// Copyright 2016 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "DolphinWX/MainMenuBar.h" #include #include #include "Common/CDUtils.h" #include "Core/ConfigManager.h" #include "Core/Core.h" #include "Core/PowerPC/PowerPC.h" #include "Core/State.h" #include "DiscIO/Enums.h" #include "DiscIO/NANDContentLoader.h" #include "DolphinWX/Globals.h" #include "DolphinWX/WxUtils.h" wxDEFINE_EVENT(EVT_POPULATE_PERSPECTIVES_MENU, MainMenuBar::PopulatePerspectivesEvent); // Utilized for menu items where their labels don't matter on initial construction. // This is necessary, as wx, in its infinite glory, asserts if a menu item is appended to a menu // with an empty label. Entries with this string are intended to have their correct label // loaded through the refresh cycle. constexpr const char dummy_string[] = "Dummy string"; MainMenuBar::MainMenuBar(MenuType type, long style) : wxMenuBar{style}, m_type{type} { BindEvents(); AddMenus(); } void MainMenuBar::Refresh(bool erase_background, const wxRect* rect) { wxMenuBar::Refresh(erase_background, rect); RefreshMenuLabels(); } void MainMenuBar::AddMenus() { Append(CreateFileMenu(), _("&File")); Append(CreateEmulationMenu(), _("&Emulation")); Append(CreateMovieMenu(), _("&Movie")); Append(CreateOptionsMenu(), _("&Options")); Append(CreateToolsMenu(), _("&Tools")); Append(CreateViewMenu(), _("&View")); if (m_type == MenuType::Debug) { Append(CreateJITMenu(), _("&JIT")); Append(CreateDebugMenu(), _("&Debug")); Append(CreateSymbolsMenu(), _("&Symbols")); Append(CreateProfilerMenu(), _("&Profiler")); } Append(CreateHelpMenu(), _("&Help")); } void MainMenuBar::BindEvents() { Bind(EVT_POPULATE_PERSPECTIVES_MENU, &MainMenuBar::OnPopulatePerspectivesMenu, this); } wxMenu* MainMenuBar::CreateFileMenu() const { auto* const external_drive_menu = new wxMenu; const std::vector drives = cdio_get_devices(); // Windows Limitation of 24 character drives for (size_t i = 0; i < drives.size() && i < 24; i++) { const int drive_id = static_cast(IDM_DRIVE1 + i); external_drive_menu->Append(drive_id, StrToWxStr(drives[i])); } auto* const file_menu = new wxMenu; file_menu->Append(wxID_OPEN, _("&Open...")); file_menu->Append(IDM_CHANGE_DISC, _("Change &Disc...")); file_menu->Append(IDM_DRIVES, _("&Boot from DVD Backup"), external_drive_menu); file_menu->AppendSeparator(); file_menu->Append(wxID_REFRESH, _("&Refresh Game List")); file_menu->AppendSeparator(); file_menu->Append(wxID_EXIT, _("E&xit") + "\tAlt+F4"); return file_menu; } wxMenu* MainMenuBar::CreateEmulationMenu() const { auto* const load_state_menu = new wxMenu; load_state_menu->Append(IDM_LOAD_STATE_FILE, _("Load State...")); load_state_menu->Append(IDM_LOAD_SELECTED_SLOT, _("Load State from Selected Slot")); load_state_menu->Append(IDM_UNDO_LOAD_STATE, _("Undo Load State")); load_state_menu->AppendSeparator(); auto* const save_state_menu = new wxMenu; save_state_menu->Append(IDM_SAVE_STATE_FILE, _("Save State...")); save_state_menu->Append(IDM_SAVE_SELECTED_SLOT, _("Save State to Selected Slot")); save_state_menu->Append(IDM_SAVE_FIRST_STATE, _("Save Oldest State")); save_state_menu->Append(IDM_UNDO_SAVE_STATE, _("Undo