() || qgetenv("XDG_CURRENT_DESKTOP") == "gamescope";
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if (is_gamescope) {
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this->resize(1280, 800);
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return;
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}
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// geometry: 53% of the window contents are in the upper screen half, 47% in the lower half
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const QRect screenRect = QGuiApplication::primaryScreen()->geometry();
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@@ -1495,15 +1521,25 @@ void GMainWindow::SetDefaultUIGeometry() {
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}
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void GMainWindow::RestoreUIState() {
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const bool is_gamescope = !qgetenv("GAMESCOPE_WIDTH").isEmpty() || qgetenv("XDG_CURRENT_DESKTOP") == "gamescope";
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setWindowFlags(windowFlags() & ~Qt::FramelessWindowHint);
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restoreGeometry(UISettings::values.geometry);
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if (!is_gamescope) {
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restoreGeometry(UISettings::values.geometry);
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}
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// Work-around because the games list isn't supposed to be full screen
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if (isFullScreen()) {
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showNormal();
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}
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restoreState(UISettings::values.state);
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render_window->setWindowFlags(render_window->windowFlags() & ~Qt::FramelessWindowHint);
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render_window->restoreGeometry(UISettings::values.renderwindow_geometry);
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if (!is_gamescope) {
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render_window->setWindowFlags(render_window->windowFlags() & ~Qt::FramelessWindowHint);
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render_window->restoreGeometry(UISettings::values.renderwindow_geometry);
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}
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#if MICROPROFILE_ENABLED
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microProfileDialog->restoreGeometry(UISettings::values.microprofile_geometry);
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microProfileDialog->setVisible(UISettings::values.microprofile_visible.GetValue());
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@@ -1528,13 +1564,12 @@ void GMainWindow::RestoreUIState() {
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ui->action_Show_Status_Bar->setChecked(UISettings::values.show_status_bar.GetValue());
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statusBar()->setVisible(ui->action_Show_Status_Bar->isChecked());
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// Force the performance overlay to be off on startup
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// Force overlays off on startup
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ui->action_Show_Performance_Overlay->setChecked(false);
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if (performance_overlay) {
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performance_overlay->SetVisible(false);
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}
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// Force the VRAM overlay to be off on startup
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ui->action_Show_Vram_Overlay->setChecked(false);
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if (vram_overlay) {
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vram_overlay->SetVisible(false);
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@@ -2937,6 +2972,12 @@ void GMainWindow::OnGameListVerifyIntegrity(const std::string& game_path) {
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};
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QProgressDialog progress(tr("Verifying integrity..."), tr("Cancel"), 0, 100, this);
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const bool is_gamescope = !qgetenv("GAMESCOPE_WIDTH").isEmpty() || qgetenv("XDG_CURRENT_DESKTOP") == "gamescope";
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if (is_gamescope) {
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progress.setWindowFlags(Qt::Window | Qt::WindowTitleHint | Qt::WindowStaysOnTopHint);
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}
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progress.setWindowModality(Qt::WindowModal);
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progress.setMinimumDuration(100);
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progress.setAutoClose(false);
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@@ -4015,14 +4056,16 @@ void GMainWindow::ShowFullscreen() {
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}
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void GMainWindow::HideFullscreen() {
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const bool is_gamescope = !qgetenv("GAMESCOPE_WIDTH").isEmpty() || qgetenv("XDG_CURRENT_DESKTOP") == "gamescope";
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if (ui->action_Single_Window_Mode->isChecked()) {
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if (UsingExclusiveFullscreen()) {
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showNormal();
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restoreGeometry(UISettings::values.geometry);
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if (!is_gamescope) restoreGeometry(UISettings::values.geometry);
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} else {
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hide();
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setWindowFlags(windowFlags() & ~Qt::FramelessWindowHint);
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restoreGeometry(UISettings::values.geometry);
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if (!is_gamescope) restoreGeometry(UISettings::values.geometry);
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raise();
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show();
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}
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@@ -4032,15 +4075,18 @@ void GMainWindow::HideFullscreen() {
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} else {
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if (UsingExclusiveFullscreen()) {
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render_window->showNormal();
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render_window->restoreGeometry(UISettings::values.renderwindow_geometry);
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if (!is_gamescope) render_window->restoreGeometry(UISettings::values.renderwindow_geometry);
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} else {
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render_window->hide();
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render_window->setWindowFlags(windowFlags() & ~Qt::FramelessWindowHint);
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render_window->restoreGeometry(UISettings::values.renderwindow_geometry);
