AchievementsWindow is the dialog box that will eventually contain the settings and progress data for RetroAchievements on Dolphin. This adds the barebones dialog, and connects it to MainWindow's MenuBar.
Adds two new hotkeys to open the menus for emulated USB devices- Skylanders Portal of Power and the Infinity Base. (Hotkeys only active when game is running).
Portal menu: Default is <Ctrl+P>.
Infinity base: Default is <Ctrl+I>
m_xrr_config was used by the GeneralWidget::GetAvailableResolutions
function to get the list of supported fullscreen resolutions when
HAVE_XRANDR was set. aa4088a removed the ability to set that resolution
in the UI, leaving the GetAvailableResolutions function unused.
m_xrr_config is initialized in MainWindow which still uses it to toggle
fullscreen, but the references in GeneralWidget and GraphicsWidget
(which just ferried m_xrr_config from MainWindow to GeneralWidget) are
now unnecessary and removed in this commit.
Added AchievementManager class. Upon startup (currently only in DolphinQt), logs into RetroAchievements with the login credentials stored in achievements.ini.
Co-authored-by: AdmiralCurtiss <AdmiralCurtiss@users.noreply.github.com>
Ported the code from RPCS3, with improvements made to the handling of control messages and audio transfers, Co-Authored with @mandar1jn
Missing new line chars
Co-Authored-By: mandar1jn <49076509+mandar1jn@users.noreply.github.com>
This should be a fairly easy merge, assuming I didn’t mess anything up. TL:DR no one uses it and it’s not great.
Boot from DVD Backup is an ancient feature with origins in the Megacommit. Back then, GameCube and Wii games were quite large relative to drives of the time. For example, in 2008, the most common hard drive sizes were 320GB and 512GB. On the 320GB drive I personally had at the time, as little as 42 Wii ISOs could have filled it entirely! And that’s ignoring any other files one might want to put onto a drive. Backup DVDs allowed users to burn relatively cheap DVD media and store their GameCube and Wii dumps in a Dolphin accessible way that didn’t eat into their precious HDD space. It had compromises, even then, but in 2008… I mean honestly users probably wouldn’t even notice those compromises with how Dolphin barely even worked at all back then.
Obviously, today the storage space concerns are not as big of an issue. According to seagate the average hard drive it sells today is 8TB. For typical laptops purchased now, the -minimum- selection for storage is usually 1TB. You can even buy a name brand 4TB external hard drive for $100. GC and Wii ISOs are not as big as they once were, relatively anyway. Plus flash drives and SD cards are super cheap and way faster than disc drives ever were. For anyone that has limited drive space, removable flash media can fulfill this offloading role far better than backup DVD media ever could.
Also no one has DVD drives anymore. That’s kind of an important detail.
But to see if Booting from DVD Backup even still worked, I decided to give it a try. I have an ASUS BW-16D1HT, a badass Bluray XL reading and burning drive, connected to my Windows 11 Threadripper 5975WX machine. A super fast drive on a super fast machine is as good as it possibly can get for this feature. So I bought a spindle of DVD-Rs, burned a couple of discs and gave it a try. Surprisingly, it does still work. However, as expected, it introduces a lot of stuttering. Testing Prime 1 and Prime 3, in both games stuttering was introduced whenever the DVD Drive had to suddenly seek. Spikes of 50ms occurred constantly, but I observed 150ms and even over 1000ms stutters! The worst was a three second stutter, when loading Elysia in Prime 3. I could even hear the stutters - any time the drive suddenly made a harsh seeking noise, the game would have a hard stutter. It worked but, it has some serious compromises.
Boot from DVD Backup isn’t great, using removable flash media or external hard drives is a FAR better option for anyone with limited storage space today, and no one can even use this feature anymore because their computers don’t even have disc drives. It’s time for Boot from DVD Backup to go!
So I did my best on the cleanup but I’m bound to have left some bits. Especially in translation - I didn’t get any warnings or anything there that could help point me to where to clean that up. Please review!
When emulated GBAs were added to Dolphin, it was possible to control them
using the GC TAS input window. (Z was mapped to Select.) Unaware of this,
I broke the functionality in b296248.
To make it possible to control emulated GBAs using TAS input again,
I'm adding a proper TAS input window for GBAs, with a real Select button
and no analog controls.
This lets the TAS input code use a higher-level interface for
overriding inputs instead of having to fiddle with raw bits.
WiiTASInputWindow in particular was messy with how much
controller code it had to re-implement.
For a few years now, I've been thinking it would be nice to make Dolphin
support reading Wii games in the format they come in when you download
them from the Wii U eShop. The Wii U eShop has some good deals on Wii
games (Metroid Prime Trilogy especially is rather expensive if you try
to buy it physically!), and it's the only place right now where you can
buy Wii games digitally.