Save State")); save_state_menu->AppendSeparator(); auto* const slot_select_menu = new wxMenu; for (unsigned int i = 0; i < State::NUM_STATES; i++) { load_state_menu->Append(IDM_LOAD_SLOT_1 + i, dummy_string); save_state_menu->Append(IDM_SAVE_SLOT_1 + i, dummy_string); slot_select_menu->Append(IDM_SELECT_SLOT_1 + i, dummy_string); } load_state_menu->AppendSeparator(); for (unsigned int i = 0; i < State::NUM_STATES; i++) load_state_menu->Append(IDM_LOAD_LAST_1 + i, wxString::Format(_("Last %i"), i + 1)); auto* const emulation_menu = new wxMenu; emulation_menu->Append(IDM_PLAY, dummy_string); emulation_menu->Append(IDM_STOP, _("&Stop")); emulation_menu->Append(IDM_RESET, _("&Reset")); emulation_menu->AppendSeparator(); emulation_menu->Append(IDM_TOGGLE_FULLSCREEN, _("Toggle &Fullscreen")); emulation_menu->Append(IDM_FRAMESTEP, _("&Frame Advance")); emulation_menu->AppendSeparator(); emulation_menu->Append(IDM_SCREENSHOT, _("Take Screenshot")); emulation_menu->AppendSeparator(); emulation_menu->Append(IDM_LOAD_STATE, _("&Load State"), load_state_menu); emulation_menu->Append(IDM_SAVE_STATE, _("Sa&ve State"), save_state_menu); emulation_menu->Append(IDM_SELECT_SLOT, _("Select State Slot"), slot_select_menu); return emulation_menu; } wxMenu* MainMenuBar::CreateMovieMenu() const { auto* const movie_menu = new wxMenu; const auto& config_instance = SConfig::GetInstance(); movie_menu->Append(IDM_RECORD, _("Start Re&cording Input")); movie_menu->Append(IDM_PLAY_RECORD, _("P&lay Input Recording...")); movie_menu->Append(IDM_STOP_RECORD, _("Stop Playing/Recording Input")); movie_menu->Append(IDM_RECORD_EXPORT, _("Export Recording...")); movie_menu->AppendCheckItem(IDM_RECORD_READ_ONLY, _("&Read-Only Mode")); movie_menu->Append(IDM_TAS_INPUT, _("TAS Input")); movie_menu->AppendSeparator(); movie_menu->AppendCheckItem(IDM_TOGGLE_PAUSE_MOVIE, _("Pause at End of Movie")); movie_menu->Check(IDM_TOGGLE_PAUSE_MOVIE, config_instance.m_PauseMovie); movie_menu->AppendCheckItem(IDM_SHOW_LAG, _("Show Lag Counter")); movie_menu->Check(IDM_SHOW_LAG, config_instance.m_ShowLag); movie_menu->AppendCheckItem(IDM_SHOW_FRAME_COUNT, _("Show Frame Counter")); movie_menu->Check(IDM_SHOW_FRAME_COUNT, config_instance.m_ShowFrameCount); movie_menu->Check(IDM_RECORD_READ_ONLY, true); movie_menu->AppendCheckItem(IDM_SHOW_INPUT_DISPLAY, _("Show Input Display")); movie_menu->Check(IDM_SHOW_INPUT_DISPLAY, config_instance.m_ShowInputDisplay); movie_menu->AppendCheckItem(IDM_SHOW_RTC_DISPLAY, _("Show System Clock")); movie_menu->Check(IDM_SHOW_RTC_DISPLAY, config_instance.m_ShowRTC); movie_menu->AppendSeparator(); movie_menu->AppendCheckItem(IDM_TOGGLE_DUMP_FRAMES, _("Dump Frames")); movie_menu->Check(IDM_TOGGLE_DUMP_FRAMES, config_instance.m_DumpFrames); movie_menu->AppendCheckItem(IDM_TOGGLE_DUMP_AUDIO, _("Dump Audio")); movie_menu->Check(IDM_TOGGLE_DUMP_AUDIO, config_instance.m_DumpAudio); return movie_menu; } wxMenu* MainMenuBar::CreateOptionsMenu() const { auto* const options_menu = new wxMenu; options_menu->Append(wxID_PREFERENCES, _("Co&nfiguration")); options_menu->AppendSeparator(); options_menu->Append(IDM_CONFIG_GFX_BACKEND, _("&Graphics