1198 lines
37 KiB
C++
1198 lines
37 KiB
C++
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// Copyright 2015 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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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 <QFileDialog>
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#include <QFileInfo>
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#include <QIcon>
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#include <QMessageBox>
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#include <QMimeData>
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#include <QProgressDialog>
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#include <QVBoxLayout>
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#include <future>
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#include <optional>
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#include "Common/Version.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/NetplaySettings.h"
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#include "Core/ConfigManager.h"
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#include "Core/Core.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/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 "DiscIO/NANDImporter.h"
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#include "DolphinQt2/AboutDialog.h"
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#include "DolphinQt2/Config/ControllersWindow.h"
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#include "DolphinQt2/Config/Graphics/GraphicsWindow.h"
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#include "DolphinQt2/Config/LogConfigWidget.h"
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#include "DolphinQt2/Config/LogWidget.h"
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#include "DolphinQt2/Config/Mapping/MappingWindow.h"
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#include "DolphinQt2/Config/SettingsWindow.h"
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#include "DolphinQt2/Debugger/BreakpointWidget.h"
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#include "DolphinQt2/Debugger/CodeWidget.h"
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#include "DolphinQt2/Debugger/RegisterWidget.h"
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#include "DolphinQt2/Debugger/WatchWidget.h"
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#include "DolphinQt2/FIFOPlayerWindow.h"
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#include "DolphinQt2/GCMemcardManager.h"
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#include "DolphinQt2/Host.h"
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#include "DolphinQt2/HotkeyScheduler.h"
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#include "DolphinQt2/MainWindow.h"
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#include "DolphinQt2/NetPlay/NetPlayDialog.h"
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#include "DolphinQt2/NetPlay/NetPlaySetupDialog.h"
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#include "DolphinQt2/QtUtils/QueueOnObject.h"
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#include "DolphinQt2/QtUtils/RunOnObject.h"
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#include "DolphinQt2/QtUtils/WindowActivationEventFilter.h"
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#include "DolphinQt2/Resources.h"
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#include "DolphinQt2/SearchBar.h"
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#include "DolphinQt2/Settings.h"
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#include "DolphinQt2/TAS/GCTASInputWindow.h"
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#include "DolphinQt2/TAS/WiiTASInputWindow.h"
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#include "DolphinQt2/WiiUpdate.h"
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#include "InputCommon/ControllerInterface/ControllerInterface.h"
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#include "UICommon/UICommon.h"
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#if defined(HAVE_XRANDR) && HAVE_XRANDR
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#include <qpa/qplatformnativeinterface.h>
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#include "UICommon/X11Utils.h"
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#endif
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MainWindow::MainWindow(std::unique_ptr<BootParameters> boot_parameters) : QMainWindow(nullptr)
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{
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setWindowTitle(QString::fromStdString(Common::scm_rev_str));
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setWindowIcon(QIcon(Resources::GetMisc(Resources::LOGO_SMALL)));
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setUnifiedTitleAndToolBarOnMac(true);
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setAcceptDrops(true);
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InitControllers();
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CreateComponents();
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ConnectGameList();
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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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InitCoreCallbacks();
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NetPlayInit();
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if (boot_parameters)
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StartGame(std::move(boot_parameters));
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}
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MainWindow::~MainWindow()
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{
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m_render_widget->deleteLater();
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ShutdownControllers();
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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(reinterpret_cast<void*>(winId()));
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Pad::Initialize();
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Keyboard::Initialize();