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if (!is_gamescope) render_window->restoreGeometry(UISettings::values.renderwindow_geometry);
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render_window->raise();
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render_window->show();
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}
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}
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if (is_gamescope) {
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}
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}
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void GMainWindow::ToggleWindowMode() {
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@@ -4069,9 +4115,14 @@ void GMainWindow::ToggleWindowMode() {
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}
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void GMainWindow::ResetWindowSize(u32 width, u32 height) {
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const bool is_gamescope = !qgetenv("GAMESCOPE_WIDTH").isEmpty() || qgetenv("XDG_CURRENT_DESKTOP") == "gamescope";
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if (is_gamescope) {
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return;
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}
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const auto aspect_ratio = Layout::EmulationAspectRatio(
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static_cast<Layout::AspectRatio>(Settings::values.aspect_ratio.GetValue()),
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static_cast<float>(height) / width);
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static_cast<float>(height) / width);
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if (!ui->action_Single_Window_Mode->isChecked()) {
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render_window->resize(height / aspect_ratio, height);
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} else {
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@@ -4441,6 +4492,15 @@ bool GMainWindow::question(QWidget* parent, const QString& title, const QString&
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QMessageBox::StandardButtons buttons,
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QMessageBox::StandardButton defaultButton) {
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QMessageBox* box_dialog = new QMessageBox(parent);
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const bool is_gamescope = UISettings::IsGamescope();
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if (is_gamescope) {
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box_dialog->setWindowFlags(Qt::Window | Qt::CustomizeWindowHint | Qt::WindowTitleHint);
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box_dialog->setWindowModality(Qt::NonModal);
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box_dialog->setFixedSize(600, 250);
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box_dialog->setStyleSheet(QStringLiteral("font-size: 11pt;"));
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}
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box_dialog->setWindowTitle(title);
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box_dialog->setText(text);
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box_dialog->setStandardButtons(buttons);
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@@ -5026,7 +5086,10 @@ void GMainWindow::OnToggleControllerOverlay() {
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controller_overlay = new ControllerOverlay(this);
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}
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if (controller_overlay) {
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controller_overlay->setVisible(visible);
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controller_overlay->SetVisible(visible);
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this->update();
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QCoreApplication::processEvents();
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}
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}
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@@ -5047,7 +5110,6 @@ void GMainWindow::OnTogglePerformanceOverlay() {
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if (performance_overlay) {
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const bool is_checked = ui->action_Show_Performance_Overlay->isChecked();
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performance_overlay->SetVisible(is_checked);
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UISettings::values.show_performance_overlay = is_checked;
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}
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}
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@@ -5066,7 +5128,6 @@ void GMainWindow::OnToggleVramOverlay() {
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if (vram_overlay) {
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const bool is_checked = ui->action_Show_Vram_Overlay->isChecked();
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vram_overlay->SetVisible(is_checked);
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UISettings::values.show_vram_overlay = is_checked;
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}
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}
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@@ -5564,10 +5625,14 @@ void GMainWindow::UpdateStatusButtons() {
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}
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void GMainWindow::UpdateUISettings() {
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if (!ui->action_Fullscreen->isChecked()) {
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const bool is_gamescope = !qgetenv("GAMESCOPE_WIDTH").isEmpty() || qgetenv("XDG_CURRENT_DESKTOP") == "gamescope";
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// Only save/restore geometry if we are NOT in gamescope to prevent resolution bugs
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if (!ui->action_Fullscreen->isChecked() && !is_gamescope) {
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UISettings::values.geometry = saveGeometry();
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UISettings::values.renderwindow_geometry = render_window->saveGeometry();
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}
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UISettings::values.state = saveState();
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#if MICROPROFILE_ENABLED
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UISettings::values.microprofile_geometry = microProfileDialog->saveGeometry();
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@@ -6029,80 +6094,69 @@ void VolumeButton::ResetMultiplier() {
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#endif
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static void SetHighDPIAttributes() {
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[[maybe_unused]] const bool is_gamescope = !qgetenv("GAMESCOPE_WIDTH").isEmpty() ||
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qgetenv("XDG_CURRENT_DESKTOP") == "gamescope" ||
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!qgetenv("STEAM_DECK").isEmpty();
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#ifdef _WIN32
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// For Windows, we want to avoid scaling artifacts on fractional scaling ratios.