Settings")); options_menu->Append(IDM_CONFIG_AUDIO, _("&Audio Settings")); options_menu->Append(IDM_CONFIG_CONTROLLERS, _("&Controller Settings")); options_menu->Append(IDM_CONFIG_HOTKEYS, _("&Hotkey Settings")); if (m_type == MenuType::Debug) { options_menu->AppendSeparator(); const auto& config_instance = SConfig::GetInstance(); auto* const boot_to_pause = options_menu->AppendCheckItem(IDM_BOOT_TO_PAUSE, _("Boot to Pause"), _("Start the game directly instead of booting to pause")); boot_to_pause->Check(config_instance.bBootToPause); auto* const automatic_start = options_menu->AppendCheckItem( IDM_AUTOMATIC_START, _("&Automatic Start"), _("Automatically load the Default ISO when Dolphin starts, or the last game you loaded," " if you have not given it an elf file with the --elf command line. [This can be" " convenient if you are bug-testing with a certain game and want to rebuild" " and retry it several times, either with changes to Dolphin or if you are" " developing a homebrew game.]")); automatic_start->Check(config_instance.bAutomaticStart); options_menu->Append(IDM_FONT_PICKER, _("&Font...")); } return options_menu; } wxMenu* MainMenuBar::CreateToolsMenu() const { auto* const wiimote_menu = new wxMenu; for (int i = 0; i < 4; i++) { wiimote_menu->AppendCheckItem(IDM_CONNECT_WIIMOTE1 + i, wxString::Format(_("Connect Wii Remote %i"), i + 1)); } wiimote_menu->AppendSeparator(); wiimote_menu->AppendCheckItem(IDM_CONNECT_BALANCEBOARD, _("Connect Balance Board")); auto* const tools_menu = new wxMenu; tools_menu->Append(IDM_MEMCARD, _("&Memory Card Manager (GC)")); tools_menu->Append(IDM_IMPORT_SAVE, _("Import Wii Save...")); tools_menu->Append(IDM_EXPORT_ALL_SAVE, _("Export All Wii Saves")); tools_menu->Append(IDM_CHEATS, _("&Cheat Manager")); tools_menu->Append(IDM_NETPLAY, _("Start &NetPlay...")); tools_menu->Append(IDM_MENU_INSTALL_WAD, _("Install WAD...")); tools_menu->Append(IDM_LOAD_WII_MENU, dummy_string); tools_menu->Append(IDM_FIFOPLAYER, _("FIFO Player")); tools_menu->AppendSeparator(); tools_menu->AppendSubMenu(wiimote_menu, _("Connect Wii Remotes")); return tools_menu; } wxMenu* MainMenuBar::CreateViewMenu() const { const auto& config_instance = SConfig::GetInstance(); auto* const platform_menu = new wxMenu; platform_menu->AppendCheckItem(IDM_LIST_WII, _("Show Wii")); platform_menu->Check(IDM_LIST_WII, config_instance.m_ListWii); platform_menu->AppendCheckItem(IDM_LIST_GC, _("Show GameCube")); platform_menu->Check(IDM_LIST_GC, config_instance.m_ListGC); platform_menu->AppendCheckItem(IDM_LIST_WAD, _("Show WAD")); platform_menu->Check(IDM_LIST_WAD, config_instance.m_ListWad); platform_menu->AppendCheckItem(IDM_LIST_ELFDOL, _("Show ELF/DOL")); platform_menu->Check(IDM_LIST_ELFDOL, config_instance.m_ListElfDol); auto* const region_menu = new wxMenu; region_menu->AppendCheckItem(IDM_LIST_JAP, _("Show JAP")); region_menu->Check(IDM_LIST_JAP, config_instance.m_ListJap); region_menu->AppendCheckItem(IDM_LIST_PAL, _("Show PAL")); region_menu->Check(IDM_LIST_PAL, config_instance.m_ListPal); region_menu->AppendCheckItem(IDM_LIST_USA, _("Show