dolphin/Source/Core/DolphinQt/MainWindow.cpp

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// Copyright 2015 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <QApplication>
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#include <QCloseEvent>
#include <QDateTime>
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#include <QDir>
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#include <QDragEnterEvent>
#include <QDropEvent>
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#include <QFileDialog>
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#include <QFileInfo>
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#include <QIcon>
#include <QMessageBox>
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#include <QMimeData>
#include <QProgressDialog>
#include <QStackedWidget>
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#include <QVBoxLayout>
#include <QWindow>
#include <future>
#include <optional>
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#if defined(__unix__) || defined(__unix) || defined(__APPLE__)
#include <signal.h>
#include "QtUtils/SignalDaemon.h"
#endif
#ifndef WIN32
#include <qpa/qplatformnativeinterface.h>
#endif
#include "Common/Version.h"
#include "Common/WindowSystemInfo.h"
Boot: Clean up the boot code * Move out boot parameters to a separate struct, which is not part of SConfig/ConfigManager because there is no reason for it to be there. * Move out file name parsing and constructing the appropriate params from paths to a separate function that does that, and only that. * For every different boot type we support, add a proper struct with only the required parameters, with descriptive names and use std::variant to only store what we need. * Clean up the bHLE_BS2 stuff which made no sense sometimes. Now instead of using bHLE_BS2 for two different things, both for storing the user config setting and as a runtime boot parameter, we simply replace the Disc boot params with BootParameters::IPL. * Const correctness so it's clear what can or cannot update the config. * Drop unused parameters and unneeded checks. * Make a few checks a lot more concise. (Looking at you, extension checks for disc images.) * Remove a mildly terrible workaround where we needed to pass an empty string in order to boot the GC IPL without any game inserted. (Not required anymore thanks to std::variant and std::optional.) The motivation for this are multiple: cleaning up and being able to add support for booting an installed NAND title. Without this change, it'd be pretty much impossible to implement that. Also, using std::visit with std::variant makes the compiler do additional type checks: now we're guaranteed that the boot code will handle all boot types and no invalid boot type will be possible.
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#include "Core/Boot/Boot.h"
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#include "Core/BootManager.h"
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#include "Core/CommonTitles.h"
#include "Core/Config/MainSettings.h"
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#include "Core/Config/NetplaySettings.h"
#include "Core/ConfigManager.h"
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#include "Core/Core.h"
#include "Core/HW/DVD/DVDInterface.h"
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#include "Core/HW/GCKeyboard.h"
#include "Core/HW/GCPad.h"
#include "Core/HW/ProcessorInterface.h"
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#include "Core/HW/Wiimote.h"
#include "Core/HW/WiimoteEmu/WiimoteEmu.h"
#include "Core/HotkeyManager.h"
#include "Core/IOS/USB/Bluetooth/BTEmu.h"
#include "Core/IOS/USB/Bluetooth/WiimoteDevice.h"
#include "Core/Movie.h"
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#include "Core/NetPlayClient.h"
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#include "Core/NetPlayProto.h"
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#include "Core/NetPlayServer.h"
#include "Core/State.h"
#include "DiscIO/NANDImporter.h"
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#include "DolphinQt/AboutDialog.h"
#include "DolphinQt/CheatsManager.h"
#include "DolphinQt/Config/ControllersWindow.h"
#include "DolphinQt/Config/Graphics/GraphicsWindow.h"
#include "DolphinQt/Config/LogConfigWidget.h"
#include "DolphinQt/Config/LogWidget.h"
#include "DolphinQt/Config/Mapping/MappingWindow.h"
#include "DolphinQt/Config/SettingsWindow.h"
#include "DolphinQt/Debugger/BreakpointWidget.h"
#include "DolphinQt/Debugger/CodeViewWidget.h"
#include "DolphinQt/Debugger/CodeWidget.h"
#include "DolphinQt/Debugger/JITWidget.h"
#include "DolphinQt/Debugger/MemoryWidget.h"
#include "DolphinQt/Debugger/RegisterWidget.h"
#include "DolphinQt/Debugger/WatchWidget.h"
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#include "DolphinQt/DiscordHandler.h"
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#include "DolphinQt/FIFO/FIFOPlayerWindow.h"
#include "DolphinQt/GCMemcardManager.h"
#include "DolphinQt/GameList/GameList.h"
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#include "DolphinQt/Host.h"
#include "DolphinQt/HotkeyScheduler.h"
#include "DolphinQt/MainWindow.h"
#include "DolphinQt/MenuBar.h"
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#include "DolphinQt/NetPlay/NetPlayDialog.h"
#include "DolphinQt/NetPlay/NetPlaySetupDialog.h"
#include "DolphinQt/QtUtils/QueueOnObject.h"
#include "DolphinQt/QtUtils/RunOnObject.h"
#include "DolphinQt/QtUtils/WindowActivationEventFilter.h"
#include "DolphinQt/RenderWidget.h"
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#include "DolphinQt/Resources.h"
#include "DolphinQt/SearchBar.h"
#include "DolphinQt/Settings.h"
#include "DolphinQt/TAS/GCTASInputWindow.h"
#include "DolphinQt/TAS/WiiTASInputWindow.h"
#include "DolphinQt/ToolBar.h"
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#include "DolphinQt/WiiUpdate.h"
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#include "InputCommon/ControllerInterface/ControllerInterface.h"
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#include "UICommon/DiscordPresence.h"
#include "UICommon/GameFile.h"
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#include "UICommon/UICommon.h"
#include "VideoCommon/VideoConfig.h"
#if defined(HAVE_XRANDR) && HAVE_XRANDR
#include "UICommon/X11Utils.h"
#endif
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#if defined(__unix__) || defined(__unix) || defined(__APPLE__)
void MainWindow::OnSignal()
{
close();
}
static void InstallSignalHandler()
{
struct sigaction sa;
sa.sa_handler = &SignalDaemon::HandleInterrupt;
sigemptyset(&sa.sa_mask);
sa.sa_flags = SA_RESETHAND;
sigaction(SIGINT, &sa, nullptr);
sigaction(SIGTERM, &sa, nullptr);
}
#endif
static WindowSystemType GetWindowSystemType()
{
// Determine WSI type based on Qt platform.
QString platform_name = QGuiApplication::platformName();
if (platform_name == QStringLiteral("windows"))
return WindowSystemType::Windows;
else if (platform_name == QStringLiteral("cocoa"))
return WindowSystemType::MacOS;
else if (platform_name == QStringLiteral("xcb"))
return WindowSystemType::X11;
else if (platform_name == QStringLiteral("wayland"))
return WindowSystemType::Wayland;
QMessageBox::critical(
nullptr, QStringLiteral("Error"),
QString::asprintf("Unknown Qt platform: %s", platform_name.toStdString().c_str()));
return WindowSystemType::Headless;
}
static WindowSystemInfo GetWindowSystemInfo(QWindow* window)
{
WindowSystemInfo wsi;
wsi.type = GetWindowSystemType();
// Our Win32 Qt external doesn't have the private API.
