dolphin/Source/Core/DolphinQt/MainWindow.cpp
Lioncash a9003aadc6
DolphinQt/MainWindow: Replace includes with forward declarations
Reduces the amount of dependencies dragged in by the main window's
header. This also removes MainWindow.h includes elsewhere where they
aren't necessary, reducing the amount of UI files that need to be
recompiled if the main window's header changes.
2018-07-15 18:46:26 -04:00

1475 lines
46 KiB
C++

// Copyright 2015 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <QApplication>
#include <QCloseEvent>
#include <QDateTime>
#include <QDir>
#include <QDragEnterEvent>
#include <QDropEvent>
#include <QFileDialog>
#include <QFileInfo>
#include <QIcon>
#include <QMessageBox>
#include <QMimeData>
#include <QProgressDialog>
#include <QStackedWidget>
#include <QVBoxLayout>
#include <future>
#include <optional>
#if defined(__unix__) || defined(__unix) || defined(__APPLE__)
#include <signal.h>
#include "QtUtils/SignalDaemon.h"
#endif
#include "Common/Version.h"
#include "Core/Boot/Boot.h"
#include "Core/BootManager.h"
#include "Core/CommonTitles.h"
#include "Core/Config/MainSettings.h"
#include "Core/Config/NetplaySettings.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/HW/DVD/DVDInterface.h"
#include "Core/HW/GCKeyboard.h"
#include "Core/HW/GCPad.h"
#include "Core/HW/ProcessorInterface.h"
#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"
#include "Core/NetPlayClient.h"
#include "Core/NetPlayProto.h"
#include "Core/NetPlayServer.h"
#include "Core/State.h"
#include "DiscIO/NANDImporter.h"
#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"
#include "DolphinQt/FIFO/FIFOPlayerWindow.h"
#include "DolphinQt/GCMemcardManager.h"
#include "DolphinQt/GameList/GameList.h"
#include "DolphinQt/Host.h"
#include "DolphinQt/HotkeyScheduler.h"
#include "DolphinQt/MainWindow.h"
#include "DolphinQt/MenuBar.h"
#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"
#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"
#include "DolphinQt/WiiUpdate.h"
#include "InputCommon/ControllerInterface/ControllerInterface.h"
#include "UICommon/DiscordPresence.h"
#include "UICommon/GameFile.h"
#include "UICommon/UICommon.h"
#include "VideoCommon/VideoConfig.h"
#if defined(HAVE_XRANDR) && HAVE_XRANDR
#include <qpa/qplatformnativeinterface.h>
#include "UICommon/X11Utils.h"
#endif
#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
MainWindow::MainWindow(std::unique_ptr<BootParameters> boot_parameters) : QMainWindow(nullptr)
{
setWindowTitle(QString::fromStdString(Common::scm_rev_str));
setWindowIcon(Resources::GetAppIcon());
setUnifiedTitleAndToolBarOnMac(true);
setAcceptDrops(true);
InitControllers();
CreateComponents();
ConnectGameList();
ConnectHost();
ConnectToolBar();
ConnectRenderWidget();
ConnectStack();
ConnectMenuBar();
ConnectHotkeys();
InitCoreCallbacks();
NetPlayInit();
#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);
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();
}
MainWindow::~MainWindow()
{
m_render_widget->deleteLater();
m_netplay_dialog->deleteLater();
ShutdownControllers();
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();
}
void MainWindow::InitControllers()
{
if (g_controller_interface.IsInit())
return;
g_controller_interface.Initialize(reinterpret_cast<void*>(winId()));
Pad::Initialize();
Keyboard::Initialize();
Wiimote::Initialize(Wiimote::InitializeMode::DO_NOT_WAIT_FOR_WIIMOTES);
m_hotkey_scheduler = new HotkeyScheduler();
m_hotkey_scheduler->Start();
// 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();
}
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;
}
});
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); });
}
void MainWindow::CreateComponents()
{
m_menu_bar = new MenuBar(this);
m_tool_bar = new ToolBar(this);
m_search_bar = new SearchBar(this);
m_game_list = new GameList(this);
m_render_widget = new RenderWidget;
m_stack = new QStackedWidget(this);
m_controllers_window = new ControllersWindow(this);
m_settings_window = new SettingsWindow(this);
for (int i = 0; i < 4; i++)
{
m_gc_tas_input_windows[i] = new GCTASInputWindow(this, i);
m_wii_tas_input_windows[i] = new WiiTASInputWindow(this, i);
}
Movie::SetGCInputManip([this](GCPadStatus* pad_status, int controller_id) {
m_gc_tas_input_windows[controller_id]->GetValues(pad_status);
});
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);
});
m_jit_widget = new JITWidget(this);
m_log_widget = new LogWidget(this);
m_log_config_widget = new LogConfigWidget(this);
m_fifo_window = new FIFOPlayerWindow(this);
m_memory_widget = new MemoryWidget(this);
connect(m_fifo_window, &FIFOPlayerWindow::LoadFIFORequested, this,
[this](const QString& path) { StartGame(path); });
m_register_widget = new RegisterWidget(this);
m_watch_widget = new WatchWidget(this);
m_breakpoint_widget = new BreakpointWidget(this);
m_code_widget = new CodeWidget(this);
m_cheats_manager = new CheatsManager(this);
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); });
connect(m_code_widget, &CodeWidget::BreakpointsChanged, m_breakpoint_widget,
&BreakpointWidget::Update);
connect(m_code_widget, &CodeWidget::RequestPPCComparison, m_jit_widget, &JITWidget::Compare);
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);
});
#if defined(HAVE_XRANDR) && HAVE_XRANDR
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_controllers_window);
InstallHotkeyFilter(m_settings_window);
InstallHotkeyFilter(m_graphics_window);
}
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); });
// 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
connect(m_menu_bar, &MenuBar::ShowMemcardManager, this, &MainWindow::ShowMemcardManager);
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::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::ToggleSearch, m_search_bar, &SearchBar::Toggle);
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::TogglePauseHotkey, this, &MainWindow::TogglePause);
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::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::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::UpdateProgressDialog, this,
&MainWindow::OnUpdateProgressDialog);
}