USA")); region_menu->Check(IDM_LIST_USA, config_instance.m_ListUsa); region_menu->AppendSeparator(); region_menu->AppendCheckItem(IDM_LIST_AUSTRALIA, _("Show Australia")); region_menu->Check(IDM_LIST_AUSTRALIA, config_instance.m_ListAustralia); region_menu->AppendCheckItem(IDM_LIST_FRANCE, _("Show France")); region_menu->Check(IDM_LIST_FRANCE, config_instance.m_ListFrance); region_menu->AppendCheckItem(IDM_LIST_GERMANY, _("Show Germany")); region_menu->Check(IDM_LIST_GERMANY, config_instance.m_ListGermany); region_menu->AppendCheckItem(IDM_LIST_ITALY, _("Show Italy")); region_menu->Check(IDM_LIST_ITALY, config_instance.m_ListItaly); region_menu->AppendCheckItem(IDM_LIST_KOREA, _("Show Korea")); region_menu->Check(IDM_LIST_KOREA, config_instance.m_ListKorea); region_menu->AppendCheckItem(IDM_LIST_NETHERLANDS, _("Show Netherlands")); region_menu->Check(IDM_LIST_NETHERLANDS, config_instance.m_ListNetherlands); region_menu->AppendCheckItem(IDM_LIST_RUSSIA, _("Show Russia")); region_menu->Check(IDM_LIST_RUSSIA, config_instance.m_ListRussia); region_menu->AppendCheckItem(IDM_LIST_SPAIN, _("Show Spain")); region_menu->Check(IDM_LIST_SPAIN, config_instance.m_ListSpain); region_menu->AppendCheckItem(IDM_LIST_TAIWAN, _("Show Taiwan")); region_menu->Check(IDM_LIST_TAIWAN, config_instance.m_ListTaiwan); region_menu->AppendCheckItem(IDM_LIST_WORLD, _("Show World")); region_menu->Check(IDM_LIST_WORLD, config_instance.m_ListWorld); region_menu->AppendCheckItem(IDM_LIST_UNKNOWN, _("Show Unknown")); region_menu->Check(IDM_LIST_UNKNOWN, config_instance.m_ListUnknown); auto* const columns_menu = new wxMenu; columns_menu->AppendCheckItem(IDM_SHOW_SYSTEM, _("Platform")); columns_menu->Check(IDM_SHOW_SYSTEM, config_instance.m_showSystemColumn); columns_menu->AppendCheckItem(IDM_SHOW_BANNER, _("Banner")); columns_menu->Check(IDM_SHOW_BANNER, config_instance.m_showBannerColumn); columns_menu->AppendCheckItem(IDM_SHOW_TITLE, _("Title")); columns_menu->Check(IDM_SHOW_TITLE, config_instance.m_showTitleColumn); columns_menu->AppendCheckItem(IDM_SHOW_MAKER, _("Maker")); columns_menu->Check(IDM_SHOW_MAKER, config_instance.m_showMakerColumn); columns_menu->AppendCheckItem(IDM_SHOW_FILENAME, _("File Name")); columns_menu->Check(IDM_SHOW_FILENAME, config_instance.m_showFileNameColumn); columns_menu->AppendCheckItem(IDM_SHOW_ID, _("Game ID")); columns_menu->Check(IDM_SHOW_ID, config_instance.m_showIDColumn); columns_menu->AppendCheckItem(IDM_SHOW_REGION, _("Region")); columns_menu->Check(IDM_SHOW_REGION, config_instance.m_showRegionColumn); columns_menu->AppendCheckItem(IDM_SHOW_SIZE, _("File Size")); columns_menu->Check(IDM_SHOW_SIZE, config_instance.m_showSizeColumn); columns_menu->AppendCheckItem(IDM_SHOW_STATE, _("State")); columns_menu->Check(IDM_SHOW_STATE, config_instance.m_showStateColumn); auto* const view_menu = new wxMenu; view_menu->AppendCheckItem(IDM_TOGGLE_TOOLBAR, _("Show &Toolbar")); view_menu->Check(IDM_TOGGLE_TOOLBAR, config_instance.m_InterfaceToolbar); view_menu->AppendCheckItem(IDM_TOGGLE_STATUSBAR, _("Show &Status