mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-14 21:37:52 -07:00
125971d9f2
Fixes bug: https://bugs.dolphin-emu.org/issues/12744
Before e1e3db13ba
the ControllerInterface m_devices_mutex was "wrongfully" locked for the whole Initialize() call, which included the first device population refresh,
this has the unwanted (accidental) consequence of often preventing the different pads (GC Pad, Wii Contollers, ...) input configs from loading
until that mutex was released (the input config defaults loading was blocked in EmulatedController::LoadDefaults()), which meant that the devices
population would often have the time to finish adding its first device, which would then be selected as default device (by design, the first device
added to the CI is the default default device, usually the "Keyboard and Mouse" device).
After the commit mentioned above removed the unnecessary m_devices_mutex calls, the default default device would fail to load (be found)
causing the default input mappings, which are specifically written for the default default device on every platform, to not be bound to any
physical device input, breaking input on new dolphin installations (until a user tried to customize the default device manually).
Default devices are now always added synchronously to avoid the problem, and so they should in the future (I added comments and warnings to help with that)
1868 lines
61 KiB
C++
1868 lines
61 KiB
C++
// Copyright 2015 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <QApplication>
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#include <QCloseEvent>
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#include <QDateTime>
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#include <QDir>
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#include <QDragEnterEvent>
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#include <QDropEvent>
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#include <QFileInfo>
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#include <QIcon>
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#include <QMimeData>
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#include <QStackedWidget>
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#include <QVBoxLayout>
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#include <QWindow>
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#include <future>
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#include <optional>
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#include <variant>
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#if defined(__unix__) || defined(__unix) || defined(__APPLE__)
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#include <signal.h>
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#include "QtUtils/SignalDaemon.h"
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#endif
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#ifndef _WIN32
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#include <qpa/qplatformnativeinterface.h>
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#endif
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#include "Common/ScopeGuard.h"
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#include "Common/Version.h"
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#include "Common/WindowSystemInfo.h"
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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"
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#include "Core/Config/MainSettings.h"
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#include "Core/Config/NetplaySettings.h"
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#include "Core/ConfigManager.h"
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#include "Core/Core.h"
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#include "Core/FreeLookManager.h"
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#include "Core/HW/DVD/DVDInterface.h"
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#include "Core/HW/GBAPad.h"
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#include "Core/HW/GCKeyboard.h"
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#include "Core/HW/GCPad.h"
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#include "Core/HW/ProcessorInterface.h"
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#include "Core/HW/SI/SI_Device.h"
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#include "Core/HW/Wiimote.h"
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#include "Core/HW/WiimoteEmu/WiimoteEmu.h"
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#include "Core/HotkeyManager.h"
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#include "Core/IOS/USB/Bluetooth/BTEmu.h"
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#include "Core/IOS/USB/Bluetooth/WiimoteDevice.h"
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#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"
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#include "Core/State.h"
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#include "Core/WiiUtils.h"
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#include "DiscIO/DirectoryBlob.h"
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#include "DiscIO/NANDImporter.h"
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#include "DiscIO/RiivolutionPatcher.h"
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#include "DolphinQt/AboutDialog.h"
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#include "DolphinQt/CheatsManager.h"
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#include "DolphinQt/Config/ControllersWindow.h"
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#include "DolphinQt/Config/FreeLookWindow.h"
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#include "DolphinQt/Config/Graphics/GraphicsWindow.h"
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#include "DolphinQt/Config/LogConfigWidget.h"
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#include "DolphinQt/Config/LogWidget.h"
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#include "DolphinQt/Config/Mapping/MappingWindow.h"
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#include "DolphinQt/Config/SettingsWindow.h"
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#include "DolphinQt/Debugger/BreakpointWidget.h"
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#include "DolphinQt/Debugger/CodeViewWidget.h"
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#include "DolphinQt/Debugger/CodeWidget.h"
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#include "DolphinQt/Debugger/JITWidget.h"
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#include "DolphinQt/Debugger/MemoryWidget.h"
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#include "DolphinQt/Debugger/NetworkWidget.h"
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#include "DolphinQt/Debugger/RegisterWidget.h"
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#include "DolphinQt/Debugger/ThreadWidget.h"
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#include "DolphinQt/Debugger/WatchWidget.h"
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#include "DolphinQt/DiscordHandler.h"
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#include "DolphinQt/FIFO/FIFOPlayerWindow.h"
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#include "DolphinQt/GCMemcardManager.h"
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#include "DolphinQt/GameList/GameList.h"
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#include "DolphinQt/Host.h"
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#include "DolphinQt/HotkeyScheduler.h"
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#include "DolphinQt/MainWindow.h"
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#include "DolphinQt/MenuBar.h"
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#include "DolphinQt/NKitWarningDialog.h"
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#include "DolphinQt/NetPlay/NetPlayBrowser.h"
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#include "DolphinQt/NetPlay/NetPlayDialog.h"
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#include "DolphinQt/NetPlay/NetPlaySetupDialog.h"
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#include "DolphinQt/QtUtils/DolphinFileDialog.h"
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#include "DolphinQt/QtUtils/FileOpenEventFilter.h"
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#include "DolphinQt/QtUtils/ModalMessageBox.h"
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#include "DolphinQt/QtUtils/ParallelProgressDialog.h"
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#include "DolphinQt/QtUtils/QueueOnObject.h"
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#include "DolphinQt/QtUtils/RunOnObject.h"
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#include "DolphinQt/QtUtils/WindowActivationEventFilter.h"
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#include "DolphinQt/RenderWidget.h"
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#include "DolphinQt/ResourcePackManager.h"
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#include "DolphinQt/Resources.h"
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#include "DolphinQt/RiivolutionBootWidget.h"
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#include "DolphinQt/SearchBar.h"
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#include "DolphinQt/Settings.h"
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#include "DolphinQt/TAS/GCTASInputWindow.h"
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#include "DolphinQt/TAS/WiiTASInputWindow.h"
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#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"
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#include "UICommon/GameFile.h"
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#include "UICommon/ResourcePack/Manager.h"
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#include "UICommon/ResourcePack/Manifest.h"
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#include "UICommon/ResourcePack/ResourcePack.h"
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#include "UICommon/UICommon.h"
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#include "VideoCommon/NetPlayChatUI.h"
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#include "VideoCommon/VideoConfig.h"
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#ifdef HAVE_XRANDR
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#include "UICommon/X11Utils.h"
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// This #define within X11/X.h conflicts with our WiimoteSource enum.
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#undef None
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#endif
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#if defined(__unix__) || defined(__unix) || defined(__APPLE__)
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void MainWindow::OnSignal()
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{
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close();
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}
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static void InstallSignalHandler()
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{
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struct sigaction sa;
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sa.sa_handler = &SignalDaemon::HandleInterrupt;
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sigemptyset(&sa.sa_mask);
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sa.sa_flags = SA_RESETHAND;
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sigaction(SIGINT, &sa, nullptr);
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sigaction(SIGTERM, &sa, nullptr);
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}
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#endif
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static WindowSystemType GetWindowSystemType()
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{
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// Determine WSI type based on Qt platform.