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Wiimote::Initialize(Wiimote::InitializeMode::DO_NOT_WAIT_FOR_WIIMOTES);
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m_hotkey_scheduler = new HotkeyScheduler();
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m_hotkey_scheduler->Start();
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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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g_controller_interface.Shutdown();
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Pad::Shutdown();
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Keyboard::Shutdown();
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Wiimote::Shutdown();
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HotkeyManagerEmu::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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});
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installEventFilter(this);
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m_render_widget->installEventFilter(this);
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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();
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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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m_controllers_window = new ControllersWindow(this);
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m_settings_window = new SettingsWindow(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(this, i);
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m_wii_tas_input_windows[i] = new WiiTASInputWindow(this, 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](u8* input_data, WiimoteEmu::ReportFeatures rptf, int controller_id,
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int ext, wiimote_key key) {
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m_wii_tas_input_windows[controller_id]->GetValues(input_data, rptf, ext, key);
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});
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m_hotkey_window = new MappingWindow(this, MappingWindow::Type::MAPPING_HOTKEYS, 0);
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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_fifo_window = new FIFOPlayerWindow(this);
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connect(m_fifo_window, &FIFOPlayerWindow::LoadFIFORequested, this,
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[this](const QString& path) { StartGame(path); });
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m_register_widget = new RegisterWidget(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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connect(m_watch_widget, &WatchWidget::RequestMemoryBreakpoint,
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[this](u32 addr) { m_breakpoint_widget->AddAddressMBP(addr); });
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connect(m_register_widget, &RegisterWidget::RequestMemoryBreakpoint,
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[this](u32 addr) { m_breakpoint_widget->AddAddressMBP(addr); });
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connect(m_code_widget, &CodeWidget::BreakpointsChanged, m_breakpoint_widget,
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&BreakpointWidget::Update);
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#if defined(HAVE_XRANDR) && HAVE_XRANDR
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m_graphics_window = new GraphicsWindow(
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new X11Utils::XRRConfiguration(
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static_cast<Display*>(QGuiApplication::platformNativeInterface()->nativeResourceForWindow(
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"display", windowHandle())),
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winId()),
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this);
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#else
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m_graphics_window = new GraphicsWindow(nullptr, this);
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#endif
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InstallHotkeyFilter(m_hotkey_window);
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InstallHotkeyFilter(m_controllers_window);
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InstallHotkeyFilter(m_settings_window);
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InstallHotkeyFilter(m_graphics_window);
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}
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void MainWindow::ConnectMenuBar()
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{
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setMenuBar(m_menu_bar);
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// File
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connect(m_menu_bar, &MenuBar::Open, this, &MainWindow::Open);
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connect(m_menu_bar, &MenuBar::Exit, this, &MainWindow::close);
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// Emulation
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connect(m_menu_bar, &MenuBar::Pause, this, &MainWindow::Pause);
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connect(m_menu_bar, &MenuBar::Play, this, [this]() { Play(); });
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connect(m_menu_bar, &MenuBar::Stop, this, &MainWindow::RequestStop);
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connect(m_menu_bar, &MenuBar::Reset, this, &MainWindow::Reset);
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connect(m_menu_bar, &MenuBar::Fullscreen, this, &MainWindow::FullScreen);
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connect(m_menu_bar, &MenuBar::FrameAdvance, this, &MainWindow::FrameAdvance);
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connect(m_menu_bar, &MenuBar::Screenshot, this, &MainWindow::ScreenShot);
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connect(m_menu_bar, &MenuBar::StateLoad, this, &MainWindow::StateLoad);
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connect(m_menu_bar, &MenuBar::StateSave, this, &MainWindow::StateSave);
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connect(m_menu_bar, &MenuBar::StateLoadSlot, this, &MainWindow::StateLoadSlot);