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// This is done by setting the optimal scaling policy for the primary screen.
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// Windows logic: Set policy globally.
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// removed the 'temp QApplication' here because in Qt 6 it locks the DPI logic
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// before our environment overrides in main() can take effect.
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QGuiApplication::setHighDpiScaleFactorRoundingPolicy(
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Qt::HighDpiScaleFactorRoundingPolicy::Round);
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// Create a temporary QApplication.
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int temp_argc = 0;
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char** temp_argv = nullptr;
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QApplication temp{temp_argc, temp_argv};
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// Get the current screen geometry.
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const QScreen* primary_screen = QGuiApplication::primaryScreen();
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if (primary_screen == nullptr) {
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return;
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}
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const QRect screen_rect = primary_screen->geometry();
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const int real_width = screen_rect.width();
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const int real_height = screen_rect.height();
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const float real_ratio = primary_screen->logicalDotsPerInch() / 96.0f;
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// Recommended minimum width and height for proper window fit.
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// Any screen with a lower resolution than this will still have a scale of 1.
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constexpr float minimum_width = 1350.0f;
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constexpr float minimum_height = 900.0f;
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const float width_ratio = std::max(1.0f, real_width / minimum_width);
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const float height_ratio = std::max(1.0f, real_height / minimum_height);
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// Get the lower of the 2 ratios and truncate, this is the maximum integer scale.
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const float max_ratio = std::trunc(std::min(width_ratio, height_ratio));
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if (max_ratio > real_ratio) {
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QApplication::setHighDpiScaleFactorRoundingPolicy(
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Qt::HighDpiScaleFactorRoundingPolicy::Round);
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} else {
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QApplication::setHighDpiScaleFactorRoundingPolicy(
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Qt::HighDpiScaleFactorRoundingPolicy::Floor);
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}
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#else
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// Other OSes should be better than Windows at fractional scaling.
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QApplication::setHighDpiScaleFactorRoundingPolicy(
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Qt::HighDpiScaleFactorRoundingPolicy::PassThrough);
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#endif
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// Set the DPI awareness for better scaling on Windows
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#ifdef _WIN32
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// Enable Per Monitor DPI Awareness for Windows 8.1+
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SetProcessDPIAware();
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// For Windows 10+, use Per Monitor v2 DPI Awareness
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// This provides better scaling for multi-monitor setups
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HMODULE shcore = LoadLibrary(L"shcore.dll");
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if (shcore) {
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typedef HRESULT(WINAPI* SetProcessDpiAwarenessFunc)(int);
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SetProcessDpiAwarenessFunc setProcessDpiAwareness =
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(SetProcessDpiAwarenessFunc)GetProcAddress(shcore, "SetProcessDpiAwareness");
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if (setProcessDpiAwareness) {
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// PROCESS_PER_MONITOR_DPI_AWARE_V2 = 2
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setProcessDpiAwareness(2);
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setProcessDpiAwareness(2); // PROCESS_PER_MONITOR_DPI_AWARE_V2
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}
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FreeLibrary(shcore);
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}
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#else
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if (is_gamescope) {
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// PassThrough prevents Qt6 from recursively expanding layouts to fit rounded DPIs
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QGuiApplication::setHighDpiScaleFactorRoundingPolicy(
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Qt::HighDpiScaleFactorRoundingPolicy::PassThrough);
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}
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#endif
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}
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int main(int argc, char* argv[]) {
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// Set environment variables for AppImage compatibility
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// This must be done before the QApplication is created.