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QString platform_name = QGuiApplication::platformName();
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if (platform_name == QStringLiteral("windows"))
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return WindowSystemType::Windows;
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else if (platform_name == QStringLiteral("cocoa"))
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return WindowSystemType::MacOS;
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else if (platform_name == QStringLiteral("xcb"))
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return WindowSystemType::X11;
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else if (platform_name == QStringLiteral("wayland"))
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return WindowSystemType::Wayland;
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else if (platform_name == QStringLiteral("haiku"))
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return WindowSystemType::Haiku;
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ModalMessageBox::critical(
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nullptr, QStringLiteral("Error"),
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QString::asprintf("Unknown Qt platform: %s", platform_name.toStdString().c_str()));
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return WindowSystemType::Headless;
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}
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static WindowSystemInfo GetWindowSystemInfo(QWindow* window)
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{
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WindowSystemInfo wsi;
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wsi.type = GetWindowSystemType();
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// Our Win32 Qt external doesn't have the private API.
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#if defined(WIN32) || defined(__APPLE__) || defined(__HAIKU__)
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wsi.render_window = window ? reinterpret_cast<void*>(window->winId()) : nullptr;
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wsi.render_surface = wsi.render_window;
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#else
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QPlatformNativeInterface* pni = QGuiApplication::platformNativeInterface();
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wsi.display_connection = pni->nativeResourceForWindow("display", window);
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if (wsi.type == WindowSystemType::Wayland)
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wsi.render_window = window ? pni->nativeResourceForWindow("surface", window) : nullptr;
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else
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wsi.render_window = window ? reinterpret_cast<void*>(window->winId()) : nullptr;
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wsi.render_surface = wsi.render_window;
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#endif
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wsi.render_surface_scale = window ? static_cast<float>(window->devicePixelRatio()) : 1.0f;
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return wsi;
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}
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static std::vector<std::string> StringListToStdVector(QStringList list)
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{
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std::vector<std::string> result;
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result.reserve(list.size());
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for (const QString& s : list)
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result.push_back(s.toStdString());
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return result;
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}
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MainWindow::MainWindow(std::unique_ptr<BootParameters> boot_parameters,
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const std::string& movie_path)
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: QMainWindow(nullptr)
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{
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setWindowTitle(QString::fromStdString(Common::scm_rev_str));
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setWindowIcon(Resources::GetAppIcon());
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setUnifiedTitleAndToolBarOnMac(true);
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setAcceptDrops(true);
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setAttribute(Qt::WA_NativeWindow);
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InitControllers();
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CreateComponents();
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ConnectGameList();
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ConnectHost();
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ConnectToolBar();
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ConnectRenderWidget();
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ConnectStack();
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ConnectMenuBar();
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ConnectHotkeys();
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connect(m_cheats_manager, &CheatsManager::OpenGeneralSettings, this,
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&MainWindow::ShowGeneralWindow);
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InitCoreCallbacks();
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NetPlayInit();
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#if defined(__unix__) || defined(__unix) || defined(__APPLE__)
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auto* daemon = new SignalDaemon(this);
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connect(daemon, &SignalDaemon::InterruptReceived, this, &MainWindow::OnSignal);
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InstallSignalHandler();
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#endif
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if (boot_parameters)
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{
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m_pending_boot = std::move(boot_parameters);
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if (!movie_path.empty())
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{
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std::optional<std::string> savestate_path;
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if (Movie::PlayInput(movie_path, &savestate_path))
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{
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m_pending_boot->boot_session_data.SetSavestateData(std::move(savestate_path),
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DeleteSavestateAfterBoot::No);
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emit RecordingStatusChanged(true);
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}
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}
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}
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QSettings& settings = Settings::GetQSettings();
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restoreState(settings.value(QStringLiteral("mainwindow/state")).toByteArray());
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restoreGeometry(settings.value(QStringLiteral("mainwindow/geometry")).toByteArray());
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m_render_widget_geometry = settings.value(QStringLiteral("renderwidget/geometry")).toByteArray();
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// Restoring of window states can sometimes go wrong, resulting in widgets being visible when they
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// shouldn't be so we have to reapply all our rules afterwards.
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Settings::Instance().RefreshWidgetVisibility();
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if (!ResourcePack::Init())
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{
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ModalMessageBox::critical(this, tr("Error"),
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tr("Error occurred while loading some texture packs"));
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}
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for (auto& pack : ResourcePack::GetPacks())
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{
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if (!pack.IsValid())
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{
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ModalMessageBox::critical(this, tr("Error"),
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tr("Invalid Pack %1 provided: %2")
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.arg(QString::fromStdString(pack.GetPath()))
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.arg(QString::fromStdString(pack.GetError())));
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return;
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}
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}
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Host::GetInstance()->SetMainWindowHandle(reinterpret_cast<void*>(winId()));
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}
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MainWindow::~MainWindow()
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{
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// Shut down NetPlay first to avoid race condition segfault
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Settings::Instance().ResetNetPlayClient();
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Settings::Instance().ResetNetPlayServer();
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delete m_render_widget;
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delete m_netplay_dialog;
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for (int i = 0; i < 4; i++)
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{
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delete m_gc_tas_input_windows[i];
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delete m_wii_tas_input_windows[i];