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connect(m_menu_bar, &MenuBar::StateSaveSlot, this, &MainWindow::StateSaveSlot);
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connect(m_menu_bar, &MenuBar::StateLoadSlotAt, this, &MainWindow::StateLoadSlotAt);
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connect(m_menu_bar, &MenuBar::StateSaveSlotAt, this, &MainWindow::StateSaveSlotAt);
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connect(m_menu_bar, &MenuBar::StateLoadUndo, this, &MainWindow::StateLoadUndo);
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connect(m_menu_bar, &MenuBar::StateSaveUndo, this, &MainWindow::StateSaveUndo);
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connect(m_menu_bar, &MenuBar::StateSaveOldest, this, &MainWindow::StateSaveOldest);
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connect(m_menu_bar, &MenuBar::SetStateSlot, this, &MainWindow::SetStateSlot);
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// Options
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connect(m_menu_bar, &MenuBar::Configure, this, &MainWindow::ShowSettingsWindow);
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connect(m_menu_bar, &MenuBar::ConfigureGraphics, this, &MainWindow::ShowGraphicsWindow);
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connect(m_menu_bar, &MenuBar::ConfigureAudio, this, &MainWindow::ShowAudioWindow);
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connect(m_menu_bar, &MenuBar::ConfigureControllers, this, &MainWindow::ShowControllersWindow);
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connect(m_menu_bar, &MenuBar::ConfigureHotkeys, this, &MainWindow::ShowHotkeyDialog);
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// Tools
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connect(m_menu_bar, &MenuBar::ShowMemcardManager, this, &MainWindow::ShowMemcardManager);
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connect(m_menu_bar, &MenuBar::BootGameCubeIPL, this, &MainWindow::OnBootGameCubeIPL);
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connect(m_menu_bar, &MenuBar::ImportNANDBackup, this, &MainWindow::OnImportNANDBackup);
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connect(m_menu_bar, &MenuBar::PerformOnlineUpdate, this, &MainWindow::PerformOnlineUpdate);
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connect(m_menu_bar, &MenuBar::BootWiiSystemMenu, this, &MainWindow::BootWiiSystemMenu);
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connect(m_menu_bar, &MenuBar::StartNetPlay, this, &MainWindow::ShowNetPlaySetupDialog);
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connect(m_menu_bar, &MenuBar::ShowFIFOPlayer, this, &MainWindow::ShowFIFOPlayer);
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connect(m_menu_bar, &MenuBar::ConnectWiiRemote, this, &MainWindow::OnConnectWiiRemote);
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// Movie
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connect(m_menu_bar, &MenuBar::PlayRecording, this, &MainWindow::OnPlayRecording);
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connect(m_menu_bar, &MenuBar::StartRecording, this, &MainWindow::OnStartRecording);
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connect(m_menu_bar, &MenuBar::StopRecording, this, &MainWindow::OnStopRecording);
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connect(m_menu_bar, &MenuBar::ExportRecording, this, &MainWindow::OnExportRecording);
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connect(m_menu_bar, &MenuBar::ShowTASInput, this, &MainWindow::ShowTASInput);
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// View
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connect(m_menu_bar, &MenuBar::ShowList, m_game_list, &GameList::SetListView);
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connect(m_menu_bar, &MenuBar::ShowGrid, m_game_list, &GameList::SetGridView);
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connect(m_menu_bar, &MenuBar::ToggleSearch, m_search_bar, &SearchBar::Toggle);
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connect(m_menu_bar, &MenuBar::ColumnVisibilityToggled, m_game_list,
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&GameList::OnColumnVisibilityToggled);
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connect(m_menu_bar, &MenuBar::GameListPlatformVisibilityToggled, m_game_list,
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&GameList::OnGameListVisibilityChanged);
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connect(m_menu_bar, &MenuBar::GameListRegionVisibilityToggled, m_game_list,
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&GameList::OnGameListVisibilityChanged);
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connect(m_menu_bar, &MenuBar::ShowAboutDialog, this, &MainWindow::ShowAboutDialog);
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connect(m_game_list, &GameList::SelectionChanged, m_menu_bar, &MenuBar::SelectionChanged);
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connect(this, &MainWindow::ReadOnlyModeChanged, m_menu_bar, &MenuBar::ReadOnlyModeChanged);
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connect(this, &MainWindow::RecordingStatusChanged, m_menu_bar, &MenuBar::RecordingStatusChanged);
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}
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void MainWindow::ConnectHotkeys()
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{
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connect(m_hotkey_scheduler, &HotkeyScheduler::ExitHotkey, this, &MainWindow::close);
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connect(m_hotkey_scheduler, &HotkeyScheduler::TogglePauseHotkey, this, &MainWindow::TogglePause);
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connect(m_hotkey_scheduler, &HotkeyScheduler::StopHotkey, this, &MainWindow::RequestStop);
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connect(m_hotkey_scheduler, &HotkeyScheduler::ScreenShotHotkey, this, &MainWindow::ScreenShot);
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connect(m_hotkey_scheduler, &HotkeyScheduler::FullScreenHotkey, this, &MainWindow::FullScreen);