Bar")); view_menu->Check(IDM_TOGGLE_STATUSBAR, config_instance.m_InterfaceStatusbar); view_menu->AppendSeparator(); view_menu->AppendCheckItem(IDM_LOG_WINDOW, _("Show &Log")); view_menu->AppendCheckItem(IDM_LOG_CONFIG_WINDOW, _("Show Log &Configuration")); view_menu->AppendSeparator(); if (m_type == MenuType::Debug) { view_menu->AppendCheckItem(IDM_REGISTER_WINDOW, _("&Registers")); // i18n: This kind of "watch" is used for watching emulated memory. // It's not related to timekeeping devices. view_menu->AppendCheckItem(IDM_WATCH_WINDOW, _("&Watch")); view_menu->AppendCheckItem(IDM_BREAKPOINT_WINDOW, _("&Breakpoints")); view_menu->AppendCheckItem(IDM_MEMORY_WINDOW, _("&Memory")); view_menu->AppendCheckItem(IDM_JIT_WINDOW, _("&JIT")); view_menu->AppendCheckItem(IDM_SOUND_WINDOW, _("&Sound")); view_menu->AppendCheckItem(IDM_VIDEO_WINDOW, _("&Video")); view_menu->AppendSeparator(); } else { view_menu->Check(IDM_LOG_WINDOW, config_instance.m_InterfaceLogWindow); view_menu->Check(IDM_LOG_CONFIG_WINDOW, config_instance.m_InterfaceLogConfigWindow); } view_menu->AppendSubMenu(platform_menu, _("Show Platforms")); view_menu->AppendSubMenu(region_menu, _("Show Regions")); view_menu->AppendCheckItem(IDM_LIST_DRIVES, _("Show Drives")); view_menu->Check(IDM_LIST_DRIVES, config_instance.m_ListDrives); view_menu->Append(IDM_PURGE_GAME_LIST_CACHE, _("Purge Game List Cache")); view_menu->AppendSubMenu(columns_menu, _("Select Columns")); return view_menu; } wxMenu* MainMenuBar::CreateJITMenu() const { auto* const jit_menu = new wxMenu; const auto& config_instance = SConfig::GetInstance(); auto* const interpreter = jit_menu->AppendCheckItem( IDM_INTERPRETER, _("&Interpreter Core"), _("This is necessary to get break points" " and stepping to work as explained in the Developer Documentation. But it can be very" " slow, perhaps slower than 1 fps.")); interpreter->Check(config_instance.iCPUCore == PowerPC::CORE_INTERPRETER); jit_menu->AppendSeparator(); jit_menu->AppendCheckItem(IDM_JIT_NO_BLOCK_LINKING, _("&JIT Block Linking Off"), _("Provide safer execution by not linking the JIT blocks.")); jit_menu->AppendCheckItem( IDM_JIT_NO_BLOCK_CACHE, _("&Disable JIT Cache"), _("Avoid any involuntary JIT cache clearing, this may prevent Zelda TP from " "crashing.\n[This option must be selected before a game is started.]")); jit_menu->Append(IDM_CLEAR_CODE_CACHE, _("&Clear JIT Cache")); jit_menu->AppendSeparator(); jit_menu->Append(IDM_LOG_INSTRUCTIONS, _("&Log JIT Instruction Coverage")); jit_menu->Append(IDM_SEARCH_INSTRUCTION, _("&Search for an Instruction")); jit_menu->AppendSeparator(); jit_menu->AppendCheckItem( IDM_JIT_OFF, _("&JIT Off (JIT Core)"), _("Turn off all JIT functions, but still use the JIT core from Jit.cpp")); jit_menu->AppendCheckItem(IDM_JIT_LS_OFF, _("&JIT LoadStore Off")); jit_menu->AppendCheckItem(IDM_JIT_LSLBZX_OFF, _("&JIT LoadStore lbzx Off")); jit_menu->AppendCheckItem(IDM_JIT_LSLXZ_OFF, _("&JIT LoadStore lXz Off")); jit_menu->AppendCheckItem(IDM_JIT_LSLWZ_OFF, _("&JIT LoadStore lwz Off")); jit_menu->AppendCheckItem(IDM_JIT_LSF_OFF, _("&JIT LoadStore Floating Off")); jit_menu->AppendCheckItem(IDM_JIT_LSP_OFF, _("&JIT