dolphin/Source/Core/DolphinQt/Config/ARCodeWidget.cpp

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// Copyright 2018 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
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#include "DolphinQt/Config/ARCodeWidget.h"
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#include <algorithm>
#include <utility>
#include <QCursor>
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#include <QHBoxLayout>
#include <QListWidget>
#include <QMenu>
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#include <QPushButton>
#include <QVBoxLayout>
#include "Common/FileUtil.h"
#include "Common/IniFile.h"
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#include "Core/ActionReplay.h"
#include "Core/ConfigManager.h"
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#include "DolphinQt/Config/CheatCodeEditor.h"
#include "DolphinQt/Config/CheatWarningWidget.h"
#include "DolphinQt/Config/HardcoreWarningWidget.h"
#include "DolphinQt/QtUtils/NonDefaultQPushButton.h"
#include "DolphinQt/QtUtils/SetWindowDecorations.h"
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#include "UICommon/GameFile.h"
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ARCodeWidget::ARCodeWidget(std::string game_id, u16 game_revision, bool restart_required)
: m_game_id(std::move(game_id)), m_game_revision(game_revision),
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m_restart_required(restart_required)
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{
CreateWidgets();
ConnectWidgets();
if (!m_game_id.empty())
{
Common::IniFile game_ini_local;
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// We don't use LoadLocalGameIni() here because user cheat codes that are installed via the UI
// will always be stored in GS/${GAMEID}.ini
game_ini_local.Load(File::GetUserPath(D_GAMESETTINGS_IDX) + m_game_id + ".ini");
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const Common::IniFile game_ini_default =
SConfig::LoadDefaultGameIni(m_game_id, m_game_revision);
m_ar_codes = ActionReplay::LoadCodes(game_ini_default, game_ini_local);
}
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UpdateList();
OnSelectionChanged();
}
ARCodeWidget::~ARCodeWidget() = default;
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void ARCodeWidget::CreateWidgets()
{
m_warning = new CheatWarningWidget(m_game_id, m_restart_required, this);
#ifdef USE_RETRO_ACHIEVEMENTS
m_hc_warning = new HardcoreWarningWidget(this);
#endif // USE_RETRO_ACHIEVEMENTS
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m_code_list = new QListWidget;
m_code_add = new NonDefaultQPushButton(tr("&Add New Code..."));
m_code_edit = new NonDefaultQPushButton(tr("&Edit Code..."));
m_code_remove = new NonDefaultQPushButton(tr("&Remove Code"));
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m_code_list->setEnabled(!m_game_id.empty());
m_code_add->setEnabled(!m_game_id.empty());
m_code_edit->setEnabled(!m_game_id.empty());
m_code_remove->setEnabled(!m_game_id.empty());
m_code_list->setContextMenuPolicy(Qt::CustomContextMenu);
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auto* button_layout = new QHBoxLayout;
button_layout->addWidget(m_code_add);
button_layout->addWidget(m_code_edit);
button_layout->addWidget(m_code_remove);
QVBoxLayout* layout = new QVBoxLayout;
layout->addWidget(m_warning);
#ifdef USE_RETRO_ACHIEVEMENTS
layout->addWidget(m_hc_warning);
#endif // USE_RETRO_ACHIEVEMENTS
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layout->addWidget(m_code_list);
layout->addLayout(button_layout);
setLayout(layout);
}
void ARCodeWidget::ConnectWidgets()
{
connect(m_warning, &CheatWarningWidget::OpenCheatEnableSettings, this,
&ARCodeWidget::OpenGeneralSettings);
#ifdef USE_RETRO_ACHIEVEMENTS
connect(m_hc_warning, &HardcoreWarningWidget::OpenAchievementSettings, this,
&ARCodeWidget::OpenAchievementSettings);
#endif // USE_RETRO_ACHIEVEMENTS
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connect(m_code_list, &QListWidget::itemChanged, this, &ARCodeWidget::OnItemChanged);
connect(m_code_list, &QListWidget::itemSelectionChanged, this, &ARCodeWidget::OnSelectionChanged);
connect(m_code_list->model(), &QAbstractItemModel::rowsMoved, this,
&ARCodeWidget::OnListReordered);
connect(m_code_list, &QListWidget::customContextMenuRequested, this,
&ARCodeWidget::OnContextMenuRequested);
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connect(m_code_add, &QPushButton::clicked, this, &ARCodeWidget::OnCodeAddClicked);
connect(m_code_edit, &QPushButton::clicked, this, &ARCodeWidget::OnCodeEditClicked);
connect(m_code_remove, &QPushButton::clicked, this, &ARCodeWidget::OnCodeRemoveClicked);
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}
void ARCodeWidget::OnItemChanged(QListWidgetItem* item)
{
m_ar_codes[m_code_list->row(item)].enabled = (item->checkState() == Qt::Checked);
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if (!m_restart_required)
ActionReplay::ApplyCodes(m_ar_codes);
UpdateList();
SaveCodes();
}
void ARCodeWidget::OnContextMenuRequested()
{
QMenu menu;
