Minor improvements to the UX
1. Game will now be paused on movie finish 2. Added 'Save without Closing'
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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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Core::Movie::GetInstance().SetPlaybackCompletionCallback(
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[this] { QMetaObject::invokeMethod(this, "OnMoviePlaybackCompleted"); });
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Core::Movie::GetInstance().SetPlaybackCompletionCallback([this] {
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QMetaObject::invokeMethod(this, "OnMoviePlaybackCompleted", Qt::BlockingQueuedConnection);
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});
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InitializeWidgets();
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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_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_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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[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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@ -1878,6 +1880,7 @@ void GMainWindow::OnRecordMovie() {
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BootGame(QString(game_path));
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}
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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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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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ui->action_Close_Movie->setEnabled(true);
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ui->action_Save_Movie->setEnabled(false);
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}
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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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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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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->setVisible(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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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_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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message_label->setText(tr("Movie Finished"));
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message_label->setVisible(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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message_label->setText(QString{});
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message_label->setVisible(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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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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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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}
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