LoadStore Paired Off")); jit_menu->AppendCheckItem(IDM_JIT_FP_OFF, _("&JIT FloatingPoint Off")); jit_menu->AppendCheckItem(IDM_JIT_I_OFF, _("&JIT Integer Off")); jit_menu->AppendCheckItem(IDM_JIT_P_OFF, _("&JIT Paired Off")); jit_menu->AppendCheckItem(IDM_JIT_SR_OFF, _("&JIT SystemRegisters Off")); return jit_menu; } wxMenu* MainMenuBar::CreateDebugMenu() { m_saved_perspectives_menu = new wxMenu; auto* const add_pane_menu = new wxMenu; add_pane_menu->Append(IDM_PERSPECTIVES_ADD_PANE_TOP, _("Top")); add_pane_menu->Append(IDM_PERSPECTIVES_ADD_PANE_BOTTOM, _("Bottom")); add_pane_menu->Append(IDM_PERSPECTIVES_ADD_PANE_LEFT, _("Left")); add_pane_menu->Append(IDM_PERSPECTIVES_ADD_PANE_RIGHT, _("Right")); add_pane_menu->Append(IDM_PERSPECTIVES_ADD_PANE_CENTER, _("Center")); auto* const perspective_menu = new wxMenu; perspective_menu->Append(IDM_SAVE_PERSPECTIVE, _("Save Perspectives"), _("Save currently-toggled perspectives")); perspective_menu->AppendCheckItem(IDM_EDIT_PERSPECTIVES, _("Edit Perspectives"), _("Toggle editing of perspectives")); perspective_menu->AppendSeparator(); perspective_menu->Append(IDM_ADD_PERSPECTIVE, _("Create New Perspective")); perspective_menu->AppendSubMenu(m_saved_perspectives_menu, _("Saved Perspectives")); perspective_menu->AppendSeparator(); perspective_menu->AppendSubMenu(add_pane_menu, _("Add New Pane To")); perspective_menu->AppendCheckItem(IDM_TAB_SPLIT, _("Tab Split")); perspective_menu->AppendCheckItem(IDM_NO_DOCKING, _("Disable Docking"), _("Disable docking of perspective panes to main window")); auto* const debug_menu = new wxMenu; debug_menu->Append(IDM_STEP, _("Step &Into")); debug_menu->Append(IDM_STEPOVER, _("Step &Over")); debug_menu->Append(IDM_STEPOUT, _("Step O&ut")); debug_menu->Append(IDM_TOGGLE_BREAKPOINT, _("Toggle &Breakpoint")); debug_menu->AppendSeparator(); debug_menu->AppendSubMenu(perspective_menu, _("Perspectives"), _("Edit Perspectives")); return debug_menu; } wxMenu* MainMenuBar::CreateSymbolsMenu() const { auto* const symbols_menu = new wxMenu; symbols_menu->Append(IDM_CLEAR_SYMBOLS, _("&Clear Symbols"), _("Remove names from all functions and variables.")); auto* const generate_symbols_menu = new wxMenu; generate_symbols_menu->Append(IDM_SCAN_FUNCTIONS, _("&Address"), _("Use generic zz_ names for functions.")); generate_symbols_menu->Append( IDM_SCAN_SIGNATURES, _("&Signature Database"), _("Recognise standard functions from Sys/totaldb.dsy, and use generic zz_ " "names for other functions.")); symbols_menu->AppendSubMenu(generate_symbols_menu, _("&Generate Symbols From")); symbols_menu->AppendSeparator(); symbols_menu->Append(IDM_LOAD_MAP_FILE, _("&Load Symbol Map"), _("Try to load this game's function names automatically - but doesn't check " ".map files stored on the disc image yet.")); symbols_menu->Append(IDM_SAVEMAPFILE, _("&Save Symbol Map"), _("Save the function names for each address to a .map file in your user " "settings map folder, named after the title ID.")); symbols_menu->AppendSeparator(); symbols_menu->Append( IDM_LOAD_MAP_FILE_AS, _("Load &Other Map File..."), _("Load any .map file