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// 1. Detect Gamescope/Steam Deck hardware
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const bool is_gamescope = UISettings::IsGamescope();
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if (is_gamescope) {
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// Kill the scaling system entirely
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qputenv("QT_ENABLE_HIGHDPI_SCALING", "0");
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qputenv("QT_SCALE_FACTOR", "1");
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qputenv("QT_AUTO_SCREEN_SCALE_FACTOR", "0");
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#ifdef __linux__
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qputenv("QT_QPA_PLATFORM", "xcb");
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qputenv("QT_FONT_DPI", "96");
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#endif
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// Stop Qt from querying physical hardware DPI for text/widgets
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||||
qputenv("QT_USE_PHYSICAL_DPI", "0");
|
||||
|
||||
// Force the legacy coordinate system for X11/XCB
|
||||
qputenv("QT_SCREEN_SCALE_FACTORS", "1");
|
||||
|
||||
// Ensure Gamescope compositor handles Citron menus correctly
|
||||
QCoreApplication::setAttribute(Qt::AA_DontUseNativeMenuBar);
|
||||
QCoreApplication::setAttribute(Qt::AA_DontUseNativeDialogs);
|
||||
qputenv("QT_WAYLAND_SHELL_INTEGRATION", "xdg-shell");
|
||||
}
|
||||
|
||||
// 2. Setup AppImage environment
|
||||
const bool is_appimage = !qgetenv("APPIMAGE").isEmpty();
|
||||
if (is_appimage) {
|
||||
// Fixes Wayland crash with NVIDIA drivers by disabling explicit sync.
|
||||
qputenv("QT_WAYLAND_DISABLE_EXPLICIT_SYNC", "1");
|
||||
|
||||
// Tell the bundled OpenSSL where to find the bundled certificates.
|
||||
const QDir app_dir(QCoreApplication::applicationDirPath());
|
||||
const QString certs_path = app_dir.filePath(QString::fromLatin1("../etc/ssl/certs"));
|
||||
qputenv("SSL_CERT_DIR", certs_path.toUtf8());
|
||||
@@ -6133,73 +6187,73 @@ int main(int argc, char* argv[]) {
|
||||
|
||||
Common::ConfigureNvidiaEnvironmentFlags();
|
||||
|
||||
// Init settings params
|
||||
QCoreApplication::setOrganizationName(QStringLiteral("citron team"));
|
||||
QCoreApplication::setApplicationName(QStringLiteral("citron"));
|
||||
|
||||
#ifdef _WIN32
|
||||
// Increases the maximum open file limit to 8192
|
||||
_setmaxstdio(8192);
|
||||
#endif
|
||||
|
||||
#ifdef __APPLE__
|
||||
// If you start a bundle (binary) on OSX without the Terminal, the working directory is "/".
|
||||
// But since we require the working directory to be the executable path for the location of
|
||||
// the user folder in the Qt Frontend, we need to cd into that working directory
|
||||
const auto bin_path = Common::FS::GetBundleDirectory() / "..";
|
||||
chdir(Common::FS::PathToUTF8String(bin_path).c_str());
|
||||
#endif
|
||||
|
||||
#ifdef __linux__
|
||||
// Set the DISPLAY variable in order to open web browsers
|
||||
// TODO (lat9nq): Find a better solution for AppImages to start external applications
|
||||
if (QString::fromLocal8Bit(qgetenv("DISPLAY")).isEmpty()) {
|
||||
qputenv("DISPLAY", ":0");
|
||||
}
|
||||
|
||||
// Fix the Wayland appId. This needs to match the name of the .desktop file without the .desktop
|
||||
// suffix.
|
||||
QGuiApplication::setDesktopFileName(QStringLiteral("org.citron_emu.citron"));
|
||||
#endif
|
||||
|
||||
// Call policy attributes BEFORE creating the real QApplication instance
|
||||
SetHighDPIAttributes();
|
||||
|
||||
#if QT_VERSION < QT_VERSION_CHECK(6, 0, 0)
|
||||
// Disables the "?" button on all dialogs. Disabled by default on Qt6.