#if defined(WIN32) || defined(__APPLE__)
wsi.render_surface = window ? reinterpret_cast<void*>(window->winId()) : nullptr;
#else
QPlatformNativeInterface* pni = QGuiApplication::platformNativeInterface();
wsi.display_connection = pni->nativeResourceForWindow("display", window);
if (wsi.type == WindowSystemType::Wayland)
wsi.render_surface = window ? pni->nativeResourceForWindow("surface", window) : nullptr;
else
wsi.render_surface = window ? reinterpret_cast<void*>(window->winId()) : nullptr;
#endif
return wsi;
}
MainWindow::MainWindow(std::unique_ptr<BootParameters> boot_parameters) : QMainWindow(nullptr)
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{
setWindowTitle(QString::fromStdString(Common::scm_rev_str));
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setWindowIcon(Resources::GetAppIcon());
setUnifiedTitleAndToolBarOnMac(true);
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setAcceptDrops(true);
setAttribute(Qt::WA_NativeWindow);
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InitControllers();
CreateComponents();
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ConnectGameList();
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ConnectHost();
ConnectToolBar();
ConnectRenderWidget();
ConnectStack();
ConnectMenuBar();
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ConnectHotkeys();
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InitCoreCallbacks();
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NetPlayInit();
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#if defined(__unix__) || defined(__unix) || defined(__APPLE__)
auto* daemon = new SignalDaemon(this);
connect(daemon, &SignalDaemon::InterruptReceived, this, &MainWindow::OnSignal);
InstallSignalHandler();
#endif
if (boot_parameters)
m_pending_boot = std::move(boot_parameters);
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QSettings& settings = Settings::GetQSettings();
restoreState(settings.value(QStringLiteral("mainwindow/state")).toByteArray());
restoreGeometry(settings.value(QStringLiteral("mainwindow/geometry")).toByteArray());
m_render_widget_geometry = settings.value(QStringLiteral("renderwidget/geometry")).toByteArray();
// Restoring of window states can sometimes go wrong, resulting in widgets being visible when they
// shouldn't be so we have to reapply all our rules afterwards.
Settings::Instance().RefreshWidgetVisibility();
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}
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MainWindow::~MainWindow()
{
m_render_widget->deleteLater();
m_netplay_dialog->deleteLater();
for (int i = 0; i < 4; i++)
{
m_gc_tas_input_windows[i]->deleteLater();
m_wii_tas_input_windows[i]->deleteLater();
}
ShutdownControllers();
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QSettings& settings = Settings::GetQSettings();
settings.setValue(QStringLiteral("mainwindow/state"), saveState());
settings.setValue(QStringLiteral("mainwindow/geometry"), saveGeometry());
settings.setValue(QStringLiteral("renderwidget/geometry"), m_render_widget_geometry);
Config::Save();
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}
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void MainWindow::InitControllers()
{
if (g_controller_interface.IsInit())
return;
g_controller_interface.Initialize(GetWindowSystemInfo(windowHandle()));
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Pad::Initialize();
Keyboard::Initialize();
Wiimote::Initialize(Wiimote::InitializeMode::DO_NOT_WAIT_FOR_WIIMOTES);
m_hotkey_scheduler = new HotkeyScheduler();
m_hotkey_scheduler->Start();
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// Defaults won't work reliabily without loading and saving the config first
Wiimote::LoadConfig();
Wiimote::GetConfig()->SaveConfig();
Pad::LoadConfig();
Pad::GetConfig()->SaveConfig();
Keyboard::LoadConfig();
Keyboard::GetConfig()->SaveConfig();
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}
void MainWindow::ShutdownControllers()
{
m_hotkey_scheduler->Stop();
g_controller_interface.Shutdown();
Pad::Shutdown();
Keyboard::Shutdown();
Wiimote::Shutdown();
HotkeyManagerEmu::Shutdown();
m_hotkey_scheduler->deleteLater();
}
void MainWindow::InitCoreCallbacks()
{
connect(&Settings::Instance(), &Settings::EmulationStateChanged, this, [=](Core::State state) {
if (state == Core::State::Uninitialized)
OnStopComplete();
if (state == Core::State::Running && m_fullscreen_requested)
{
FullScreen();
m_fullscreen_requested = false;
}
});
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installEventFilter(this);
m_render_widget->installEventFilter(this);
}
static void InstallHotkeyFilter(QWidget* dialog)
{
auto* filter = new WindowActivationEventFilter();
dialog->installEventFilter(filter);
filter->connect(filter, &WindowActivationEventFilter::windowDeactivated,
[] { HotkeyManagerEmu::Enable(true); });
filter->connect(filter, &WindowActivationEventFilter::windowActivated,
[] { HotkeyManagerEmu::Enable(false); });
}
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void MainWindow::CreateComponents()
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{
m_menu_bar = new MenuBar(this);
m_tool_bar = new ToolBar(this);
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m_search_bar = new SearchBar(this);
m_game_list = new GameList(this);
m_render_widget = new RenderWidget;
m_stack = new QStackedWidget(this);
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for (int i = 0; i < 4; i++)
{
m_gc_tas_input_windows[i] = new GCTASInputWindow(nullptr, i);
m_wii_tas_input_windows[i] = new WiiTASInputWindow(nullptr, i);
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}
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Movie::SetGCInputManip([this](GCPadStatus* pad_status, int controller_id) {
m_gc_tas_input_windows[controller_id]->GetValues(pad_status);
});
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Movie::SetWiiInputManip([this](u8* input_data, WiimoteEmu::ReportFeatures rptf, int controller_id,
int ext, wiimote_key key) {
m_wii_tas_input_windows[controller_id]->GetValues(input_data, rptf, ext, key);
});
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m_jit_widget = new JITWidget(this);
m_log_widget = new LogWidget(this);
m_log_config_widget = new LogConfigWidget(this);
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m_memory_widget = new MemoryWidget(this);
m_register_widget = new RegisterWidget(this);
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m_watch_widget = new WatchWidget(this);
m_breakpoint_widget = new BreakpointWidget(this);
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m_code_widget = new CodeWidget(this);
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m_cheats_manager = new CheatsManager(this);
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connect(m_watch_widget, &WatchWidget::RequestMemoryBreakpoint,
[this](u32 addr) { m_breakpoint_widget->AddAddressMBP(addr); });
connect(m_register_widget, &RegisterWidget::RequestMemoryBreakpoint,
[this](u32 addr) { m_breakpoint_widget->AddAddressMBP(addr); });
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connect(m_code_widget, &CodeWidget::BreakpointsChanged, m_breakpoint_widget,
&BreakpointWidget::Update);
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connect(m_code_widget, &CodeWidget::RequestPPCComparison, m_jit_widget, &JITWidget::Compare);
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connect(m_memory_widget, &MemoryWidget::BreakpointsChanged, m_breakpoint_widget,
&BreakpointWidget::Update);
connect(m_breakpoint_widget, &BreakpointWidget::BreakpointsChanged, m_code_widget,
&CodeWidget::Update);
connect(m_breakpoint_widget, &BreakpointWidget::BreakpointsChanged, m_memory_widget,