containing the function names and addresses for this game.")); symbols_menu->Append( IDM_LOAD_BAD_MAP_FILE, _("Load &Bad Map File..."), _("Try to load a .map file that might be from a slightly different version.")); symbols_menu->Append(IDM_SAVE_MAP_FILE_AS, _("Save Symbol Map &As..."), _("Save the function names and addresses for this game as a .map file. " "If you want to open the .map file in IDA Pro, use the .idc script.")); symbols_menu->AppendSeparator(); symbols_menu->Append( IDM_SAVE_MAP_FILE_WITH_CODES, _("Save Code"), _("Save the entire disassembled code. This may take a several seconds " "and may require between 50 and 100 MB of hard drive space. It will only save code " "that is in the first 4 MB of memory. If you are debugging a game that loads .rel " "files with code to memory, you may want to increase the limit to perhaps 8 MB. " "That can be done in SymbolDB::SaveMap().")); symbols_menu->AppendSeparator(); symbols_menu->Append( IDM_CREATE_SIGNATURE_FILE, _("&Create Signature File..."), _("Create a .dsy file that can be used to recognise these same functions in other games.")); symbols_menu->Append(IDM_APPEND_SIGNATURE_FILE, _("Append to &Existing Signature File..."), _("Add any named functions missing from a .dsy file, so that these " "additional functions can also be recognized in other games.")); symbols_menu->Append(IDM_COMBINE_SIGNATURE_FILES, _("Combine Two Signature Files..."), _("Make a new .dsy file which can recognise more functions, by combining " "two existing files. The first input file has priority.")); symbols_menu->Append( IDM_USE_SIGNATURE_FILE, _("Apply Signat&ure File..."), _("Must use Generate Symbols first! Recognise names of any standard library functions " "used in multiple games, by loading them from a .dsy file.")); symbols_menu->Append( IDM_USE_MEGA_SIGNATURE_FILE, _("Apply &MEGA Signature File..."), _("Must use Generate Symbols first! Recognise names of any standard library functions " "used in multiple games, by loading them from a .mega file.")); symbols_menu->AppendSeparator(); symbols_menu->Append(IDM_PATCH_HLE_FUNCTIONS, _("&Patch HLE Functions")); symbols_menu->Append(IDM_RENAME_SYMBOLS, _("&Rename Symbols from File...")); return symbols_menu; } wxMenu* MainMenuBar::CreateProfilerMenu() const { auto* const profiler_menu = new wxMenu; // i18n: "Profile" is used as a verb, not a noun. profiler_menu->AppendCheckItem(IDM_PROFILE_BLOCKS, _("&Profile Blocks")); profiler_menu->AppendSeparator(); profiler_menu->Append(IDM_WRITE_PROFILE, _("&Write to profile.txt, Show")); return profiler_menu; } wxMenu* MainMenuBar::CreateHelpMenu() const { auto* const help_menu = new wxMenu; help_menu->Append(IDM_HELP_WEBSITE, _("&Website")); help_menu->Append(IDM_HELP_ONLINE_DOCS, _("Online &Documentation")); help_menu->Append(IDM_HELP_GITHUB, _("&GitHub Repository")); help_menu->AppendSeparator(); help_menu->Append(wxID_ABOUT, _("&About")); return help_menu; } void MainMenuBar::OnPopulatePerspectivesMenu(PopulatePerspectivesEvent& event) { ClearSavedPerspectivesMenu(); const auto& perspective_names = event.PerspectiveNames(); if (perspective_names.empty()) return; PopulateSavedPerspectivesMenu(perspective_names); CheckPerspectiveWithID(IDM_PERSPECTIVES_0 + event.ActivePerspective()); } void MainMenuBar::RefreshMenuLabels() const { RefreshPlayMenuLabel(); RefreshSaveStateMenuLabels(); RefreshWiiToolsLabels(); } void MainMenuBar::RefreshPlayMenuLabel() const { auto* const item = FindItem(IDM_PLAY); if (Core::GetState() == Core::State::Running) item->SetItemLabel(_("&Pause")); else item->SetItemLabel(_("&Play")); } void MainMenuBar::RefreshSaveStateMenuLabels() const { for (unsigned int i = 0; i < State::NUM_STATES; i++) { const auto slot_number = i + 1; const auto slot_string = StrToWxStr(State::GetInfoStringOfSlot(i + 1)); FindItem(IDM_LOAD_SLOT_1 + i) ->SetItemLabel(wxString::Format(_("Slot %u - %s"), slot_number, slot_string)); FindItem(IDM_SAVE_SLOT_1 + i) ->SetItemLabel(wxString::Format(_("Slot %u - %s"), slot_number, slot_string)); FindItem(IDM_SELECT_SLOT_1 + i) ->SetItemLabel(wxString::Format(_("Select Slot %u - %s"), slot_number, slot_string)); } } void MainMenuBar::RefreshWiiToolsLabels() const { RefreshWiiSystemMenuLabel(); // The Install WAD option should not be enabled while emulation is running, because // having unexpected title changes can confuse emulated software; and of course, this is // not possible on a real Wii and won't be if we have IOS LLE (or simply more accurate IOS HLE). // // For similar reasons, it should not be possible to export or import saves, because this can // result in the emulated software being confused, or even worse, exported saves having // inconsistent data. for (const int index : {IDM_MENU_INSTALL_WAD, IDM_EXPORT_ALL_SAVE, IDM_IMPORT_SAVE}) FindItem(index)->Enable(!Core::IsRunning() || !SConfig::GetInstance().bWii); } void MainMenuBar::RefreshWiiSystemMenuLabel() const { auto* const item = FindItem(IDM_LOAD_WII_MENU); const auto& sys_menu_loader = DiscIO::CNANDContentManager::Access().GetNANDLoader( TITLEID_SYSMENU, Common::FROM_CONFIGURED_ROOT); if (sys_menu_loader.IsValid()) { const u16 version_number = sys_menu_loader.GetTMD().GetTitleVersion(); const wxString version_string = StrToWxStr(DiscIO::GetSysMenuVersionString(version_number)); item->Enable(); item->SetItemLabel(wxString::Format(_("Load Wii System Menu %s"), version_string)); } else { item->Enable(false); item->SetItemLabel(_("Load Wii System Menu")); } } void MainMenuBar::ClearSavedPerspectivesMenu() const { while (m_saved_perspectives_menu->GetMenuItemCount() != 0) { // Delete the first menu item in the list (while there are menu items) m_saved_perspectives_menu->Delete(m_saved_perspectives_menu->FindItemByPosition(0)); } } void MainMenuBar::PopulateSavedPerspectivesMenu( const std::vector& perspective_names) const { for (size_t i = 0; i < perspective_names.size(); i++) { const int item_id = static_cast(IDM_PERSPECTIVES_0 + i); m_saved_perspectives_menu->AppendCheckItem(item_id, StrToWxStr(perspective_names[i])); } } void MainMenuBar::CheckPerspectiveWithID(int perspective_id) const { auto* const item = m_saved_perspectives_menu->FindItem(perspective_id); if (item == nullptr) return; item->Check(); }