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->setMargin(0);
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);
tabifyDockWidget(m_log_widget, m_code_widget);
tabifyDockWidget(m_log_widget, m_register_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_jit_widget);
}
void MainWindow::RefreshGameList()
{
Settings::Instance().ReloadTitleDB();
Settings::Instance().RefreshGameList();
}
QString MainWindow::PromptFileName()
{
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);;"
"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);
}
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(), savestate_path);
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);
EnableScreenSaver(false);
}
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();
EnableScreenSaver(true);
#ifdef USE_DISCORD_PRESENCE
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;
}
if (!m_render_widget->isFullScreen())
m_render_widget_geometry = m_render_widget->saveGeometry();
else
FullScreen();
if (SConfig::GetInstance().bConfirmStop)
{
const Core::State state = Core::GetState();
// Only pause the game, if NetPlay is not running
bool pause = Settings::Instance().GetNetPlayClient() == nullptr;
if (pause)
Core::SetState(Core::State::Paused);
QMessageBox::StandardButton confirm;
confirm = QMessageBox::question(this, 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?"));
if (pause)
Core::SetState(state);
if (confirm != QMessageBox::Yes)
return false;
}
// TODO: Add Movie shutdown
// 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);
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::ScreenShot()
{
Core::SaveScreenShot();
}
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)
{
// 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;
}
// Boot up, show an error if it fails to load the game.
if (!BootManager::BootCore(std::move(parameters)))
{
QMessageBox::critical(this, tr("Error"), tr("Failed to init core"), QMessageBox::Ok);
return;
}
ShowRenderWidget();
#ifdef USE_DISCORD_PRESENCE
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
}
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
m_xrr_config->ToggleDisplayMode(fullscreen);
#endif
}
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);
}
}
void MainWindow::HideRenderWidget(bool reinit)
{
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);
});
}
}
void MainWindow::ShowControllersWindow()
{
m_controllers_window->show();
m_controllers_window->raise();
m_controllers_window->activateWindow();
}
void MainWindow::ShowSettingsWindow()
{
m_settings_window->show();
m_settings_window->raise();
m_settings_window->activateWindow();
}
void MainWindow::ShowAudioWindow()
{
m_settings_window->SelectAudioPane();
ShowSettingsWindow();
}
void MainWindow::ShowGeneralWindow()
{
m_settings_window->SelectGeneralPane();
ShowSettingsWindow();
}
void MainWindow::ShowAboutDialog()
{
AboutDialog about{this};
about.exec();
}
void MainWindow::ShowHotkeyDialog()
{
auto* hotkey_window = new MappingWindow(this, MappingWindow::Type::MAPPING_HOTKEYS, 0);
InstallHotkeyFilter(hotkey_window);
hotkey_window->show();
hotkey_window->raise();
hotkey_window->activateWindow();
}
void MainWindow::ShowGraphicsWindow()
{
m_graphics_window->Initialize();
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::ShowFIFOPlayer()
{
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);
}
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);
}
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);
}
void MainWindow::BootWiiSystemMenu()
{
StartGame(std::make_unique<BootParameters>(BootParameters::NANDTitle{Titles::SYSTEM_MENU}));
}
void MainWindow::NetPlayInit()
{
m_netplay_setup_dialog = new NetPlaySetupDialog(this);
m_netplay_dialog = new NetPlayDialog;
connect(m_netplay_dialog, &NetPlayDialog::Boot, this,
[this](const QString& path) { StartGame(path); });
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);
}
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;
}
// 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 (Settings::Instance().GetNetPlayServer() != nullptr)
{
host_ip = "127.0.0.1";
host_port = Settings::Instance().GetNetPlayServer()->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);
// Create Client
const bool is_hosting_netplay = Settings::Instance().GetNetPlayServer() != 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 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);
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}));
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));
NetPlayQuit();
return false;
}
Settings::Instance().GetNetPlayServer()->ChangeGame(game_id.toStdString());
// Join our local server
return NetPlayJoin();
}
void MainWindow::NetPlayQuit()
{
Settings::Instance().ResetNetPlayClient();
Settings::Instance().ResetNetPlayServer();
}
void MainWindow::EnableScreenSaver(bool enable)
{
#if defined(HAVE_XRANDR) && HAVE_XRANDR
UICommon::EnableScreenSaver(winId(), enable);
#else
UICommon::EnableScreenSaver(enable);
#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 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);
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());
}
void MainWindow::OnPlayRecording()
{
QString dtm_file = QFileDialog::getOpenFileName(this, tr("Select the Recording File"), 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);
}
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(),
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());
}
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 (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();
}
}
}
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);
});
}
void MainWindow::ShowMemcardManager()
{
GCMemcardManager manager(this);
manager.exec();
}
void MainWindow::ShowCheatsManager()
{
m_cheats_manager->show();
}
void MainWindow::OnUpdateProgressDialog(QString title, int progress, int total)
{
if (!m_progress_dialog)
{
m_progress_dialog = new QProgressDialog(m_render_widget);
m_progress_dialog->show();
}
m_progress_dialog->setValue(progress);
m_progress_dialog->setLabelText(title);
m_progress_dialog->setWindowTitle(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();
}
}