&MemoryWidget::Update);
connect(m_breakpoint_widget, &BreakpointWidget::SelectedBreakpoint, [this](u32 address) {
if (Core::GetState() == Core::State::Paused)
m_code_widget->SetAddress(address, CodeViewWidget::SetAddressUpdate::WithUpdate);
});
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}
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void MainWindow::ConnectMenuBar()
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{
setMenuBar(m_menu_bar);
// File
connect(m_menu_bar, &MenuBar::Open, this, &MainWindow::Open);
connect(m_menu_bar, &MenuBar::Exit, this, &MainWindow::close);
connect(m_menu_bar, &MenuBar::EjectDisc, this, &MainWindow::EjectDisc);
connect(m_menu_bar, &MenuBar::ChangeDisc, this, &MainWindow::ChangeDisc);
connect(m_menu_bar, &MenuBar::BootDVDBackup, this,
[this](const QString& drive) { StartGame(drive); });
// Emulation
connect(m_menu_bar, &MenuBar::Pause, this, &MainWindow::Pause);
connect(m_menu_bar, &MenuBar::Play, this, [this]() { Play(); });
connect(m_menu_bar, &MenuBar::Stop, this, &MainWindow::RequestStop);
connect(m_menu_bar, &MenuBar::Reset, this, &MainWindow::Reset);
connect(m_menu_bar, &MenuBar::Fullscreen, this, &MainWindow::FullScreen);
connect(m_menu_bar, &MenuBar::FrameAdvance, this, &MainWindow::FrameAdvance);
connect(m_menu_bar, &MenuBar::Screenshot, this, &MainWindow::ScreenShot);
connect(m_menu_bar, &MenuBar::StateLoad, this, &MainWindow::StateLoad);
connect(m_menu_bar, &MenuBar::StateSave, this, &MainWindow::StateSave);
connect(m_menu_bar, &MenuBar::StateLoadSlot, this, &MainWindow::StateLoadSlot);
connect(m_menu_bar, &MenuBar::StateSaveSlot, this, &MainWindow::StateSaveSlot);
connect(m_menu_bar, &MenuBar::StateLoadSlotAt, this, &MainWindow::StateLoadSlotAt);
connect(m_menu_bar, &MenuBar::StateSaveSlotAt, this, &MainWindow::StateSaveSlotAt);
connect(m_menu_bar, &MenuBar::StateLoadUndo, this, &MainWindow::StateLoadUndo);
connect(m_menu_bar, &MenuBar::StateSaveUndo, this, &MainWindow::StateSaveUndo);
connect(m_menu_bar, &MenuBar::StateSaveOldest, this, &MainWindow::StateSaveOldest);
connect(m_menu_bar, &MenuBar::SetStateSlot, this, &MainWindow::SetStateSlot);
// Options
connect(m_menu_bar, &MenuBar::Configure, this, &MainWindow::ShowSettingsWindow);
connect(m_menu_bar, &MenuBar::ConfigureGraphics, this, &MainWindow::ShowGraphicsWindow);
connect(m_menu_bar, &MenuBar::ConfigureAudio, this, &MainWindow::ShowAudioWindow);
connect(m_menu_bar, &MenuBar::ConfigureControllers, this, &MainWindow::ShowControllersWindow);
connect(m_menu_bar, &MenuBar::ConfigureHotkeys, this, &MainWindow::ShowHotkeyDialog);
// Tools
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connect(m_menu_bar, &MenuBar::ShowMemcardManager, this, &MainWindow::ShowMemcardManager);
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connect(m_menu_bar, &MenuBar::ShowCheatsManager, this, &MainWindow::ShowCheatsManager);
connect(m_menu_bar, &MenuBar::BootGameCubeIPL, this, &MainWindow::OnBootGameCubeIPL);
connect(m_menu_bar, &MenuBar::ImportNANDBackup, this, &MainWindow::OnImportNANDBackup);
connect(m_menu_bar, &MenuBar::PerformOnlineUpdate, this, &MainWindow::PerformOnlineUpdate);
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connect(m_menu_bar, &MenuBar::BootWiiSystemMenu, this, &MainWindow::BootWiiSystemMenu);
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connect(m_menu_bar, &MenuBar::StartNetPlay, this, &MainWindow::ShowNetPlaySetupDialog);
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connect(m_menu_bar, &MenuBar::ShowFIFOPlayer, this, &MainWindow::ShowFIFOPlayer);
connect(m_menu_bar, &MenuBar::ConnectWiiRemote, this, &MainWindow::OnConnectWiiRemote);
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// Movie
connect(m_menu_bar, &MenuBar::PlayRecording, this, &MainWindow::OnPlayRecording);
connect(m_menu_bar, &MenuBar::StartRecording, this, &MainWindow::OnStartRecording);
connect(m_menu_bar, &MenuBar::StopRecording, this, &MainWindow::OnStopRecording);
connect(m_menu_bar, &MenuBar::ExportRecording, this, &MainWindow::OnExportRecording);
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connect(m_menu_bar, &MenuBar::ShowTASInput, this, &MainWindow::ShowTASInput);
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// View
connect(m_menu_bar, &MenuBar::ShowList, m_game_list, &GameList::SetListView);
connect(m_menu_bar, &MenuBar::ShowGrid, m_game_list, &GameList::SetGridView);
connect(m_menu_bar, &MenuBar::PurgeGameListCache, m_game_list, &GameList::PurgeCache);
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connect(m_menu_bar, &MenuBar::ToggleSearch, m_search_bar, &SearchBar::Toggle);
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connect(m_menu_bar, &MenuBar::ColumnVisibilityToggled, m_game_list,
&GameList::OnColumnVisibilityToggled);
connect(m_menu_bar, &MenuBar::GameListPlatformVisibilityToggled, m_game_list,
&GameList::OnGameListVisibilityChanged);
connect(m_menu_bar, &MenuBar::GameListRegionVisibilityToggled, m_game_list,
&GameList::OnGameListVisibilityChanged);
connect(m_menu_bar, &MenuBar::ShowAboutDialog, this, &MainWindow::ShowAboutDialog);
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connect(m_game_list, &GameList::SelectionChanged, m_menu_bar, &MenuBar::SelectionChanged);
connect(this, &MainWindow::ReadOnlyModeChanged, m_menu_bar, &MenuBar::ReadOnlyModeChanged);
connect(this, &MainWindow::RecordingStatusChanged, m_menu_bar, &MenuBar::RecordingStatusChanged);
// Symbols
connect(m_menu_bar, &MenuBar::NotifySymbolsUpdated, [this] {
m_code_widget->UpdateSymbols();
m_code_widget->Update();
});
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}
void MainWindow::ConnectHotkeys()
{
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connect(m_hotkey_scheduler, &HotkeyScheduler::Open, this, &MainWindow::Open);
connect(m_hotkey_scheduler, &HotkeyScheduler::ChangeDisc, this, &MainWindow::ChangeDisc);
connect(m_hotkey_scheduler, &HotkeyScheduler::EjectDisc, this, &MainWindow::EjectDisc);
connect(m_hotkey_scheduler, &HotkeyScheduler::ExitHotkey, this, &MainWindow::close);
connect(m_hotkey_scheduler, &HotkeyScheduler::TogglePauseHotkey, this, &MainWindow::TogglePause);
connect(m_hotkey_scheduler, &HotkeyScheduler::RefreshGameListHotkey, this,
&MainWindow::RefreshGameList);
connect(m_hotkey_scheduler, &HotkeyScheduler::StopHotkey, this, &MainWindow::RequestStop);
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connect(m_hotkey_scheduler, &HotkeyScheduler::ResetHotkey, this, &MainWindow::Reset);
connect(m_hotkey_scheduler, &HotkeyScheduler::ScreenShotHotkey, this, &MainWindow::ScreenShot);
connect(m_hotkey_scheduler, &HotkeyScheduler::FullScreenHotkey, this, &MainWindow::FullScreen);
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connect(m_hotkey_scheduler, &HotkeyScheduler::StateLoadSlot, this, &MainWindow::StateLoadSlotAt);
connect(m_hotkey_scheduler, &HotkeyScheduler::StateSaveSlot, this, &MainWindow::StateSaveSlotAt);
connect(m_hotkey_scheduler, &HotkeyScheduler::StateLoadLastSaved, this,
&MainWindow::StateLoadLastSavedAt);
connect(m_hotkey_scheduler, &HotkeyScheduler::StateLoadUndo, this, &MainWindow::StateLoadUndo);
connect(m_hotkey_scheduler, &HotkeyScheduler::StateSaveUndo, this, &MainWindow::StateSaveUndo);
connect(m_hotkey_scheduler, &HotkeyScheduler::StateSaveOldest, this,
&MainWindow::StateSaveOldest);
connect(m_hotkey_scheduler, &HotkeyScheduler::StateSaveFile, this, &MainWindow::StateSave);
connect(m_hotkey_scheduler, &HotkeyScheduler::StateLoadFile, this, &MainWindow::StateLoad);
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connect(m_hotkey_scheduler, &HotkeyScheduler::StateLoadSlotHotkey, this,
&MainWindow::StateLoadSlot);