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}
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ShutdownControllers();
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QSettings& settings = Settings::GetQSettings();
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settings.setValue(QStringLiteral("mainwindow/state"), saveState());
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settings.setValue(QStringLiteral("mainwindow/geometry"), saveGeometry());
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settings.setValue(QStringLiteral("renderwidget/geometry"), m_render_widget_geometry);
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Config::Save();
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}
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void MainWindow::InitControllers()
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{
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if (g_controller_interface.IsInit())
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return;
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g_controller_interface.Initialize(GetWindowSystemInfo(windowHandle()));
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if (!g_controller_interface.HasDefaultDevice())
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{
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// Note that the CI default device could be still temporarily removed at any time
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WARN_LOG(CONTROLLERINTERFACE,
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"No default device has been added in time. EmulatedController(s) defaulting adds"
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" input mappings made for a specific default device depending on the platform");
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}
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Pad::Initialize();
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Pad::InitializeGBA();
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Keyboard::Initialize();
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Wiimote::Initialize(Wiimote::InitializeMode::DO_NOT_WAIT_FOR_WIIMOTES);
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FreeLook::Initialize();
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m_hotkey_scheduler = new HotkeyScheduler();
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m_hotkey_scheduler->Start();
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// Defaults won't work reliabily without loading and saving the config first
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Wiimote::LoadConfig();
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Wiimote::GetConfig()->SaveConfig();
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Pad::LoadConfig();
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Pad::GetConfig()->SaveConfig();
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Pad::LoadGBAConfig();
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Pad::GetGBAConfig()->SaveConfig();
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Keyboard::LoadConfig();
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Keyboard::GetConfig()->SaveConfig();
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FreeLook::LoadInputConfig();
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FreeLook::GetInputConfig()->SaveConfig();
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}
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void MainWindow::ShutdownControllers()
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{
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m_hotkey_scheduler->Stop();
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Pad::Shutdown();
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Pad::ShutdownGBA();
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Keyboard::Shutdown();
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Wiimote::Shutdown();
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HotkeyManagerEmu::Shutdown();
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FreeLook::Shutdown();
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g_controller_interface.Shutdown();
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m_hotkey_scheduler->deleteLater();
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}
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void MainWindow::InitCoreCallbacks()
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{
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connect(&Settings::Instance(), &Settings::EmulationStateChanged, this, [=](Core::State state) {
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if (state == Core::State::Uninitialized)
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OnStopComplete();
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if (state != Core::State::Uninitialized && NetPlay::IsNetPlayRunning() && m_controllers_window)
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m_controllers_window->reject();
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if (state == Core::State::Running && m_fullscreen_requested)
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{
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FullScreen();
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m_fullscreen_requested = false;
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}
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});
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installEventFilter(this);
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m_render_widget->installEventFilter(this);
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// Handle file open events
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auto* filter = new FileOpenEventFilter(QGuiApplication::instance());
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connect(filter, &FileOpenEventFilter::fileOpened, this, [=](const QString& file_name) {
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StartGame(BootParameters::GenerateFromFile(file_name.toStdString()));
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});
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}
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static void InstallHotkeyFilter(QWidget* dialog)
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{
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auto* filter = new WindowActivationEventFilter(dialog);
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dialog->installEventFilter(filter);
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filter->connect(filter, &WindowActivationEventFilter::windowDeactivated,
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[] { HotkeyManagerEmu::Enable(true); });
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filter->connect(filter, &WindowActivationEventFilter::windowActivated,
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[] { HotkeyManagerEmu::Enable(false); });
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}
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void MainWindow::CreateComponents()
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{
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m_menu_bar = new MenuBar(this);
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m_tool_bar = new ToolBar(this);
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m_search_bar = new SearchBar(this);
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m_game_list = new GameList(this);
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m_render_widget = new RenderWidget;
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m_stack = new QStackedWidget(this);
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for (int i = 0; i < 4; i++)
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{
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m_gc_tas_input_windows[i] = new GCTASInputWindow(nullptr, i);
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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) {
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m_gc_tas_input_windows[controller_id]->GetValues(pad_status);
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});
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Movie::SetWiiInputManip([this](WiimoteCommon::DataReportBuilder& rpt, int controller_id, int ext,
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const WiimoteEmu::EncryptionKey& key) {
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m_wii_tas_input_windows[controller_id]->GetValues(rpt, ext, key);
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});
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m_jit_widget = new JITWidget(this);
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m_log_widget = new LogWidget(this);
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m_log_config_widget = new LogConfigWidget(this);
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m_memory_widget = new MemoryWidget(this);
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m_network_widget = new NetworkWidget(this);
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m_register_widget = new RegisterWidget(this);
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m_thread_widget = new ThreadWidget(this);
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m_watch_widget = new WatchWidget(this);
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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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const auto request_watch = [this](QString name, u32 addr) {
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m_watch_widget->AddWatch(name, addr);
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};
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const auto request_breakpoint = [this](u32 addr) { m_breakpoint_widget->AddBP(addr); };
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const auto request_memory_breakpoint = [this](u32 addr) {
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m_breakpoint_widget->AddAddressMBP(addr);
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};
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const auto request_view_in_memory = [this](u32 addr) { m_memory_widget->SetAddress(addr); };
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const auto request_view_in_code = [this](u32 addr) {
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m_code_widget->SetAddress(addr, CodeViewWidget::SetAddressUpdate::WithDetailedUpdate);
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};