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connect(m_hotkey_scheduler, &HotkeyScheduler::StateLoadSlotHotkey, this,
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&MainWindow::StateLoadSlot);
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connect(m_hotkey_scheduler, &HotkeyScheduler::StateSaveSlotHotkey, this,
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&MainWindow::StateSaveSlot);
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connect(m_hotkey_scheduler, &HotkeyScheduler::SetStateSlotHotkey, this,
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&MainWindow::SetStateSlot);
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connect(m_hotkey_scheduler, &HotkeyScheduler::StartRecording, this,
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&MainWindow::OnStartRecording);
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connect(m_hotkey_scheduler, &HotkeyScheduler::ExportRecording, this,
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&MainWindow::OnExportRecording);
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connect(m_hotkey_scheduler, &HotkeyScheduler::ConnectWiiRemote, this,
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&MainWindow::OnConnectWiiRemote);
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connect(m_hotkey_scheduler, &HotkeyScheduler::ToggleReadOnlyMode, [this] {
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bool read_only = !Movie::IsReadOnly();
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Movie::SetReadOnly(read_only);
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emit ReadOnlyModeChanged(read_only);
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});
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connect(m_hotkey_scheduler, &HotkeyScheduler::Step, m_code_widget, &CodeWidget::Step);
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connect(m_hotkey_scheduler, &HotkeyScheduler::StepOver, m_code_widget, &CodeWidget::StepOver);
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connect(m_hotkey_scheduler, &HotkeyScheduler::StepOut, m_code_widget, &CodeWidget::StepOut);
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connect(m_hotkey_scheduler, &HotkeyScheduler::Skip, m_code_widget, &CodeWidget::Skip);
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connect(m_hotkey_scheduler, &HotkeyScheduler::ShowPC, m_code_widget, &CodeWidget::ShowPC);
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connect(m_hotkey_scheduler, &HotkeyScheduler::SetPC, m_code_widget, &CodeWidget::SetPC);
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connect(m_hotkey_scheduler, &HotkeyScheduler::ToggleBreakpoint, m_code_widget,
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&CodeWidget::ToggleBreakpoint);
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connect(m_hotkey_scheduler, &HotkeyScheduler::AddBreakpoint, m_code_widget,
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&CodeWidget::AddBreakpoint);
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}
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void MainWindow::ConnectToolBar()
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{
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addToolBar(m_tool_bar);
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connect(m_tool_bar, &ToolBar::OpenPressed, this, &MainWindow::Open);
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connect(m_tool_bar, &ToolBar::OpenPressed, this, &MainWindow::Open);
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connect(m_tool_bar, &ToolBar::PlayPressed, this, [this]() { Play(); });
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connect(m_tool_bar, &ToolBar::PausePressed, this, &MainWindow::Pause);
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connect(m_tool_bar, &ToolBar::StopPressed, this, &MainWindow::RequestStop);
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connect(m_tool_bar, &ToolBar::FullScreenPressed, this, &MainWindow::FullScreen);
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connect(m_tool_bar, &ToolBar::ScreenShotPressed, this, &MainWindow::ScreenShot);
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connect(m_tool_bar, &ToolBar::SettingsPressed, this, &MainWindow::ShowSettingsWindow);
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connect(m_tool_bar, &ToolBar::ControllersPressed, this, &MainWindow::ShowControllersWindow);
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connect(m_tool_bar, &ToolBar::GraphicsPressed, this, &MainWindow::ShowGraphicsWindow);
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connect(m_tool_bar, &ToolBar::StepPressed, m_code_widget, &CodeWidget::Step);
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connect(m_tool_bar, &ToolBar::StepOverPressed, m_code_widget, &CodeWidget::StepOver);
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connect(m_tool_bar, &ToolBar::StepOutPressed, m_code_widget, &CodeWidget::StepOut);
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connect(m_tool_bar, &ToolBar::SkipPressed, m_code_widget, &CodeWidget::Skip);
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connect(m_tool_bar, &ToolBar::ShowPCPressed, m_code_widget, &CodeWidget::ShowPC);
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connect(m_tool_bar, &ToolBar::SetPCPressed, m_code_widget, &CodeWidget::SetPC);
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}
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void MainWindow::ConnectGameList()
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{
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connect(m_game_list, &GameList::GameSelected, this, [this]() { Play(); });
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connect(m_game_list, &GameList::NetPlayHost, this, &MainWindow::NetPlayHost);
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connect(m_game_list, &GameList::OpenGeneralSettings, this, &MainWindow::ShowGeneralWindow);
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}
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void MainWindow::ConnectRenderWidget()
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{
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m_rendering_to_main = false;
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m_render_widget->hide();
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connect(m_render_widget, &RenderWidget::Closed, this, &MainWindow::ForceStop);
