2021-12-13 12:12:54 +00:00
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/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2022 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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2022-04-03 13:46:05 +00:00
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#include <QtWidgets/QLabel>
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2021-12-13 12:12:54 +00:00
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#include <QtWidgets/QMainWindow>
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#include <functional>
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#include <optional>
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#include "Settings/ControllerSettingsDialog.h"
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#include "Settings/SettingsDialog.h"
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#include "ui_MainWindow.h"
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class QProgressBar;
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class AutoUpdaterDialog;
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class DisplayWidget;
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class DisplayContainer;
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class GameListWidget;
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class ControllerSettingsDialog;
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class EmuThread;
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namespace GameList
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{
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struct Entry;
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}
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class MainWindow final : public QMainWindow
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{
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Q_OBJECT
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public:
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/// This class is a scoped lock on the VM, which prevents it from running while
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/// the object exists. Its purpose is to be used for blocking/modal popup boxes,
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/// where the VM needs to exit fullscreen temporarily.
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class VMLock
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{
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public:
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VMLock(VMLock&& lock);
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VMLock(const VMLock&) = delete;
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~VMLock();
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/// Returns the parent widget, which can be used for any popup dialogs.
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__fi QWidget* getDialogParent() const { return m_dialog_parent; }
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/// Cancels any pending unpause/fullscreen transition.
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/// Call when you're going to destroy the VM anyway.
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void cancelResume();
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private:
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VMLock(QWidget* dialog_parent, bool was_paused, bool was_fullscreen);
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friend MainWindow;
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QWidget* m_dialog_parent;
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bool m_was_paused;
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bool m_was_fullscreen;
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};
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/// Default theme name for the platform.
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static const char* DEFAULT_THEME_NAME;
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public:
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explicit MainWindow(const QString& unthemed_style_name);
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~MainWindow();
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void initialize();
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void connectVMThreadSignals(EmuThread* thread);
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void startupUpdateCheck();
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/// Locks the VM by pausing it, while a popup dialog is displayed.
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VMLock pauseAndLockVM();
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public Q_SLOTS:
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void checkForUpdates(bool display_message);
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void refreshGameList(bool invalidate_cache);
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void cancelGameListRefresh();
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void invalidateSaveStateCache();
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void reportError(const QString& title, const QString& message);
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void runOnUIThread(const std::function<void()>& func);
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bool requestShutdown(bool allow_confirm = true, bool allow_save_to_state = true, bool block_until_done = false);
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void requestExit();
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private Q_SLOTS:
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void onUpdateCheckComplete();
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DisplayWidget* createDisplay(bool fullscreen, bool render_to_main);
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DisplayWidget* updateDisplay(bool fullscreen, bool render_to_main, bool surfaceless);
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void displayResizeRequested(qint32 width, qint32 height);
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void destroyDisplay();
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void focusDisplayWidget();
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void onGameListRefreshComplete();
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void onGameListRefreshProgress(const QString& status, int current, int total);
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void onGameListSelectionChanged();
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void onGameListEntryActivated();
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void onGameListEntryContextMenuRequested(const QPoint& point);
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void onStartFileActionTriggered();
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void onStartBIOSActionTriggered();
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void onChangeDiscFromFileActionTriggered();
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void onChangeDiscFromGameListActionTriggered();
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void onChangeDiscFromDeviceActionTriggered();
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void onChangeDiscMenuAboutToShow();
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void onChangeDiscMenuAboutToHide();
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void onLoadStateMenuAboutToShow();
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void onSaveStateMenuAboutToShow();
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void onViewToolbarActionToggled(bool checked);
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void onViewLockToolbarActionToggled(bool checked);
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void onViewStatusBarActionToggled(bool checked);
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void onViewGameListActionTriggered();
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void onViewGameGridActionTriggered();
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void onViewSystemDisplayTriggered();
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void onViewGamePropertiesActionTriggered();
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void onGitHubRepositoryActionTriggered();