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connect(m_watch_widget, &WatchWidget::RequestMemoryBreakpoint, request_memory_breakpoint);
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connect(m_register_widget, &RegisterWidget::RequestMemoryBreakpoint, request_memory_breakpoint);
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connect(m_register_widget, &RegisterWidget::RequestWatch, request_watch);
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connect(m_register_widget, &RegisterWidget::RequestViewInMemory, request_view_in_memory);
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connect(m_register_widget, &RegisterWidget::RequestViewInCode, request_view_in_code);
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connect(m_thread_widget, &ThreadWidget::RequestBreakpoint, request_breakpoint);
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connect(m_thread_widget, &ThreadWidget::RequestMemoryBreakpoint, request_memory_breakpoint);
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connect(m_thread_widget, &ThreadWidget::RequestWatch, request_watch);
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connect(m_thread_widget, &ThreadWidget::RequestViewInMemory, request_view_in_memory);
|
|
connect(m_thread_widget, &ThreadWidget::RequestViewInCode, request_view_in_code);
|
|
|
|
connect(m_code_widget, &CodeWidget::BreakpointsChanged, m_breakpoint_widget,
|
|
&BreakpointWidget::Update);
|
|
connect(m_code_widget, &CodeWidget::RequestPPCComparison, m_jit_widget, &JITWidget::Compare);
|
|
connect(m_code_widget, &CodeWidget::ShowMemory, m_memory_widget, &MemoryWidget::SetAddress);
|
|
connect(m_memory_widget, &MemoryWidget::BreakpointsChanged, m_breakpoint_widget,
|
|
&BreakpointWidget::Update);
|
|
connect(m_memory_widget, &MemoryWidget::ShowCode, m_code_widget, [this](u32 address) {
|
|
m_code_widget->SetAddress(address, CodeViewWidget::SetAddressUpdate::WithDetailedUpdate);
|
|
});
|
|
connect(m_memory_widget, &MemoryWidget::RequestWatch, request_watch);
|
|
|
|
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::WithDetailedUpdate);
|
|
});
|
|
}
|
|
|
|
void MainWindow::ConnectMenuBar()
|
|
{
|
|
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, ScanForSecondDisc::No); });
|
|
|
|
// 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);
|
|
connect(m_menu_bar, &MenuBar::ConfigureFreelook, this, &MainWindow::ShowFreeLookWindow);
|
|
|
|
// Tools
|
|
connect(m_menu_bar, &MenuBar::ShowMemcardManager, this, &MainWindow::ShowMemcardManager);
|
|
connect(m_menu_bar, &MenuBar::ShowResourcePackManager, this,
|
|
&MainWindow::ShowResourcePackManager);
|
|
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);
|
|
connect(m_menu_bar, &MenuBar::BootWiiSystemMenu, this, &MainWindow::BootWiiSystemMenu);
|
|
connect(m_menu_bar, &MenuBar::StartNetPlay, this, &MainWindow::ShowNetPlaySetupDialog);
|
|
connect(m_menu_bar, &MenuBar::BrowseNetPlay, this, &MainWindow::ShowNetPlayBrowser);
|
|
connect(m_menu_bar, &MenuBar::ShowFIFOPlayer, this, &MainWindow::ShowFIFOPlayer);
|
|
connect(m_menu_bar, &MenuBar::ConnectWiiRemote, this, &MainWindow::OnConnectWiiRemote);
|
|
|
|
// 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);
|
|
connect(m_menu_bar, &MenuBar::ShowTASInput, this, &MainWindow::ShowTASInput);
|
|
|
|
// 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);
|
|
connect(m_menu_bar, &MenuBar::ShowSearch, m_search_bar, &SearchBar::Show);
|
|
|
|
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);
|
|
|
|
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();
|
|
});
|
|
}
|
|
|
|
void MainWindow::ConnectHotkeys()
|
|
{
|
|
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::UnlockCursor, this, &MainWindow::UnlockCursor);
|
|
connect(m_hotkey_scheduler, &HotkeyScheduler::TogglePauseHotkey, this, &MainWindow::TogglePause);
|
|
connect(m_hotkey_scheduler, &HotkeyScheduler::ActivateChat, this, &MainWindow::OnActivateChat);
|
|
connect(m_hotkey_scheduler, &HotkeyScheduler::RequestGolfControl, this,
|
|
&MainWindow::OnRequestGolfControl);
|
|
connect(m_hotkey_scheduler, &HotkeyScheduler::RefreshGameListHotkey, this,
|
|
&MainWindow::RefreshGameList);
|
|
connect(m_hotkey_scheduler, &HotkeyScheduler::StopHotkey, this, &MainWindow::RequestStop);
|
|
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);
|
|
|
|
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);
|
|
|
|
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);
|
|
connect(m_hotkey_scheduler, &HotkeyScheduler::StartRecording, this,
|
|
&MainWindow::OnStartRecording);
|
|
connect(m_hotkey_scheduler, &HotkeyScheduler::PlayRecording, this, &MainWindow::OnPlayRecording);
|
|
connect(m_hotkey_scheduler, &HotkeyScheduler::ExportRecording, this,
|
|
&MainWindow::OnExportRecording);
|
|
connect(m_hotkey_scheduler, &HotkeyScheduler::ConnectWiiRemote, this,
|
|
&MainWindow::OnConnectWiiRemote);
|
|
connect(m_hotkey_scheduler, &HotkeyScheduler::ToggleReadOnlyMode, [this] {
|
|
bool read_only = !Movie::IsReadOnly();
|
|
Movie::SetReadOnly(read_only);
|
|
emit ReadOnlyModeChanged(read_only);
|
|
});
|
|
|
|
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);
|
|
}
|
|
|
|
void MainWindow::ConnectToolBar()
|
|
{
|
|
addToolBar(m_tool_bar);
|
|
|
|
connect(m_tool_bar, &ToolBar::OpenPressed, this, &MainWindow::Open);
|
|
connect(m_tool_bar, &ToolBar::RefreshPressed, this, &MainWindow::RefreshGameList);
|
|
|
|
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);
|
|
connect(m_tool_bar, &ToolBar::ControllersPressed, this, &MainWindow::ShowControllersWindow);
|
|
connect(m_tool_bar, &ToolBar::GraphicsPressed, this, &MainWindow::ShowGraphicsWindow);
|
|
|
|
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);
|
|
}
|
|
|
|
void MainWindow::ConnectGameList()
|
|
{
|
|
connect(m_game_list, &GameList::GameSelected, this, [this]() { Play(); });
|
|
connect(m_game_list, &GameList::NetPlayHost, this, &MainWindow::NetPlayHost);
|
|
connect(m_game_list, &GameList::OnStartWithRiivolution, this,
|
|
&MainWindow::ShowRiivolutionBootWidget);
|
|
|
|
connect(m_game_list, &GameList::OpenGeneralSettings, this, &MainWindow::ShowGeneralWindow);
|
|
}
|
|
|
|
void MainWindow::ConnectRenderWidget()
|
|
{
|
|
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);
|
|
});
|
|
}
|
|
|
|
void MainWindow::ConnectHost()
|
|
{
|
|
connect(Host::GetInstance(), &Host::RequestStop, this, &MainWindow::RequestStop);
|
|
}
|
|
|
|
void MainWindow::ConnectStack()
|
|
{
|
|
auto* widget = new QWidget;
|
|
auto* layout = new QVBoxLayout;
|
|
widget->setLayout(layout);
|
|
|
|
layout->addWidget(m_game_list);
|
|
layout->addWidget(m_search_bar);
|
|
layout->setContentsMargins(0, 0, 0, 0);
|
|
|
|
connect(m_search_bar, &SearchBar::Search, m_game_list, &GameList::SetSearchTerm);
|
|
|
|
m_stack->addWidget(widget);
|
|
|
|
setCentralWidget(m_stack);
|
|
|
|
setDockOptions(DockOption::AllowNestedDocks | DockOption::AllowTabbedDocks);
|
|
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_thread_widget);
|
|
addDockWidget(Qt::LeftDockWidgetArea, m_watch_widget);
|
|
addDockWidget(Qt::LeftDockWidgetArea, m_breakpoint_widget);
|
|
addDockWidget(Qt::LeftDockWidgetArea, m_memory_widget);
|
|
addDockWidget(Qt::LeftDockWidgetArea, m_network_widget);
|
|
addDockWidget(Qt::LeftDockWidgetArea, m_jit_widget);
|
|
|
|
tabifyDockWidget(m_log_widget, m_log_config_widget);
|
|
tabifyDockWidget(m_log_widget, m_code_widget);
|
|
tabifyDockWidget(m_log_widget, m_register_widget);
|
|
tabifyDockWidget(m_log_widget, m_thread_widget);
|
|
tabifyDockWidget(m_log_widget, m_watch_widget);
|
|
tabifyDockWidget(m_log_widget, m_breakpoint_widget);
|
|
tabifyDockWidget(m_log_widget, m_memory_widget);
|
|
tabifyDockWidget(m_log_widget, m_network_widget);
|
|
tabifyDockWidget(m_log_widget, m_jit_widget);
|
|
}
|
|
|
|
void MainWindow::RefreshGameList()
|
|
{
|
|
Settings::Instance().ReloadTitleDB();
|
|
Settings::Instance().RefreshGameList();
|
|
}
|
|
|
|
QStringList MainWindow::PromptFileNames()
|
|
{
|
|
auto& settings = Settings::Instance().GetQSettings();
|
|
QStringList paths = DolphinFileDialog::getOpenFileNames(
|
|
this, tr("Select a File"),
|
|
settings.value(QStringLiteral("mainwindow/lastdir"), QString{}).toString(),
|
|
tr("All GC/Wii files (*.elf *.dol *.gcm *.iso *.tgc *.wbfs *.ciso *.gcz *.wia *.rvz *.wad "
|
|
"*.dff *.m3u);;All Files (*)"));
|
|
|
|
if (!paths.isEmpty())
|
|
{
|
|
settings.setValue(QStringLiteral("mainwindow/lastdir"),
|
|
QFileInfo(paths.front()).absoluteDir().absolutePath());
|
|
}
|
|
|
|
return paths;
|
|
}
|
|
|
|
void MainWindow::ChangeDisc()
|
|
{
|
|
std::vector<std::string> paths = StringListToStdVector(PromptFileNames());
|
|
|
|
if (!paths.empty())
|
|
Core::RunAsCPUThread([&paths] { DVDInterface::ChangeDisc(paths); });
|
|
}
|
|
|
|
void MainWindow::EjectDisc()
|
|
{
|
|
Core::RunAsCPUThread([] { DVDInterface::EjectDisc(DVDInterface::EjectCause::User); });
|
|
}
|
|
|
|
void MainWindow::Open()
|
|
{
|
|
QStringList files = PromptFileNames();
|
|
if (!files.isEmpty())
|
|
StartGame(StringListToStdVector(files));
|
|
}
|
|
|
|
void MainWindow::Play(const std::optional<std::string>& savestate_path)
|
|
{
|
|
// 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(), ScanForSecondDisc::Yes,
|
|
std::make_unique<BootSessionData>(savestate_path, DeleteSavestateAfterBoot::No));
|
|
}
|
|
else
|
|
{
|
|
const QString default_path = QString::fromStdString(Config::Get(Config::MAIN_DEFAULT_ISO));
|
|
if (!default_path.isEmpty() && QFile::exists(default_path))
|
|
{
|
|
StartGame(default_path, ScanForSecondDisc::Yes,
|
|
std::make_unique<BootSessionData>(savestate_path, DeleteSavestateAfterBoot::No));
|
|
}
|
|
else
|
|
{
|
|
Open();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void MainWindow::Pause()
|
|
{
|
|
Core::SetState(Core::State::Paused);
|
|
}
|
|
|
|
void MainWindow::TogglePause()
|
|
{
|
|
if (Core::GetState() == Core::State::Paused)
|
|
{
|
|
Play();
|
|
}
|
|
else
|
|
{
|
|
Pause();
|
|
}
|
|
}
|
|
|
|
void MainWindow::OnStopComplete()
|
|
{
|
|
m_stop_requested = false;
|
|
HideRenderWidget(true, m_exit_requested);
|
|
#ifdef USE_DISCORD_PRESENCE
|
|
if (!m_netplay_dialog->isVisible())
|
|
Discord::UpdateDiscordPresence();
|
|
#endif
|
|
|
|
SetFullScreenResolution(false);
|
|
|
|
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()
|
|
{
|
|
if (!Core::IsRunning())
|
|
{
|
|
Core::QueueHostJob([this] { OnStopComplete(); }, true);
|
|
return true;
|
|
}
|
|
|
|
const bool rendered_widget_was_active =
|
|
m_render_widget->isActiveWindow() && !m_render_widget->isFullScreen();
|
|
QWidget* confirm_parent = (!m_rendering_to_main && rendered_widget_was_active) ?