connect(m_hotkey_scheduler, &HotkeyScheduler::StateSaveSlotHotkey, this,
&MainWindow::StateSaveSlot);
connect(m_hotkey_scheduler, &HotkeyScheduler::SetStateSlotHotkey, this,
&MainWindow::SetStateSlot);
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connect(m_hotkey_scheduler, &HotkeyScheduler::StartRecording, this,
&MainWindow::OnStartRecording);
connect(m_hotkey_scheduler, &HotkeyScheduler::ExportRecording, this,
&MainWindow::OnExportRecording);
connect(m_hotkey_scheduler, &HotkeyScheduler::ConnectWiiRemote, this,
&MainWindow::OnConnectWiiRemote);
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connect(m_hotkey_scheduler, &HotkeyScheduler::ToggleReadOnlyMode, [this] {
bool read_only = !Movie::IsReadOnly();
Movie::SetReadOnly(read_only);
emit ReadOnlyModeChanged(read_only);
});
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connect(m_hotkey_scheduler, &HotkeyScheduler::Step, m_code_widget, &CodeWidget::Step);
connect(m_hotkey_scheduler, &HotkeyScheduler::StepOver, m_code_widget, &CodeWidget::StepOver);
connect(m_hotkey_scheduler, &HotkeyScheduler::StepOut, m_code_widget, &CodeWidget::StepOut);
connect(m_hotkey_scheduler, &HotkeyScheduler::Skip, m_code_widget, &CodeWidget::Skip);
connect(m_hotkey_scheduler, &HotkeyScheduler::ShowPC, m_code_widget, &CodeWidget::ShowPC);
connect(m_hotkey_scheduler, &HotkeyScheduler::SetPC, m_code_widget, &CodeWidget::SetPC);
connect(m_hotkey_scheduler, &HotkeyScheduler::ToggleBreakpoint, m_code_widget,
&CodeWidget::ToggleBreakpoint);
connect(m_hotkey_scheduler, &HotkeyScheduler::AddBreakpoint, m_code_widget,
&CodeWidget::AddBreakpoint);
}
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void MainWindow::ConnectToolBar()
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{
addToolBar(m_tool_bar);
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connect(m_tool_bar, &ToolBar::OpenPressed, this, &MainWindow::Open);
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connect(m_tool_bar, &ToolBar::RefreshPressed, this, &MainWindow::RefreshGameList);
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connect(m_tool_bar, &ToolBar::PlayPressed, this, [this]() { Play(); });
connect(m_tool_bar, &ToolBar::PausePressed, this, &MainWindow::Pause);
connect(m_tool_bar, &ToolBar::StopPressed, this, &MainWindow::RequestStop);
connect(m_tool_bar, &ToolBar::FullScreenPressed, this, &MainWindow::FullScreen);
connect(m_tool_bar, &ToolBar::ScreenShotPressed, this, &MainWindow::ScreenShot);
connect(m_tool_bar, &ToolBar::SettingsPressed, this, &MainWindow::ShowSettingsWindow);
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connect(m_tool_bar, &ToolBar::ControllersPressed, this, &MainWindow::ShowControllersWindow);
connect(m_tool_bar, &ToolBar::GraphicsPressed, this, &MainWindow::ShowGraphicsWindow);
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connect(m_tool_bar, &ToolBar::StepPressed, m_code_widget, &CodeWidget::Step);
connect(m_tool_bar, &ToolBar::StepOverPressed, m_code_widget, &CodeWidget::StepOver);
connect(m_tool_bar, &ToolBar::StepOutPressed, m_code_widget, &CodeWidget::StepOut);
connect(m_tool_bar, &ToolBar::SkipPressed, m_code_widget, &CodeWidget::Skip);
connect(m_tool_bar, &ToolBar::ShowPCPressed, m_code_widget, &CodeWidget::ShowPC);
connect(m_tool_bar, &ToolBar::SetPCPressed, m_code_widget, &CodeWidget::SetPC);
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}
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void MainWindow::ConnectGameList()
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{
connect(m_game_list, &GameList::GameSelected, this, [this]() { Play(); });
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connect(m_game_list, &GameList::NetPlayHost, this, &MainWindow::NetPlayHost);
connect(m_game_list, &GameList::OpenGeneralSettings, this, &MainWindow::ShowGeneralWindow);
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}
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void MainWindow::ConnectRenderWidget()
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{
m_rendering_to_main = false;
m_render_widget->hide();
connect(m_render_widget, &RenderWidget::Closed, this, &MainWindow::ForceStop);
connect(m_render_widget, &RenderWidget::FocusChanged, this, [this](bool focus) {
if (m_render_widget->isFullScreen())
SetFullScreenResolution(focus);
});
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}
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void MainWindow::ConnectHost()
{
connect(Host::GetInstance(), &Host::UpdateProgressDialog, this,
&MainWindow::OnUpdateProgressDialog);
}
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void MainWindow::ConnectStack()
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{
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auto* widget = new QWidget;
auto* layout = new QVBoxLayout;
widget->setLayout(layout);
layout->addWidget(m_game_list);
layout->addWidget(m_search_bar);
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layout->setMargin(0);
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connect(m_search_bar, &SearchBar::Search, m_game_list, &GameList::SetSearchTerm);
m_stack->addWidget(widget);
setCentralWidget(m_stack);
setTabPosition(Qt::LeftDockWidgetArea | Qt::RightDockWidgetArea, QTabWidget::North);
addDockWidget(Qt::LeftDockWidgetArea, m_log_widget);
addDockWidget(Qt::LeftDockWidgetArea, m_log_config_widget);
addDockWidget(Qt::LeftDockWidgetArea, m_code_widget);
addDockWidget(Qt::LeftDockWidgetArea, m_register_widget);
addDockWidget(Qt::LeftDockWidgetArea, m_watch_widget);
addDockWidget(Qt::LeftDockWidgetArea, m_breakpoint_widget);
addDockWidget(Qt::LeftDockWidgetArea, m_memory_widget);
addDockWidget(Qt::LeftDockWidgetArea, m_jit_widget);
tabifyDockWidget(m_log_widget, m_log_config_widget);
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tabifyDockWidget(m_log_widget, m_code_widget);
tabifyDockWidget(m_log_widget, m_register_widget);
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tabifyDockWidget(m_log_widget, m_watch_widget);
tabifyDockWidget(m_log_widget, m_breakpoint_widget);
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tabifyDockWidget(m_log_widget, m_memory_widget);
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tabifyDockWidget(m_log_widget, m_jit_widget);
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}
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void MainWindow::RefreshGameList()
{
Settings::Instance().ReloadTitleDB();
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Settings::Instance().RefreshGameList();
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}
QString MainWindow::PromptFileName()
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{
auto& settings = Settings::Instance().GetQSettings();
QString path = QFileDialog::getOpenFileName(
this, tr("Select a File"),
settings.value(QStringLiteral("mainwindow/lastdir"), QStringLiteral("")).toString(),
tr("All GC/Wii files (*.elf *.dol *.gcm *.iso *.tgc *.wbfs *.ciso *.gcz *.wad *.dff);;"
"All Files (*)"));
if (!path.isEmpty())
{
settings.setValue(QStringLiteral("mainwindow/lastdir"),
QFileInfo(path).absoluteDir().absolutePath());
}
return path;
}
void MainWindow::ChangeDisc()
{
QString file = PromptFileName();
if (!file.isEmpty())
Core::RunAsCPUThread([&file] { DVDInterface::ChangeDisc(file.toStdString()); });
}
void MainWindow::EjectDisc()
{
Core::RunAsCPUThread(DVDInterface::EjectDisc);
}
void MainWindow::Open()
{
QString file = PromptFileName();
if (!file.isEmpty())
StartGame(file);
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}
void MainWindow::Play(const std::optional<std::string>& savestate_path)
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{
// If we're in a paused game, start it up again.