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void onSupportForumsActionTriggered();
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void onDiscordServerActionTriggered();
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void onAboutActionTriggered();
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void onCheckForUpdatesActionTriggered();
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void onToolsOpenDataDirectoryTriggered();
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void onThemeChanged();
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void onThemeChangedFromSettings();
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void onLoggingOptionChanged();
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void onScreenshotActionTriggered();
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void onSaveGSDumpActionTriggered();
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void onBlockDumpActionToggled(bool checked);
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2022-04-04 00:06:59 +00:00
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// Input Recording
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void onInputRecNewActionTriggered();
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void onInputRecPlayActionTriggered();
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void onInputRecStopActionTriggered();
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void onInputRecOpenSettingsTriggered();
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void onVMStarting();
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void onVMStarted();
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void onVMPaused();
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void onVMResumed();
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void onVMStopped();
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void onGameChanged(const QString& path, const QString& serial, const QString& name, quint32 crc);
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void onPerformanceMetricsUpdated(const QString& fps_stat, const QString& gs_stat);
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void recreate();
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protected:
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void closeEvent(QCloseEvent* event) override;
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private:
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enum : s32
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{
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NUM_SAVE_STATE_SLOTS = 10,
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};
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void setupAdditionalUi();
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void connectSignals();
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void setStyleFromSettings();
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void setIconThemeFromSettings();
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void saveStateToConfig();
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void restoreStateFromConfig();
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void updateEmulationActions(bool starting, bool running);
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void updateStatusBarWidgetVisibility();
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void updateWindowTitle();
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void setProgressBar(int current, int total);
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void clearProgressBar();
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bool isShowingGameList() const;
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bool isRenderingFullscreen() const;
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bool isRenderingToMain() const;
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void switchToGameListView();
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void switchToEmulationView();
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QWidget* getDisplayContainer() const;
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void saveDisplayWindowGeometryToConfig();
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void restoreDisplayWindowGeometryFromConfig();
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void destroyDisplayWidget();
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void setDisplayFullscreen(const std::string& fullscreen_mode);
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SettingsDialog* getSettingsDialog();
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void doSettings(const char* category = nullptr);
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ControllerSettingsDialog* getControllerSettingsDialog();
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void doControllerSettings(ControllerSettingsDialog::Category category = ControllerSettingsDialog::Category::Count);
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void startGameListEntry(const GameList::Entry* entry, std::optional<s32> save_slot = std::nullopt,
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std::optional<bool> fast_boot = std::nullopt);
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void setGameListEntryCoverImage(const GameList::Entry* entry);
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std::optional<bool> promptForResumeState(const QString& save_state_path);
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void loadSaveStateSlot(s32 slot);
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void loadSaveStateFile(const QString& filename, const QString& state_filename);
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void populateLoadStateMenu(QMenu* menu, const QString& filename, const QString& serial, quint32 crc);
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void populateSaveStateMenu(QMenu* menu, const QString& serial, quint32 crc);
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void updateSaveStateMenus(const QString& filename, const QString& serial, quint32 crc);
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void doDiscChange(const QString& path);
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Ui::MainWindow m_ui;
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QString m_unthemed_style_name;
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GameListWidget* m_game_list_widget = nullptr;
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DisplayWidget* m_display_widget = nullptr;
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DisplayContainer* m_display_container = nullptr;
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SettingsDialog* m_settings_dialog = nullptr;
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ControllerSettingsDialog* m_controller_settings_dialog = nullptr;
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AutoUpdaterDialog* m_auto_updater_dialog = nullptr;
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QProgressBar* m_status_progress_widget = nullptr;
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QLabel* m_status_gs_widget = nullptr;
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QLabel* m_status_fps_widget = nullptr;
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QString m_current_disc_path;
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QString m_current_game_serial;
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QString m_current_game_name;
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quint32 m_current_game_crc;
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bool m_vm_valid = false;
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bool m_vm_paused = false;
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bool m_save_states_invalidated = false;
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bool m_was_paused_on_surface_loss = false;
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bool m_was_disc_change_request = false;
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QString m_last_fps_status;
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};
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extern MainWindow* g_main_window;
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