|
|
m_render_widget :
|
|
static_cast<QWidget*>(this);
|
|
const bool was_cursor_locked = m_render_widget->IsCursorLocked();
|
|
|
|
if (!m_render_widget->isFullScreen())
|
|
m_render_widget_geometry = m_render_widget->saveGeometry();
|
|
else
|
|
FullScreen();
|
|
|
|
if (SConfig::GetInstance().bConfirmStop)
|
|
{
|
|
if (std::exchange(m_stop_confirm_showing, true))
|
|
return true;
|
|
|
|
Common::ScopeGuard confirm_lock([this] { m_stop_confirm_showing = false; });
|
|
|
|
const Core::State state = Core::GetState();
|
|
|
|
// Only pause the game, if NetPlay is not running
|
|
bool pause = !Settings::Instance().GetNetPlayClient();
|
|
|
|
if (pause)
|
|
Core::SetState(Core::State::Paused);
|
|
|
|
if (rendered_widget_was_active)
|
|
{
|
|
// We have to do this before creating the message box, otherwise we might receive the window
|
|
// activation event before we know we need to lock the cursor again.
|
|
m_render_widget->SetCursorLockedOnNextActivation(was_cursor_locked);
|
|
}
|
|
|
|
// This is to avoid any "race conditions" between the "Window Activate" message and the
|
|
// message box returning, which could break cursor locking depending on the order
|
|
m_render_widget->SetWaitingForMessageBox(true);
|
|
auto confirm = ModalMessageBox::question(
|
|
confirm_parent, tr("Confirm"),
|
|
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?"),
|
|
QMessageBox::Yes | QMessageBox::No, QMessageBox::NoButton, Qt::ApplicationModal);
|
|
|
|
// If a user confirmed stopping the emulation, we do not capture the cursor again,
|
|
// even if the render widget will stay alive for a while.
|
|
// If a used rejected stopping the emulation, we instead capture the cursor again,
|
|
// and let them continue playing as if nothing had happened
|
|
// (assuming cursor locking is on).
|
|
if (confirm != QMessageBox::Yes)
|
|
{
|
|
m_render_widget->SetWaitingForMessageBox(false);
|
|
|
|
if (pause)
|
|
Core::SetState(state);
|
|
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
m_render_widget->SetCursorLockedOnNextActivation(false);
|
|
// This needs to be after SetCursorLockedOnNextActivation(false) as it depends on it
|
|
m_render_widget->SetWaitingForMessageBox(false);
|
|
}
|
|
}
|
|
|
|
OnStopRecording();
|
|
// TODO: Add Debugger shutdown
|
|
|
|
if (!m_stop_requested && UICommon::TriggerSTMPowerEvent())
|
|
{
|
|
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.
|
|
if (Core::GetState() == Core::State::Paused)
|
|
Core::SetState(Core::State::Running);
|
|
|
|
// Tell NetPlay about the power event
|
|
if (NetPlay::IsNetPlayRunning())
|
|
NetPlay::SendPowerButtonEvent();
|
|
|
|
return true;
|
|
}
|
|
|
|
ForceStop();
|
|
#ifdef Q_OS_WIN
|
|
// Allow windows to idle or turn off display again
|
|
SetThreadExecutionState(ES_CONTINUOUS);
|
|
#endif
|
|
return true;
|
|
}
|
|
|
|
void MainWindow::ForceStop()
|
|
{
|
|
Core::Stop();
|
|
}
|
|
|
|
void MainWindow::Reset()
|
|
{
|
|
if (Movie::IsRecordingInput())
|
|
Movie::SetReset(true);
|
|
ProcessorInterface::ResetButton_Tap();
|
|
}
|
|
|
|
void MainWindow::FrameAdvance()
|
|
{
|
|
Core::DoFrameStep();
|
|
}
|
|
|
|
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();
|
|
|
|
HideRenderWidget(false);
|
|
SetFullScreenResolution(!was_fullscreen);
|
|
|
|
if (was_fullscreen)
|
|
{
|
|
ShowRenderWidget();
|
|
}
|
|
else
|
|
{
|
|
m_render_widget->showFullScreen();
|
|
}
|
|
}
|
|
|
|
void MainWindow::UnlockCursor()
|
|
{
|
|
if (!m_render_widget->isFullScreen())
|
|
m_render_widget->SetCursorLocked(false);
|
|
}
|
|
|
|
void MainWindow::ScreenShot()
|
|
{
|
|
Core::SaveScreenShot();
|
|
}
|
|
|
|
void MainWindow::ScanForSecondDiscAndStartGame(const UICommon::GameFile& game,
|
|
std::unique_ptr<BootSessionData> boot_session_data)
|
|
{
|
|
auto second_game = m_game_list->FindSecondDisc(game);
|
|
|
|
std::vector<std::string> paths = {game.GetFilePath()};
|
|
if (second_game != nullptr)
|
|
paths.push_back(second_game->GetFilePath());
|
|
|
|
StartGame(paths, std::move(boot_session_data));
|
|
}
|
|
|
|
void MainWindow::StartGame(const QString& path, ScanForSecondDisc scan,
|
|
std::unique_ptr<BootSessionData> boot_session_data)
|
|
{
|
|
StartGame(path.toStdString(), scan, std::move(boot_session_data));
|
|
}
|
|
|
|
void MainWindow::StartGame(const std::string& path, ScanForSecondDisc scan,
|
|
std::unique_ptr<BootSessionData> boot_session_data)
|
|
{
|
|
if (scan == ScanForSecondDisc::Yes)
|
|
{
|
|
std::shared_ptr<const UICommon::GameFile> game = m_game_list->FindGame(path);
|
|
if (game != nullptr)
|
|
{
|
|
ScanForSecondDiscAndStartGame(*game, std::move(boot_session_data));
|
|
return;
|
|
}
|
|
}
|
|