// Otherwise, play the selected game, if there is one.
// Otherwise, play the default game.
// Otherwise, play the last played game, if there is one.
// Otherwise, prompt for a new game.
if (Core::GetState() == Core::State::Paused)
{
Core::SetState(Core::State::Running);
}
else
{
std::shared_ptr<const UICommon::GameFile> selection = m_game_list->GetSelectedGame();
if (selection)
{
StartGame(selection->GetFilePath(), savestate_path);
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EnableScreenSaver(false);
}
else
{
const QString default_path = QString::fromStdString(Config::Get(Config::MAIN_DEFAULT_ISO));
if (!default_path.isEmpty() && QFile::exists(default_path))
{
StartGame(default_path, savestate_path);
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EnableScreenSaver(false);
}
else
{
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Open();
}
}
}
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}
void MainWindow::Pause()
{
Core::SetState(Core::State::Paused);
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}
void MainWindow::TogglePause()
{
if (Core::GetState() == Core::State::Paused)
{
Play();
}
else
{
Pause();
}
}
void MainWindow::OnStopComplete()
{
m_stop_requested = false;
HideRenderWidget();
EnableScreenSaver(true);
#ifdef USE_DISCORD_PRESENCE
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if (!m_netplay_dialog->isVisible())
Discord::UpdateDiscordPresence();
#endif
SetFullScreenResolution(false);
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if (m_exit_requested || Settings::Instance().IsBatchModeEnabled())
QGuiApplication::instance()->quit();
// If the current emulation prevented the booting of another, do that now
if (m_pending_boot != nullptr)
{
StartGame(std::move(m_pending_boot));
m_pending_boot.reset();
}
}
bool MainWindow::RequestStop()
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{
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if (!Core::IsRunning())
{
Core::QueueHostJob([this] { OnStopComplete(); }, true);
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return true;
}
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if (!m_render_widget->isFullScreen())
m_render_widget_geometry = m_render_widget->saveGeometry();
else
FullScreen();
if (SConfig::GetInstance().bConfirmStop)
{
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const Core::State state = Core::GetState();
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// Only pause the game, if NetPlay is not running
bool pause = !Settings::Instance().GetNetPlayClient();
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if (pause)
Core::SetState(Core::State::Paused);
QMessageBox::StandardButton confirm;
confirm = QMessageBox::question(this, tr("Confirm"),
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m_stop_requested ?
tr("A shutdown is already in progress. Unsaved data "
"may be lost if you stop the current emulation "
"before it completes. Force stop?") :
tr("Do you want to stop the current emulation?"));
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if (pause)
Core::SetState(state);
if (confirm != QMessageBox::Yes)
return false;
}
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// TODO: Add Movie shutdown
// TODO: Add Debugger shutdown
if (!m_stop_requested && UICommon::TriggerSTMPowerEvent())
{
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m_stop_requested = true;
// Unpause because gracefully shutting down needs the game to actually request a shutdown.
// TODO: Do not unpause in debug mode to allow debugging until the complete shutdown.
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if (Core::GetState() == Core::State::Paused)
Core::SetState(Core::State::Running);
// Tell NetPlay about the power event
if (NetPlay::IsNetPlayRunning())
NetPlay::SendPowerButtonEvent();
return true;
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}
ForceStop();
#ifdef Q_OS_WIN
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// Allow windows to idle or turn off display again
SetThreadExecutionState(ES_CONTINUOUS);
#endif
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return true;
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}
void MainWindow::ForceStop()
{
Core::Stop();
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}
void MainWindow::Reset()
{
if (Movie::IsRecordingInput())
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Movie::SetReset(true);
ProcessorInterface::ResetButton_Tap();
}
void MainWindow::FrameAdvance()
{
Core::DoFrameStep();
}
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void MainWindow::FullScreen()
{
// If the render widget is fullscreen we want to reset it to whatever is in
// settings. If it's set to be fullscreen then it just remakes the window,
// which probably isn't ideal.
bool was_fullscreen = m_render_widget->isFullScreen();
if (!was_fullscreen)
m_render_widget_geometry = m_render_widget->saveGeometry();
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HideRenderWidget(false);
SetFullScreenResolution(!was_fullscreen);
if (was_fullscreen)
{
ShowRenderWidget();
}
else
{
m_render_widget->showFullScreen();
}
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}
void MainWindow::ScreenShot()
{
Core::SaveScreenShot();
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}
void MainWindow::StartGame(const QString& path, const std::optional<std::string>& savestate_path)
{
StartGame(path.toStdString(), savestate_path);
}
void MainWindow::StartGame(const std::string& path,
const std::optional<std::string>& savestate_path)
{
StartGame(BootParameters::GenerateFromFile(path, savestate_path));
}
void MainWindow::StartGame(std::unique_ptr<BootParameters>&& parameters)
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{
// If we're running, only start a new game once we've stopped the last.
if (Core::GetState() != Core::State::Uninitialized)
{
if (!RequestStop())
return;
// As long as the shutdown isn't complete, we can't boot, so let's boot later
m_pending_boot = std::move(parameters);
return;
}
// We need the render widget before booting.