menu.addAction(tr("Sort Alphabetically"), this, &ARCodeWidget::SortAlphabetically);
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menu.addAction(tr("Show Enabled Codes First"), this, &ARCodeWidget::SortEnabledCodesFirst);
menu.addAction(tr("Show Disabled Codes First"), this, &ARCodeWidget::SortDisabledCodesFirst);
menu.exec(QCursor::pos());
}
void ARCodeWidget::SortAlphabetically()
{
m_code_list->sortItems();
OnListReordered();
}
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void ARCodeWidget::SortEnabledCodesFirst()
{
std::stable_sort(m_ar_codes.begin(), m_ar_codes.end(), [](const auto& a, const auto& b) {
return a.enabled && a.enabled != b.enabled;
});
UpdateList();
SaveCodes();
}
void ARCodeWidget::SortDisabledCodesFirst()
{
std::stable_sort(m_ar_codes.begin(), m_ar_codes.end(), [](const auto& a, const auto& b) {
return !a.enabled && a.enabled != b.enabled;
});
UpdateList();
SaveCodes();
}
void ARCodeWidget::OnListReordered()
{
// Reorder codes based on the indices of table item
std::vector<ActionReplay::ARCode> codes;
codes.reserve(m_ar_codes.size());
for (int i = 0; i < m_code_list->count(); i++)
{
const int index = m_code_list->item(i)->data(Qt::UserRole).toInt();
codes.push_back(std::move(m_ar_codes[index]));
}
m_ar_codes = std::move(codes);
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SaveCodes();
}
void ARCodeWidget::OnSelectionChanged()
{
auto items = m_code_list->selectedItems();
if (items.empty())
return;
const auto* selected = items[0];
bool user_defined = m_ar_codes[m_code_list->row(selected)].user_defined;
m_code_remove->setEnabled(user_defined);
m_code_edit->setText(user_defined ? tr("&Edit Code...") : tr("Clone and &Edit Code..."));
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}
void ARCodeWidget::UpdateList()
{
m_code_list->clear();
for (size_t i = 0; i < m_ar_codes.size(); i++)
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{
const auto& ar = m_ar_codes[i];
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auto* item = new QListWidgetItem(QString::fromStdString(ar.name)
.replace(QStringLiteral("&lt;"), QChar::fromLatin1('<'))
.replace(QStringLiteral("&gt;"), QChar::fromLatin1('>')));
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item->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable | Qt::ItemIsUserCheckable |
Qt::ItemIsDragEnabled);
item->setCheckState(ar.enabled ? Qt::Checked : Qt::Unchecked);
item->setData(Qt::UserRole, static_cast<int>(i));
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m_code_list->addItem(item);
}
m_code_list->setDragDropMode(QAbstractItemView::InternalMove);
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}
void ARCodeWidget::SaveCodes()
{
if (m_game_id.empty())
return;
const auto ini_path =
std::string(File::GetUserPath(D_GAMESETTINGS_IDX)).append(m_game_id).append(".ini");
Common::IniFile game_ini_local;
game_ini_local.Load(ini_path);
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ActionReplay::SaveCodes(&game_ini_local, m_ar_codes);
game_ini_local.Save(ini_path);
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}
void ARCodeWidget::AddCode(ActionReplay::ARCode code)
{
m_ar_codes.push_back(std::move(code));
UpdateList();
SaveCodes();
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}
void ARCodeWidget::OnCodeAddClicked()
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{
ActionReplay::ARCode ar;
ar.enabled = true;
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CheatCodeEditor ed(this);
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ed.SetARCode(&ar);
SetQWidgetWindowDecorations(&ed);
if (ed.exec() == QDialog::Rejected)
return;
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m_ar_codes.push_back(std::move(ar));
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UpdateList();
SaveCodes();
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}
void ARCodeWidget::OnCodeEditClicked()
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{
const auto items = m_code_list->selectedItems();
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if (items.empty())
return;
const auto* const selected = items[0];
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auto& current_ar = m_ar_codes[m_code_list->row(selected)];
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CheatCodeEditor ed(this);
if (current_ar.user_defined)
{
ed.SetARCode(&current_ar);
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SetQWidgetWindowDecorations(&ed);
if (ed.exec() == QDialog::Rejected)
return;
}
else
{
ActionReplay::ARCode ar = current_ar;
ed.SetARCode(&ar);
SetQWidgetWindowDecorations(&ed);
if (ed.exec() == QDialog::Rejected)
return;
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m_ar_codes.push_back(std::move(ar));
}
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SaveCodes();
UpdateList();
}
void ARCodeWidget::OnCodeRemoveClicked()
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{
auto items = m_code_list->selectedItems();
if (items.empty())
return;
const auto* selected = items[0];
m_ar_codes.erase(m_ar_codes.begin() + m_code_list->row(selected));
SaveCodes();
UpdateList();
m_code_remove->setEnabled(false);
}