|
|
StartGame(BootParameters::GenerateFromFile(
|
|
path, boot_session_data ? std::move(*boot_session_data) : BootSessionData()));
|
|
}
|
|
|
|
void MainWindow::StartGame(const std::vector<std::string>& paths,
|
|
std::unique_ptr<BootSessionData> boot_session_data)
|
|
{
|
|
StartGame(BootParameters::GenerateFromFile(
|
|
paths, boot_session_data ? std::move(*boot_session_data) : BootSessionData()));
|
|
}
|
|
|
|
void MainWindow::StartGame(std::unique_ptr<BootParameters>&& parameters)
|
|
{
|
|
if (parameters && std::holds_alternative<BootParameters::Disc>(parameters->parameters))
|
|
{
|
|
if (std::get<BootParameters::Disc>(parameters->parameters).volume->IsNKit())
|
|
{
|
|
if (!NKitWarningDialog::ShowUnlessDisabled())
|
|
return;
|
|
}
|
|
}
|
|
|
|
// 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())))
|
|
{
|
|
ModalMessageBox::critical(this, tr("Error"), tr("Failed to init core"), QMessageBox::Ok);
|
|
HideRenderWidget();
|
|
return;
|
|
}
|
|
|
|
#ifdef USE_DISCORD_PRESENCE
|
|
if (!NetPlay::IsNetPlayRunning())
|
|
Discord::UpdateDiscordPresence();
|
|
#endif
|
|
|
|
if (Config::Get(Config::MAIN_FULLSCREEN))
|
|
m_fullscreen_requested = true;
|
|
}
|
|
|
|
void MainWindow::SetFullScreenResolution(bool fullscreen)
|
|
{
|
|
if (Config::Get(Config::MAIN_FULLSCREEN_DISPLAY_RES) == "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(Config::Get(Config::MAIN_FULLSCREEN_DISPLAY_RES).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
|
|
}
|
|
|
|
void MainWindow::ShowRenderWidget()
|
|
{
|
|
SetFullScreenResolution(false);
|
|
Host::GetInstance()->SetRenderFullscreen(false);
|
|
|
|
if (Config::Get(Config::MAIN_RENDER_TO_MAIN))
|
|
{
|
|
// 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);
|
|
}
|
|
}
|
|
|
|
void MainWindow::HideRenderWidget(bool reinit, bool is_exit)
|
|
{
|
|
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
|
|
if (reinit)
|
|
{
|
|
m_render_widget->hide();
|
|
disconnect(m_render_widget, &RenderWidget::Closed, this, &MainWindow::ForceStop);
|
|
|
|
m_render_widget->removeEventFilter(this);
|
|
m_render_widget->deleteLater();
|
|
|
|
m_render_widget = new RenderWidget;
|
|
|
|
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_window,
|
|
is_exit ? ControllerInterface::WindowChangeReason::Exit :
|
|
ControllerInterface::WindowChangeReason::Other);
|
|
}
|
|
}
|
|
|
|
void MainWindow::ShowControllersWindow()
|
|
{
|
|
if (!m_controllers_window)
|
|
{
|
|
m_controllers_window = new ControllersWindow(this);
|
|
InstallHotkeyFilter(m_controllers_window);
|
|
}
|
|
|
|
m_controllers_window->show();
|
|
m_controllers_window->raise();
|
|
m_controllers_window->activateWindow();
|
|
}
|
|
|
|
void MainWindow::ShowFreeLookWindow()
|
|
{
|
|
if (!m_freelook_window)
|
|
{
|
|
m_freelook_window = new FreeLookWindow(this);
|
|
InstallHotkeyFilter(m_freelook_window);
|
|
}
|
|
|
|
m_freelook_window->show();
|
|
m_freelook_window->raise();
|
|
m_freelook_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)
|
|
{
|
|
#ifdef 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();
|
|
}
|
|
|
|
void MainWindow::ShowNetPlaySetupDialog()
|
|
{
|
|
m_netplay_setup_dialog->show();
|
|
m_netplay_setup_dialog->raise();
|
|
m_netplay_setup_dialog->activateWindow();
|
|
}
|
|
|
|
void MainWindow::ShowNetPlayBrowser()
|
|
{
|
|
auto* browser = new NetPlayBrowser(this);
|
|
browser->setAttribute(Qt::WA_DeleteOnClose, true);
|
|
connect(browser, &NetPlayBrowser::Join, this, &MainWindow::NetPlayJoin);
|
|
browser->exec();
|
|
}
|
|
|
|
void MainWindow::ShowFIFOPlayer()
|
|
{
|
|
if (!m_fifo_window)
|
|
{
|
|
m_fifo_window = new FIFOPlayerWindow;
|
|
connect(m_fifo_window, &FIFOPlayerWindow::LoadFIFORequested, this,
|
|
[this](const QString& path) { StartGame(path, ScanForSecondDisc::No); });
|
|
}
|
|
|
|
m_fifo_window->show();
|
|
m_fifo_window->raise();
|
|
m_fifo_window->activateWindow();
|
|
}
|
|
|
|
void MainWindow::StateLoad()
|
|
{
|
|
QString path =
|
|
DolphinFileDialog::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 =
|
|
DolphinFileDialog::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);
|
|
}
|
|
|
|
void MainWindow::StateLoadSlotAt(int slot)
|
|
{
|
|
State::Load(slot);
|
|
}
|
|
|
|
void MainWindow::StateLoadLastSavedAt(int slot)
|
|
{
|
|
State::LoadLastSaved(slot);
|
|
}
|
|
|
|
void MainWindow::StateSaveSlotAt(int slot)
|
|
{
|
|
State::Save(slot);
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
void MainWindow::PerformOnlineUpdate(const std::string& region)
|
|
{
|
|
WiiUpdate::PerformOnlineUpdate(region, this);
|
|
// Since the update may have installed a newer system menu, trigger a refresh.