Of course, Nintendo being Nintendo, next year they're going to shut down
this only place where you can buy Wii games digitally. I kind of wish I
had implemented this feature earlier so that people would've had ample
time to buy the games they want, but... better late than never, right?
I used MIT-licensed code from the NOD library as a reference when
implementing this. None of the code has been directly copied, but
you may notice that the names of the struct members are very similar.
c1635245b8/lib/DiscIONFS.cpp
If libusb fails to initialize, an assertion fails, but if that happens before the main window is created, then Dolphin just dies. Now, the panic alert is properly shown and the user can ignore it.
Fixes a crash that could occur if the static constructor function for
the MainSettings.cpp TU happened to run before the variables in
Common/Version.cpp are initialised. (This is known as the static
initialisation order fiasco.)
By using wrapper functions, those variables are now guaranteed to be
constructed on first use.
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)
Previously, if you have "Hotkeys Require Window Focus" disabled, you could repeatedly use the "Open" hotkey, for example, to stack File Open windows over top of each other over and over.
This commit allows the hotkey manager to disable/enable on QFileDialog creation and destruction.
Previously, the file dialog window was ambiguous between saving or loading a .dtm. This commit simply gives a bit more context to differentiate the two windows.
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
this prevented some devices from being recreated correctly, as they were exclusive (e.g. DInput Joysticks)
This is achieved by calling Settings::ReleaseDevices(), which releases all the UI devices shared ptrs.
If we are the host (Qt) thread, DevicesChanged() is now called in line, to avoid devices being hanged onto by the UI.
For this, I had to add a method to check whether we are the Host Thread to Qt.
Avoid calling ControllerInterface::RefreshDevices() from the CPU thread if the emulation is running
and we manually refresh devices from Qt, as that is not necessary anymore.
Refactored the way IOWindow lists devices to make it clearer and hold onto disconnected devices.
There were so many issues with the previous code:
-Devices changes would not be reflected until the window was re-opened
-If there was no default device, it would fail to select the device at index 0
-It could have crashed if we had 0 devices
-The default device was not highlighted as such
This way, it can be focused with the render window behind it, instead of having the main window show up and cover the render window. This is useful for adjusting the object range, among other things.
This adds a function to get the emulated or real Bluetooth device for
an active emulation instance. This lets us deduplicate all the
`ios->GetDeviceByName("/dev/usb/oh1/57e/305")` calls that are currently
scattered in the codebase and ensures Bluetooth passthrough is being
handled correctly.
This also fixes the broken check in WiimoteCommon::UpdateSource.
There was a confusion between "emulated Bluetooth" (as opposed to
"real Bluetooth" aka Bluetooth passthrough) and "emulated Wiimote".
Some of the device names can be ambiguous and require fully or partly
qualifying the name (e.g. IOS::HLE::FS::) in a somewhat verbose way.
Additionally, insufficiently qualified names are prone to breaking.
Consider the example of IOS::HLE::FS:: (namespace) and
IOS::HLE::Device::FS (class). If we use FS::Foo in a file that doesn't
know about the class, everything will work fine. However, as soon as
Device::FS is declared via a header include or even just forward
declared, that code will cease to compile because FS:: now resolves
to Device::FS if FS::Foo was used in the Device namespace.
It also leads to having to write IOS::ES:: to access ES types and
utilities even for code that is already under the IOS namespace.
The fix for this is simple: rename the device classes and give them
a "device" suffix in their names if the existing ones may be ambiguous.
This makes it clear whether we're referring to the device class or to
something else.
This is not any longer to type, considering it lets us get rid of the
Device namespace, which is now wholly unnecessary.
There are no functional changes in this commit.
A future commit will fix unnecessarily qualified names.
This function has been marked as obsolete. In Qt 6.0 it's removed
entirely, so we must use getContentsMargin() explicitly instead
(margin() would do this for us).
Ditto for setMargin(), in which case we use setContentsMargin instead.
setMargin() would just pass its argument to all four parameters of
setContentsMargin(), so we can do the same.
Instead of comparing the game ID, revision, disc number and name,
we can compare a hash of important parts of the disc including
all the aforementioned data but also additional data such as the
FST. The primary reason why I'm making this change is to let us
catch more desyncs before they happen, but this should also fix
https://bugs.dolphin-emu.org/issues/12115. As a bonus, the UI can
now distinguish the case where a client doesn't have the game at
all from the case where a client has the wrong version of the game.
It is my opinion that nobody should use NKit disc images without
being aware of the drawbacks of them. Since it seems like almost
nobody who is using NKit disc images knows what NKit is (hmm, now
how could that have happened...?), I am adding a warning to Dolphin
so that you can't run NKit disc images without finding out about the
drawbacks. In case someone really does want to use NKit disc images,
the warning has a "Don't show this again" option. Unfortunately, I
can't retroactively add the warning where it's most needed:
in Dolphin 5.0, which does not support Wii NKit disc images.