ShowRenderWidget();
// Boot up, show an error if it fails to load the game.
if (!BootManager::BootCore(std::move(parameters),
GetWindowSystemInfo(m_render_widget->windowHandle())))
{
QMessageBox::critical(this, tr("Error"), tr("Failed to init core"), QMessageBox::Ok);
HideRenderWidget();
return;
}
#ifdef USE_DISCORD_PRESENCE
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if (!NetPlay::IsNetPlayRunning())
Discord::UpdateDiscordPresence();
#endif
if (SConfig::GetInstance().bFullscreen)
m_fullscreen_requested = true;
#ifdef Q_OS_WIN
// Prevents Windows from sleeping, turning off the display, or idling
EXECUTION_STATE shouldScreenSave =
SConfig::GetInstance().bDisableScreenSaver ? ES_DISPLAY_REQUIRED : 0;
SetThreadExecutionState(ES_CONTINUOUS | shouldScreenSave | ES_SYSTEM_REQUIRED);
#endif
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}
void MainWindow::SetFullScreenResolution(bool fullscreen)
{
if (SConfig::GetInstance().strFullscreenResolution == "Auto")
return;
#ifdef _WIN32
if (!fullscreen)
{
ChangeDisplaySettings(nullptr, CDS_FULLSCREEN);
return;
}
DEVMODE screen_settings;
memset(&screen_settings, 0, sizeof(screen_settings));
screen_settings.dmSize = sizeof(screen_settings);
sscanf(SConfig::GetInstance().strFullscreenResolution.c_str(), "%dx%d",
&screen_settings.dmPelsWidth, &screen_settings.dmPelsHeight);
screen_settings.dmBitsPerPel = 32;
screen_settings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
ChangeDisplaySettings(&screen_settings, CDS_FULLSCREEN);
#elif defined(HAVE_XRANDR) && HAVE_XRANDR
if (m_xrr_config)
m_xrr_config->ToggleDisplayMode(fullscreen);
#endif
}
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void MainWindow::ShowRenderWidget()
{
SetFullScreenResolution(false);
Host::GetInstance()->SetRenderFullscreen(false);
if (SConfig::GetInstance().bRenderToMain)
{
// If we're rendering to main, add it to the stack and update our title when necessary.
m_rendering_to_main = true;
m_stack->setCurrentIndex(m_stack->addWidget(m_render_widget));
connect(Host::GetInstance(), &Host::RequestTitle, this, &MainWindow::setWindowTitle);
m_stack->setSizePolicy(QSizePolicy::Ignored, QSizePolicy::Ignored);
m_stack->repaint();
Host::GetInstance()->SetRenderFocus(isActiveWindow());
}
else
{
// Otherwise, just show it.
m_rendering_to_main = false;
m_render_widget->showNormal();
m_render_widget->restoreGeometry(m_render_widget_geometry);
}
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}
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void MainWindow::HideRenderWidget(bool reinit)
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{
if (m_rendering_to_main)
{
// Remove the widget from the stack and reparent it to nullptr, so that it can draw
// itself in a new window if it wants. Disconnect the title updates.
m_stack->removeWidget(m_render_widget);
m_render_widget->setParent(nullptr);
m_rendering_to_main = false;
m_stack->setSizePolicy(QSizePolicy::Preferred, QSizePolicy::Preferred);
disconnect(Host::GetInstance(), &Host::RequestTitle, this, &MainWindow::setWindowTitle);
setWindowTitle(QString::fromStdString(Common::scm_rev_str));
}
// The following code works around a driver bug that would lead to Dolphin crashing when changing
// graphics backends (e.g. OpenGL to Vulkan). To avoid this the render widget is (safely)
// recreated
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if (reinit)
{
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m_render_widget->hide();
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disconnect(m_render_widget, &RenderWidget::Closed, this, &MainWindow::ForceStop);
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m_render_widget->removeEventFilter(this);
m_render_widget->deleteLater();
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m_render_widget = new RenderWidget;
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m_render_widget->installEventFilter(this);
connect(m_render_widget, &RenderWidget::Closed, this, &MainWindow::ForceStop);
connect(m_render_widget, &RenderWidget::FocusChanged, this, [this](bool focus) {
if (m_render_widget->isFullScreen())
SetFullScreenResolution(focus);
});
// The controller interface will still be registered to the old render widget, if the core
// has booted. Therefore, we should re-bind it to the main window for now. When the core
// is next started, it will be swapped back to the new render widget.
g_controller_interface.ChangeWindow(GetWindowSystemInfo(windowHandle()).render_surface);
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}
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}
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void MainWindow::ShowControllersWindow()
{
if (!m_controllers_window)
{
m_controllers_window = new ControllersWindow(this);
InstallHotkeyFilter(m_controllers_window);
}
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m_controllers_window->show();
m_controllers_window->raise();
m_controllers_window->activateWindow();
}
void MainWindow::ShowSettingsWindow()
{
if (!m_settings_window)
{
m_settings_window = new SettingsWindow(this);
InstallHotkeyFilter(m_settings_window);
}
m_settings_window->show();
m_settings_window->raise();
m_settings_window->activateWindow();
}
void MainWindow::ShowAudioWindow()
{
ShowSettingsWindow();
m_settings_window->SelectAudioPane();
}
void MainWindow::ShowGeneralWindow()
{
ShowSettingsWindow();
m_settings_window->SelectGeneralPane();
}
void MainWindow::ShowAboutDialog()
{
AboutDialog about{this};
about.exec();
}
void MainWindow::ShowHotkeyDialog()
{
if (!m_hotkey_window)
{
m_hotkey_window = new MappingWindow(this, MappingWindow::Type::MAPPING_HOTKEYS, 0);
InstallHotkeyFilter(m_hotkey_window);
}
m_hotkey_window->show();
m_hotkey_window->raise();
m_hotkey_window->activateWindow();
}
void MainWindow::ShowGraphicsWindow()
{
if (!m_graphics_window)
{
#if defined(HAVE_XRANDR) && HAVE_XRANDR
if (GetWindowSystemType() == WindowSystemType::X11)
{
m_xrr_config = std::make_unique<X11Utils::XRRConfiguration>(
static_cast<Display*>(QGuiApplication::platformNativeInterface()->nativeResourceForWindow(
"display", windowHandle())),
winId());
}
m_graphics_window = new GraphicsWindow(m_xrr_config.get(), this);
#else
m_graphics_window = new GraphicsWindow(nullptr, this);
#endif
InstallHotkeyFilter(m_graphics_window);
}
m_graphics_window->show();
m_graphics_window->raise();
m_graphics_window->activateWindow();
}
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void MainWindow::ShowNetPlaySetupDialog()
{
m_netplay_setup_dialog->show();
m_netplay_setup_dialog->raise();
m_netplay_setup_dialog->activateWindow();
}
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void MainWindow::ShowFIFOPlayer()
{
if (!m_fifo_window)
{
m_fifo_window = new FIFOPlayerWindow(this);
connect(m_fifo_window, &FIFOPlayerWindow::LoadFIFORequested, this,
[this](const QString& path) { StartGame(path); });
}
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m_fifo_window->show();
m_fifo_window->raise();
m_fifo_window->activateWindow();
}
void MainWindow::StateLoad()
{
QString path = QFileDialog::getOpenFileName(this, tr("Select a File"), QDir::currentPath(),
tr("All Save States (*.sav *.s##);; All Files (*)"));
State::LoadAs(path.toStdString());
}
void MainWindow::StateSave()
{
QString path = QFileDialog::getSaveFileName(this, tr("Select a File"), QDir::currentPath(),
tr("All Save States (*.sav *.s##);; All Files (*)"));
State::SaveAs(path.toStdString());
}
void MainWindow::StateLoadSlot()
{
State::Load(m_state_slot);
}
void MainWindow::StateSaveSlot()
{
State::Save(m_state_slot, true);
m_menu_bar->UpdateStateSlotMenu();
}
void MainWindow::StateLoadSlotAt(int slot)
{
State::Load(slot);
}
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void MainWindow::StateLoadLastSavedAt(int slot)
{
State::LoadLastSaved(slot);
}
void MainWindow::StateSaveSlotAt(int slot)
{
State::Save(slot, true);
m_menu_bar->UpdateStateSlotMenu();
}
void MainWindow::StateLoadUndo()
{
State::UndoLoadState();
}
void MainWindow::StateSaveUndo()
{
State::UndoSaveState();
}
void MainWindow::StateSaveOldest()
{
State::SaveFirstSaved();
}
void MainWindow::SetStateSlot(int slot)
{
Settings::Instance().SetStateSlot(slot);
m_state_slot = slot;
Core::DisplayMessage(StringFromFormat("Selected slot %d - %s", m_state_slot,
State::GetInfoStringOfSlot(m_state_slot, false).c_str()),
2500);
}
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void MainWindow::PerformOnlineUpdate(const std::string& region)
{
WiiUpdate::PerformOnlineUpdate(region, this);
// Since the update may have installed a newer system menu, refresh the tools menu.