|
||||
QCoreApplication::setAttribute(Qt::AA_DisableWindowContextHelpButton);
|
||||
#endif
|
||||
|
||||
// Enables the core to make the qt created contexts current on std::threads
|
||||
QCoreApplication::setAttribute(Qt::AA_DontCheckOpenGLContextThreadAffinity);
|
||||
|
||||
QApplication app(argc, argv);
|
||||
|
||||
#ifdef _WIN32
|
||||
OverrideWindowsFont();
|
||||
#endif
|
||||
|
||||
if (is_gamescope) {
|
||||
app.setStyleSheet(app.styleSheet().append(QStringLiteral(
|
||||
"QDialog { "
|
||||
" font-size: 11pt; "
|
||||
" margin: 0px; "
|
||||
" padding: 0px; "
|
||||
"}"
|
||||
"QLabel { font-size: 10pt; }"
|
||||
)));
|
||||
|
||||
app.setStyle(QStyleFactory::create(QStringLiteral("Fusion")));
|
||||
}
|
||||
|
||||
#ifdef __linux__
|
||||
if (QGuiApplication::platformName().startsWith(QStringLiteral("wayland"))) {
|
||||
Settings::values.is_wayland_platform.SetValue(true);
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef CITRON_USE_AUTO_UPDATER
|
||||
// Check for and apply staged updates before starting the main application
|
||||
#ifdef CITRON_USE_AUTO_UPDATER
|
||||
std::filesystem::path app_dir = std::filesystem::path(QCoreApplication::applicationDirPath().toStdString());
|
||||
|
||||
#ifdef _WIN32
|
||||
// On Windows, updates are applied by the helper script after the app exits.
|
||||
// If we find a staging directory here, it means the helper script failed.
|
||||
// Clean it up to avoid confusion.
|
||||
std::filesystem::path staging_path = app_dir / "update_staging";
|
||||
if (std::filesystem::exists(staging_path)) {
|
||||
try {
|
||||
std::filesystem::remove_all(staging_path);
|
||||
} catch (...) {
|
||||
// Ignore cleanup errors
|
||||
}
|
||||
} catch (...) {}
|
||||
}
|
||||
#else
|
||||
// On Linux, apply staged updates at startup as before
|
||||
if (Updater::UpdaterService::HasStagedUpdate(app_dir)) {
|
||||
if (Updater::UpdaterService::ApplyStagedUpdate(app_dir)) {
|
||||
// Show a simple message that update was applied
|
||||
QMessageBox::information(nullptr, QObject::tr("Update Applied"),
|
||||
QObject::tr("Citron has been updated successfully!"));
|
||||
}
|
||||
@@ -6207,37 +6261,29 @@ int main(int argc, char* argv[]) {
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef _WIN32
|
||||
OverrideWindowsFont();
|
||||
#endif
|
||||
|
||||
// Workaround for QTBUG-85409, for Suzhou numerals the number 1 is actually \u3021
|
||||
// so we can see if we get \u3008 instead
|
||||
// TL;DR all other number formats are consecutive in unicode code points
|
||||
// This bug is fixed in Qt6, specifically 6.0.0-alpha1
|
||||
#if QT_VERSION < QT_VERSION_CHECK(6, 0, 0)
|
||||
const QLocale locale = QLocale::system();
|
||||
if (QStringLiteral("\u3008") == locale.toString(1)) {
|
||||
QLocale::setDefault(QLocale::system().name());
|
||||
}
|
||||
#endif
|
||||
|
||||
// Qt changes the locale and causes issues in float conversion using std::to_string() when
|
||||
// generating shaders
|
||||
setlocale(LC_ALL, "C");
|
||||
|
||||
GMainWindow main_window{std::move(config), has_broken_vulkan};
|
||||
|
||||
app.setStyle(new RainbowStyle(app.style()));
|
||||
|
||||
main_window.show();
|
||||
|
||||
if (is_gamescope) {
|
||||
QTimer::singleShot(200, &main_window, [&main_window]() {
|
||||
main_window.showMaximized();
|
||||
if (main_window.layout()) {
|
||||
main_window.layout()->activate();
|
||||
}
|
||||
main_window.update();
|
||||
main_window.raise();
|
||||
main_window.activateWindow();
|
||||
});
|
||||
}
|
||||
|
||||
QObject::connect(&app, &QGuiApplication::applicationStateChanged, &main_window,
|
||||
&GMainWindow::OnAppFocusStateChanged);
|
||||
|
||||
int result = app.exec();
|
||||
detached_tasks.WaitForAllTasks();
|
||||
return result;
|
||||
return app.exec();
|
||||
}
|
||||
|
||||
void GMainWindow::OnCheckForUpdates() {
|
||||
|
||||
Reference in New Issue
Block a user