dolphin/Source/Core/DolphinWX/MainMenuBar.cpp
PEmu1 b25ed121d1 Change "Refresh List" to "Refresh Game List" in Menu
Make refresh list option more clear as to what it does and more consistent with other usage in the UI.
2017-01-08 09:24:17 -08:00

588 lines
25 KiB
C++

// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "DolphinWX/MainMenuBar.h"
#include <string>
#include <vector>
#include "Common/CDUtils.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/PowerPC/PowerPC.h"
#include "Core/State.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();
MainMenuBar::Refresh(false);
}
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<std::string> 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<int>(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, _("&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_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_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."));
symbols_menu->Append(IDM_SCAN_FUNCTIONS, _("&Generate Symbol Map"),
_("Recognise standard functions from Sys/totaldb.dsy, and use generic zz_ "
"names for other functions."));
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 Symbol Map first! Recognise names of any standard library functions "
"used in multiple games, by loading them from a .dsy 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();
RefreshWiiSystemMenuLabel();
}
void MainMenuBar::RefreshPlayMenuLabel() const
{
auto* const item = FindItem(IDM_PLAY);
if (Core::GetState() == Core::CORE_RUN)
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::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 auto sys_menu_version = sys_menu_loader.GetTitleVersion();
const auto sys_menu_region = sys_menu_loader.GetCountryChar();
item->Enable();
item->SetItemLabel(
wxString::Format(_("Load Wii System Menu %u%c"), sys_menu_version, sys_menu_region));
}
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<std::string>& perspective_names) const
{
for (size_t i = 0; i < perspective_names.size(); i++)
{
const int item_id = static_cast<int>(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();
}