m_menu_bar->UpdateToolsMenu(false);
}
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void MainWindow::BootWiiSystemMenu()
{
StartGame(std::make_unique<BootParameters>(BootParameters::NANDTitle{Titles::SYSTEM_MENU}));
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}
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void MainWindow::NetPlayInit()
{
m_netplay_setup_dialog = new NetPlaySetupDialog(this);
m_netplay_dialog = new NetPlayDialog;
#ifdef USE_DISCORD_PRESENCE
m_netplay_discord = new DiscordHandler(this);
#endif
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connect(m_netplay_dialog, &NetPlayDialog::Boot, this,
[this](const QString& path) { StartGame(path); });
connect(m_netplay_dialog, &NetPlayDialog::Stop, this, &MainWindow::ForceStop);
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connect(m_netplay_dialog, &NetPlayDialog::rejected, this, &MainWindow::NetPlayQuit);
connect(m_netplay_setup_dialog, &NetPlaySetupDialog::Join, this, &MainWindow::NetPlayJoin);
connect(m_netplay_setup_dialog, &NetPlaySetupDialog::Host, this, &MainWindow::NetPlayHost);
#ifdef USE_DISCORD_PRESENCE
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connect(m_netplay_discord, &DiscordHandler::Join, this, &MainWindow::NetPlayJoin);
Discord::InitNetPlayFunctionality(*m_netplay_discord);
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m_netplay_discord->Start();
#endif
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}
bool MainWindow::NetPlayJoin()
{
if (Core::IsRunning())
{
QMessageBox::critical(
nullptr, QObject::tr("Error"),
QObject::tr("Can't start a NetPlay Session while a game is still running!"));
return false;
}
if (m_netplay_dialog->isVisible())
{
QMessageBox::critical(nullptr, QObject::tr("Error"),
QObject::tr("A NetPlay Session is already in progress!"));
return false;
}
auto server = Settings::Instance().GetNetPlayServer();
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// Settings
const std::string traversal_choice = Config::Get(Config::NETPLAY_TRAVERSAL_CHOICE);
const bool is_traversal = traversal_choice == "traversal";
std::string host_ip;
u16 host_port;
if (server)
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{
host_ip = "127.0.0.1";
host_port = server->GetPort();
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}
else
{
host_ip = is_traversal ? Config::Get(Config::NETPLAY_HOST_CODE) :
Config::Get(Config::NETPLAY_ADDRESS);
host_port = Config::Get(Config::NETPLAY_CONNECT_PORT);
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}
const std::string traversal_host = Config::Get(Config::NETPLAY_TRAVERSAL_SERVER);
const u16 traversal_port = Config::Get(Config::NETPLAY_TRAVERSAL_PORT);
const std::string nickname = Config::Get(Config::NETPLAY_NICKNAME);
const bool host_input_authority = Config::Get(Config::NETPLAY_HOST_INPUT_AUTHORITY);
if (server)
{
server->SetHostInputAuthority(host_input_authority);
if (!host_input_authority)
server->AdjustPadBufferSize(Config::Get(Config::NETPLAY_BUFFER_SIZE));
}
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// Create Client
const bool is_hosting_netplay = server != nullptr;
Settings::Instance().ResetNetPlayClient(new NetPlay::NetPlayClient(
host_ip, host_port, m_netplay_dialog, nickname,
NetPlay::NetTraversalConfig{is_hosting_netplay ? false : is_traversal, traversal_host,
traversal_port}));
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if (!Settings::Instance().GetNetPlayClient()->IsConnected())
{
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NetPlayQuit();
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return false;
}
if (server != nullptr)
server->SetNetPlayUI(m_netplay_dialog);
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m_netplay_setup_dialog->close();
m_netplay_dialog->show(nickname, is_traversal);
return true;
}
bool MainWindow::NetPlayHost(const QString& game_id)
{
if (Core::IsRunning())
{
QMessageBox::critical(
nullptr, QObject::tr("Error"),
QObject::tr("Can't start a NetPlay Session while a game is still running!"));
return false;
}
if (m_netplay_dialog->isVisible())
{
QMessageBox::critical(nullptr, QObject::tr("Error"),
QObject::tr("A NetPlay Session is already in progress!"));
return false;
}
// Settings
u16 host_port = Config::Get(Config::NETPLAY_HOST_PORT);
const std::string traversal_choice = Config::Get(Config::NETPLAY_TRAVERSAL_CHOICE);
const bool is_traversal = traversal_choice == "traversal";
const bool use_upnp = Config::Get(Config::NETPLAY_USE_UPNP);
const std::string traversal_host = Config::Get(Config::NETPLAY_TRAVERSAL_SERVER);
const u16 traversal_port = Config::Get(Config::NETPLAY_TRAVERSAL_PORT);
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if (is_traversal)
host_port = Config::Get(Config::NETPLAY_LISTEN_PORT);
// Create Server
Settings::Instance().ResetNetPlayServer(new NetPlay::NetPlayServer(
host_port, use_upnp,
NetPlay::NetTraversalConfig{is_traversal, traversal_host, traversal_port}));
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if (!Settings::Instance().GetNetPlayServer()->is_connected)
{
QMessageBox::critical(
nullptr, QObject::tr("Failed to open server"),
QObject::tr(
"Failed to listen on port %1. Is another instance of the NetPlay server running?")