|
|
Settings::Instance().NANDRefresh();
|
|
}
|
|
|
|
void MainWindow::BootWiiSystemMenu()
|
|
{
|
|
StartGame(std::make_unique<BootParameters>(BootParameters::NANDTitle{Titles::SYSTEM_MENU}));
|
|
}
|
|
|
|
void MainWindow::NetPlayInit()
|
|
{
|
|
const auto& game_list_model = m_game_list->GetGameListModel();
|
|
m_netplay_setup_dialog = new NetPlaySetupDialog(game_list_model, this);
|
|
m_netplay_dialog = new NetPlayDialog(
|
|
game_list_model,
|
|
[this](const std::string& path, std::unique_ptr<BootSessionData> boot_session_data) {
|
|
StartGame(path, ScanForSecondDisc::Yes, std::move(boot_session_data));
|
|
});
|
|
#ifdef USE_DISCORD_PRESENCE
|
|
m_netplay_discord = new DiscordHandler(this);
|
|
#endif
|
|
|
|
connect(m_netplay_dialog, &NetPlayDialog::Stop, this, &MainWindow::ForceStop);
|
|
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
|
|
connect(m_netplay_discord, &DiscordHandler::Join, this, &MainWindow::NetPlayJoin);
|
|
|
|
Discord::InitNetPlayFunctionality(*m_netplay_discord);
|
|
m_netplay_discord->Start();
|
|
#endif
|
|
connect(&Settings::Instance(), &Settings::ConfigChanged, this,
|
|
&MainWindow::UpdateScreenSaverInhibition);
|
|
connect(&Settings::Instance(), &Settings::EmulationStateChanged, this,
|
|
&MainWindow::UpdateScreenSaverInhibition);
|
|
}
|
|
|
|
bool MainWindow::NetPlayJoin()
|
|
{
|
|
if (Core::IsRunning())
|
|
{
|
|
ModalMessageBox::critical(nullptr, tr("Error"),
|
|
tr("Can't start a NetPlay Session while a game is still running!"));
|
|
return false;
|
|
}
|
|
|
|
if (m_netplay_dialog->isVisible())
|
|
{
|
|
ModalMessageBox::critical(nullptr, tr("Error"),
|
|
tr("A NetPlay Session is already in progress!"));
|
|
return false;
|
|
}
|
|
|
|
auto server = Settings::Instance().GetNetPlayServer();
|
|
|
|
// 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)
|
|
{
|
|
host_ip = "127.0.0.1";
|
|
host_port = server->GetPort();
|
|
}
|
|
else
|
|
{
|
|
host_ip = is_traversal ? Config::Get(Config::NETPLAY_HOST_CODE) :
|
|
Config::Get(Config::NETPLAY_ADDRESS);
|
|
host_port = Config::Get(Config::NETPLAY_CONNECT_PORT);
|
|
}
|
|
|
|
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 std::string network_mode = Config::Get(Config::NETPLAY_NETWORK_MODE);
|
|
const bool host_input_authority = network_mode == "hostinputauthority" || network_mode == "golf";
|
|
|
|
if (server)
|
|
{
|
|
server->SetHostInputAuthority(host_input_authority);
|
|
server->AdjustPadBufferSize(Config::Get(Config::NETPLAY_BUFFER_SIZE));
|
|
}
|
|
|
|
// 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}));
|
|
|
|
if (!Settings::Instance().GetNetPlayClient()->IsConnected())
|
|
{
|
|
NetPlayQuit();
|
|
return false;
|
|
}
|
|
|
|
m_netplay_setup_dialog->close();
|
|
m_netplay_dialog->show(nickname, is_traversal);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool MainWindow::NetPlayHost(const UICommon::GameFile& game)
|
|
{
|
|
if (Core::IsRunning())
|
|
{
|
|
ModalMessageBox::critical(nullptr, tr("Error"),
|
|
tr("Can't start a NetPlay Session while a game is still running!"));
|
|
return false;
|
|
}
|
|
|
|
if (m_netplay_dialog->isVisible())
|
|
{
|
|
ModalMessageBox::critical(nullptr, tr("Error"),
|
|
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);
|
|
|
|
if (is_traversal)
|
|
host_port = Config::Get(Config::NETPLAY_LISTEN_PORT);
|
|
|
|
// Create Server
|
|
Settings::Instance().ResetNetPlayServer(new NetPlay::NetPlayServer(
|
|
host_port, use_upnp, m_netplay_dialog,
|
|
NetPlay::NetTraversalConfig{is_traversal, traversal_host, traversal_port}));
|
|
|
|
if (!Settings::Instance().GetNetPlayServer()->is_connected)
|
|
{
|
|
ModalMessageBox::critical(
|
|
nullptr, tr("Failed to open server"),
|
|
tr("Failed to listen on port %1. Is another instance of the NetPlay server running?")
|
|
.arg(host_port));
|
|
NetPlayQuit();
|
|
return false;
|
|
}
|
|
|
|
Settings::Instance().GetNetPlayServer()->ChangeGame(game.GetSyncIdentifier(),
|
|
m_game_list->GetNetPlayName(game));
|
|
|
|
// Join our local server
|
|
return NetPlayJoin();
|
|
}
|
|
|
|
void MainWindow::NetPlayQuit()
|
|
{
|
|
Settings::Instance().ResetNetPlayClient();
|
|
Settings::Instance().ResetNetPlayServer();
|
|
#ifdef USE_DISCORD_PRESENCE
|
|
Discord::UpdateDiscordPresence();
|
|
#endif
|
|
}
|
|
|
|
void MainWindow::UpdateScreenSaverInhibition()
|
|
{
|
|
const bool inhibit =
|
|
Config::Get(Config::MAIN_DISABLE_SCREENSAVER) && (Core::GetState() == Core::State::Running);
|
|
|
|
if (inhibit == m_is_screensaver_inhibited)
|
|
return;
|
|
|
|
m_is_screensaver_inhibited = inhibit;
|
|
|
|
#ifdef HAVE_X11
|
|
if (GetWindowSystemType() == WindowSystemType::X11)
|
|
UICommon::InhibitScreenSaver(winId(), inhibit);
|
|
#else
|
|
UICommon::InhibitScreenSaver(inhibit);
|
|
#endif
|
|
}
|
|
|
|
bool MainWindow::eventFilter(QObject* object, QEvent* event)
|
|
{
|
|
if (event->type() == QEvent::Close)
|
|
{
|
|
if (RequestStop() && object == this)
|
|
m_exit_requested = true;
|
|
|
|
static_cast<QCloseEvent*>(event)->ignore();
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void MainWindow::dragEnterEvent(QDragEnterEvent* event)
|
|
{
|
|
if (event->mimeData()->hasUrls() && event->mimeData()->urls().size() == 1)
|
|
event->acceptProposedAction();
|
|
}
|
|
|
|
void MainWindow::dropEvent(QDropEvent* event)
|
|
{
|
|
const QList<QUrl>& urls = event->mimeData()->urls();
|
|
if (urls.empty())
|
|
return;
|
|
|
|
QStringList files;
|
|
QStringList folders;
|
|
|
|
for (const QUrl& url : urls)
|
|
{
|
|
QFileInfo file_info(url.toLocalFile());
|
|
QString path = file_info.filePath();
|
|
|
|
if (!file_info.exists() || !file_info.isReadable())
|
|
{
|
|