.arg(host_port));
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NetPlayQuit();
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return false;
}
Settings::Instance().GetNetPlayServer()->ChangeGame(game_id.toStdString());
// Join our local server
return NetPlayJoin();
}
void MainWindow::NetPlayQuit()
{
Settings::Instance().ResetNetPlayClient();
Settings::Instance().ResetNetPlayServer();
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#ifdef USE_DISCORD_PRESENCE
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Discord::UpdateDiscordPresence();
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#endif
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}
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void MainWindow::EnableScreenSaver(bool enable)
{
#if defined(HAVE_XRANDR) && HAVE_XRANDR
if (GetWindowSystemType() == WindowSystemType::X11)
UICommon::EnableScreenSaver(winId(), enable);
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#else
UICommon::EnableScreenSaver(enable);
#endif
}
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bool MainWindow::eventFilter(QObject* object, QEvent* event)
{
if (event->type() == QEvent::Close)
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{
if (RequestStop() && object == this)
m_exit_requested = true;
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static_cast<QCloseEvent*>(event)->ignore();
return true;
}
return false;
}
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void MainWindow::dragEnterEvent(QDragEnterEvent* event)
{
if (event->mimeData()->hasUrls() && event->mimeData()->urls().size() == 1)
event->acceptProposedAction();
}
void MainWindow::dropEvent(QDropEvent* event)
{
const auto& urls = event->mimeData()->urls();
if (urls.empty())
return;
const auto& url = urls[0];
QFileInfo file_info(url.toLocalFile());
auto path = file_info.filePath();
if (!file_info.exists() || !file_info.isReadable())
{
QMessageBox::critical(this, tr("Error"), tr("Failed to open '%1'").arg(path));
return;
}
if (file_info.isFile())
{
StartGame(path);
}
else
{
auto& settings = Settings::Instance();
if (settings.GetPaths().size() != 0)
{
if (QMessageBox::question(
this, tr("Confirm"),
tr("Do you want to add \"%1\" to the list of Game Paths?").arg(path)) !=
QMessageBox::Yes)
return;
}
settings.AddPath(path);
}
}
QSize MainWindow::sizeHint() const
{
return QSize(800, 600);
}
void MainWindow::OnBootGameCubeIPL(DiscIO::Region region)
{
StartGame(std::make_unique<BootParameters>(BootParameters::IPL{region}));
}
void MainWindow::OnImportNANDBackup()
{
auto response = QMessageBox::question(
this, tr("Question"),
tr("Merging a new NAND over your currently selected NAND will overwrite any channels "
"and savegames that already exist. This process is not reversible, so it is "
"recommended that you keep backups of both NANDs. Are you sure you want to "
"continue?"));
if (response == QMessageBox::No)
return;
QString file = QFileDialog::getOpenFileName(this, tr("Select the save file"), QDir::currentPath(),
tr("BootMii NAND backup file (*.bin);;"
"All Files (*)"));
if (file.isEmpty())
return;
QProgressDialog* dialog = new QProgressDialog(this);
dialog->setMinimum(0);
dialog->setMaximum(0);
dialog->setLabelText(tr("Importing NAND backup"));
dialog->setCancelButton(nullptr);
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auto beginning = QDateTime::currentDateTime().toMSecsSinceEpoch();
auto result = std::async(std::launch::async, [&] {
DiscIO::NANDImporter().ImportNANDBin(
file.toStdString(),
[&dialog, beginning] {
QueueOnObject(dialog, [&dialog, beginning] {
dialog->setLabelText(
tr("Importing NAND backup\n Time elapsed: %1s")
.arg((QDateTime::currentDateTime().toMSecsSinceEpoch() - beginning) / 1000));
});
},
[this] {
std::optional<std::string> keys_file = RunOnObject(this, [this] {
return QFileDialog::getOpenFileName(this, tr("Select the keys file (OTP/SEEPROM dump)"),
QDir::currentPath(),
tr("BootMii keys file (*.bin);;"
"All Files (*)"))
.toStdString();
});
if (keys_file)
return *keys_file;
return std::string("");
});
QueueOnObject(dialog, &QProgressDialog::close);
});
dialog->exec();
result.wait();
m_menu_bar->UpdateToolsMenu(Core::IsRunning());
}
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void MainWindow::OnPlayRecording()
{
QString dtm_file = QFileDialog::getOpenFileName(this, tr("Select the Recording File"), QString(),
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tr("Dolphin TAS Movies (*.dtm)"));
if (dtm_file.isEmpty())
return;
if (!Movie::IsReadOnly())
{
// let's make the read-only flag consistent at the start of a movie.
Movie::SetReadOnly(true);
emit ReadOnlyModeChanged(true);
}
std::optional<std::string> savestate_path;
if (Movie::PlayInput(dtm_file.toStdString(), &savestate_path))
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{
emit RecordingStatusChanged(true);
Play(savestate_path);
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}
}
void MainWindow::OnStartRecording()
{
if ((!Core::IsRunningAndStarted() && Core::IsRunning()) || Movie::IsRecordingInput() ||
Movie::IsPlayingInput())
return;
if (Movie::IsReadOnly())
{
// The user just chose to record a movie, so that should take precedence
Movie::SetReadOnly(false);
emit ReadOnlyModeChanged(true);
}
int controllers = 0;
for (int i = 0; i < 4; i++)
{
if (SerialInterface::SIDevice_IsGCController(SConfig::GetInstance().m_SIDevice[i]))
controllers |= (1 << i);
if (g_wiimote_sources[i] != WIIMOTE_SRC_NONE)
controllers |= (1 << (i + 4));
}
if (Movie::BeginRecordingInput(controllers))
{
emit RecordingStatusChanged(true);
if (!Core::IsRunning())
Play();
}
}
void MainWindow::OnStopRecording()
{
if (Movie::IsRecordingInput())
OnExportRecording();
Movie::EndPlayInput(false);
emit RecordingStatusChanged(true);
}
void MainWindow::OnExportRecording()
{
bool was_paused = Core::GetState() == Core::State::Paused;
if (was_paused)
Core::SetState(Core::State::Paused);
QString dtm_file = QFileDialog::getSaveFileName(this, tr("Select the Recording File"), QString(),
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tr("Dolphin TAS Movies (*.dtm)"));
if (was_paused)
Core::SetState(Core::State::Running);
if (dtm_file.isEmpty())
return;
Core::SetState(Core::State::Running);
Movie::SaveRecording(dtm_file.toStdString());
}
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void MainWindow::ShowTASInput()
{
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for (int i = 0; i < num_gc_controllers; i++)
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{
if (SConfig::GetInstance().m_SIDevice[i] != SerialInterface::SIDEVICE_NONE &&
SConfig::GetInstance().m_SIDevice[i] != SerialInterface::SIDEVICE_GC_GBA)
{
m_gc_tas_input_windows[i]->show();
m_gc_tas_input_windows[i]->raise();
m_gc_tas_input_windows[i]->activateWindow();
}
}
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for (int i = 0; i < num_wii_controllers; i++)
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{
if (g_wiimote_sources[i] == WIIMOTE_SRC_EMU &&
(!Core::IsRunning() || SConfig::GetInstance().bWii))
{
m_wii_tas_input_windows[i]->show();
m_wii_tas_input_windows[i]->raise();
m_wii_tas_input_windows[i]->activateWindow();
}
}
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}
void MainWindow::OnConnectWiiRemote(int id)
{
const auto ios = IOS::HLE::GetIOS();
if (!ios || SConfig::GetInstance().m_bt_passthrough_enabled)
return;
Core::RunAsCPUThread([&] {
const auto bt = std::static_pointer_cast<IOS::HLE::Device::BluetoothEmu>(
ios->GetDeviceByName("/dev/usb/oh1/57e/305"));
const bool is_connected = bt && bt->AccessWiimoteByIndex(id)->IsConnected();
Wiimote::Connect(id, !is_connected);
});
}
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void MainWindow::ShowMemcardManager()
{
GCMemcardManager manager(this);
manager.exec();
}
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void MainWindow::ShowCheatsManager()
{
m_cheats_manager->show();
}
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void MainWindow::OnUpdateProgressDialog(QString title, int progress, int total)
{
if (!m_progress_dialog)
{
m_progress_dialog = new QProgressDialog(m_render_widget, Qt::WindowTitleHint);
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m_progress_dialog->show();
m_progress_dialog->setCancelButton(nullptr);
m_progress_dialog->setWindowTitle(tr("Dolphin"));
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}
m_progress_dialog->setValue(progress);
m_progress_dialog->setLabelText(title);
m_progress_dialog->setMaximum(total);
if (total < 0 || progress >= total)
{
m_progress_dialog->hide();
m_progress_dialog->deleteLater();
m_progress_dialog = nullptr;
}
}
void MainWindow::Show()
{
QWidget::show();
// If the booting of a game was requested on start up, do that now
if (m_pending_boot != nullptr)
{
StartGame(std::move(m_pending_boot));
m_pending_boot.reset();
}
}