ModalMessageBox::critical(this, tr("Error"), tr("Failed to open '%1'").arg(path));
|
|
return;
|
|
}
|
|
|
|
(file_info.isFile() ? files : folders).append(path);
|
|
}
|
|
|
|
if (!files.isEmpty())
|
|
{
|
|
StartGame(StringListToStdVector(files));
|
|
}
|
|
else
|
|
{
|
|
Settings& settings = Settings::Instance();
|
|
const bool show_confirm = !settings.GetPaths().empty();
|
|
|
|
for (const QString& folder : folders)
|
|
{
|
|
if (show_confirm)
|
|
{
|
|
if (ModalMessageBox::question(
|
|
this, tr("Confirm"),
|
|
tr("Do you want to add \"%1\" to the list of Game Paths?").arg(folder)) !=
|
|
QMessageBox::Yes)
|
|
return;
|
|
}
|
|
settings.AddPath(folder);
|
|
}
|
|
}
|
|
}
|
|
|
|
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 = ModalMessageBox::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 =
|
|
DolphinFileDialog::getOpenFileName(this, tr("Select the save file"), QDir::currentPath(),
|
|
tr("BootMii NAND backup file (*.bin);;"
|
|
"All Files (*)"));
|
|
|
|
if (file.isEmpty())
|
|
return;
|
|
|
|
ParallelProgressDialog dialog(this);
|
|
dialog.GetRaw()->setMinimum(0);
|
|
dialog.GetRaw()->setMaximum(0);
|
|
dialog.GetRaw()->setLabelText(tr("Importing NAND backup"));
|
|
dialog.GetRaw()->setCancelButton(nullptr);
|
|
|
|
auto beginning = QDateTime::currentDateTime().toMSecsSinceEpoch();
|
|
|
|
std::future<void> result = std::async(std::launch::async, [&] {
|
|
DiscIO::NANDImporter().ImportNANDBin(
|
|
file.toStdString(),
|
|
[&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 DolphinFileDialog::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("");
|
|
});
|
|
dialog.Reset();
|
|
});
|
|
|
|
dialog.GetRaw()->exec();
|
|
|
|
result.wait();
|
|
|
|
m_menu_bar->UpdateToolsMenu(Core::IsRunning());
|
|
}
|
|
|
|
void MainWindow::OnPlayRecording()
|
|
{
|
|
QString dtm_file = DolphinFileDialog::getOpenFileName(
|
|
this, tr("Select the Recording File to Play"), QString(), 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))
|
|
{
|
|
emit RecordingStatusChanged(true);
|
|
|
|
Play(savestate_path);
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
Movie::ControllerTypeArray controllers{};
|
|
Movie::WiimoteEnabledArray wiimotes{};
|
|
|
|
for (int i = 0; i < 4; i++)
|
|
{
|
|
if (SConfig::GetInstance().m_SIDevice[i] == SerialInterface::SIDEVICE_GC_GBA_EMULATED)
|
|
controllers[i] = Movie::ControllerType::GBA;
|
|
else if (SerialInterface::SIDevice_IsGCController(SConfig::GetInstance().m_SIDevice[i]))
|
|
controllers[i] = Movie::ControllerType::GC;
|
|
else
|
|
controllers[i] = Movie::ControllerType::None;
|
|
wiimotes[i] = WiimoteCommon::GetSource(i) != WiimoteSource::None;
|
|
}
|
|
|
|
if (Movie::BeginRecordingInput(controllers, wiimotes))
|
|
{
|
|
emit RecordingStatusChanged(true);
|
|
|
|
if (!Core::IsRunning())
|
|
Play();
|
|
}
|
|
}
|
|
|
|
void MainWindow::OnStopRecording()
|
|
{
|
|
if (Movie::IsRecordingInput())
|
|
OnExportRecording();
|
|
if (Movie::IsMovieActive())
|
|
Movie::EndPlayInput(false);
|
|
emit RecordingStatusChanged(false);
|
|
}
|
|
|
|
void MainWindow::OnExportRecording()
|
|
{
|
|
Core::RunAsCPUThread([this] {
|
|
QString dtm_file = DolphinFileDialog::getSaveFileName(
|
|
this, tr("Save Recording File As"), QString(), tr("Dolphin TAS Movies (*.dtm)"));
|
|
if (!dtm_file.isEmpty())
|
|
Movie::SaveRecording(dtm_file.toStdString());
|
|
});
|
|
}
|
|
|
|
void MainWindow::OnActivateChat()
|
|
{
|
|
if (g_netplay_chat_ui)
|
|
g_netplay_chat_ui->Activate();
|
|
}
|
|
|
|
void MainWindow::OnRequestGolfControl()
|
|
{
|
|
auto client = Settings::Instance().GetNetPlayClient();
|
|
if (client)
|
|
client->RequestGolfControl();
|
|
}
|
|
|
|
void MainWindow::ShowTASInput()
|
|
{
|
|
for (int i = 0; i < num_gc_controllers; i++)
|
|
{
|
|
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();
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < num_wii_controllers; i++)
|
|
{
|
|
if (WiimoteCommon::GetSource(i) == WiimoteSource::Emulated &&
|
|
(!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();
|
|
}
|
|
}
|
|
}
|
|
|
|
void MainWindow::OnConnectWiiRemote(int id)
|
|
{
|
|
Core::RunAsCPUThread([&] {
|
|
if (const auto bt = WiiUtils::GetBluetoothEmuDevice())
|
|
{
|
|
const auto wm = bt->AccessWiimoteByIndex(id);
|
|
wm->Activate(!wm->IsConnected());
|
|
}
|
|
});
|
|
}
|
|
|
|
void MainWindow::ShowMemcardManager()
|
|
{
|
|
GCMemcardManager manager(this);
|
|
|
|
manager.exec();
|
|
}
|
|
|
|
void MainWindow::ShowResourcePackManager()
|
|
{
|
|
ResourcePackManager manager(this);
|
|
|
|
manager.exec();
|
|
}
|
|
|
|
void MainWindow::ShowCheatsManager()
|
|
{
|
|
m_cheats_manager->show();
|
|
}
|
|
|
|
void MainWindow::ShowRiivolutionBootWidget(const UICommon::GameFile& game)
|
|
{
|
|
auto second_game = m_game_list->FindSecondDisc(game);
|
|
std::vector<std::string> paths = {game.GetFilePath()};
|
|
if (second_game != nullptr)
|
|
paths.push_back(second_game->GetFilePath());
|
|
std::unique_ptr<BootParameters> boot_params = BootParameters::GenerateFromFile(paths);
|
|
if (!boot_params)
|
|
return;
|
|
if (!std::holds_alternative<BootParameters::Disc>(boot_params->parameters))
|
|
return;
|
|
|
|
auto& disc = std::get<BootParameters::Disc>(boot_params->parameters);
|
|
RiivolutionBootWidget w(disc.volume->GetGameID(), disc.volume->GetRevision(),
|
|
disc.volume->GetDiscNumber(), this);
|
|
w.exec();
|
|
if (!w.ShouldBoot())
|
|
return;
|
|
|
|
AddRiivolutionPatches(boot_params.get(), std::move(w.GetPatches()));
|
|
StartGame(std::move(boot_params));
|
|
}
|
|
|
|
void MainWindow::Show()
|
|
{
|
|
if (!Settings::Instance().IsBatchModeEnabled())
|
|
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();
|
|
}
|
|
}
|