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}
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void MainWindow::ConnectStack()
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{
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auto* widget = new QWidget;
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auto* layout = new QVBoxLayout;
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widget->setLayout(layout);
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layout->addWidget(m_game_list);
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layout->addWidget(m_search_bar);
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layout->setMargin(0);
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connect(m_search_bar, &SearchBar::Search, m_game_list, &GameList::SetSearchTerm);
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m_stack->addWidget(widget);
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setCentralWidget(m_stack);
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setTabPosition(Qt::LeftDockWidgetArea | Qt::RightDockWidgetArea, QTabWidget::North);
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addDockWidget(Qt::RightDockWidgetArea, m_log_widget);
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addDockWidget(Qt::RightDockWidgetArea, m_log_config_widget);
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addDockWidget(Qt::RightDockWidgetArea, m_code_widget);
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addDockWidget(Qt::RightDockWidgetArea, m_register_widget);
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addDockWidget(Qt::RightDockWidgetArea, m_watch_widget);
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addDockWidget(Qt::RightDockWidgetArea, m_breakpoint_widget);
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tabifyDockWidget(m_log_widget, m_log_config_widget);
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tabifyDockWidget(m_log_widget, m_code_widget);
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tabifyDockWidget(m_log_widget, m_register_widget);
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tabifyDockWidget(m_log_widget, m_watch_widget);
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tabifyDockWidget(m_log_widget, m_breakpoint_widget);
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}
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|
void MainWindow::Open()
|
|
{
|
|
QString file = QFileDialog::getOpenFileName(
|
|
this, tr("Select a File"), QDir::currentPath(),
|
|
tr("All GC/Wii files (*.elf *.dol *.gcm *.iso *.tgc *.wbfs *.ciso *.gcz *.wad);;"
|
|
"All Files (*)"));
|
|
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);
|
|
EnableScreenSaver(false);
|
|
}
|
|
else
|
|
{
|
|
std::shared_ptr<const UICommon::GameFile> selection = m_game_list->GetSelectedGame();
|
|
if (selection)
|
|
{
|
|
StartGame(selection->GetFilePath(), savestate_path);
|
|
EnableScreenSaver(false);
|
|
}
|
|
else
|
|
{
|
|
QString default_path = QString::fromStdString(SConfig::GetInstance().m_strDefaultISO);
|
|
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);
|
|
EnableScreenSaver(true);
|
|
}
|
|
|
|
void MainWindow::TogglePause()
|
|
{
|
|
if (Core::GetState() == Core::State::Paused)
|
|
{
|
|
Play();
|
|
}
|
|
else
|
|
{
|
|
Pause();
|
|
}
|
|
}
|
|
|
|
void MainWindow::OnStopComplete()
|
|
{
|
|
m_stop_requested = false;
|
|
HideRenderWidget();
|
|
|
|
if (m_exit_requested)
|
|
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 (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(m_render_widget, 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()
|
|
{
|
|
BootManager::Stop();
|
|
EnableScreenSaver(true);
|
|
}
|
|
|
|
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();
|
|
HideRenderWidget(false);
|
|
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 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::ShowRenderWidget()
|
|
{
|
|
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);
|
|
}
|
|
else
|
|
{
|
|
// Otherwise, just show it.
|
|
m_rendering_to_main = false;
|
|
if (SConfig::GetInstance().bFullscreen && !m_render_widget->isFullScreen())
|
|
{
|
|
m_render_widget->showFullScreen();
|
|
}
|
|
else
|
|
{
|
|
m_render_widget->showNormal();
|
|
m_render_widget->resize(640, 480);
|
|
}
|
|
}
|
|
}
|
|
|
|
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;
|
|
disconnect(Host::GetInstance(), &Host::RequestTitle, this, &MainWindow::setWindowTitle);
|
|
setWindowTitle(QString::fromStdString(Common::scm_rev_str));
|
|
}
|
|
|
|
m_render_widget->hide();
|
|
|
|
// 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)
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
|
|
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()
|
|
{
|
|
m_hotkey_window->show();
|
|
m_hotkey_window->raise();
|
|
m_hotkey_window->activateWindow();
|
|
}
|
|
|
|
void MainWindow::ShowGraphicsWindow()
|
|
{
|
|
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::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;
|
|
}
|
|
|
|
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(this);
|
|
|
|
connect(m_netplay_dialog, &NetPlayDialog::Boot, this,
|
|
[this](const QString& path) { StartGame(path); });
|
|
connect(m_netplay_dialog, &NetPlayDialog::Stop, this, &MainWindow::RequestStop);
|
|
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
|
|
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 = Config::Get(Config::NETPLAY_HOST_CODE);
|
|
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 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
|
|
Settings::Instance().ResetNetPlayClient(new NetPlayClient(
|
|
host_ip, host_port, m_netplay_dialog, nickname,
|
|
NetTraversalConfig{Settings::Instance().GetNetPlayServer() != nullptr ? false : is_traversal,
|
|
traversal_host, traversal_port}));
|
|
|
|
if (!Settings::Instance().GetNetPlayClient()->IsConnected())
|
|
{
|
|
QMessageBox::critical(nullptr, QObject::tr("Error"),
|
|
QObject::tr("Failed to connect to server"));
|
|
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);
|
|
const std::string nickname = Config::Get(Config::NETPLAY_NICKNAME);
|
|
|
|
if (is_traversal)
|
|
host_port = Config::Get(Config::NETPLAY_LISTEN_PORT);
|
|
|
|
// Create Server
|
|
Settings::Instance().ResetNetPlayServer(new NetPlayServer(
|
|
host_port, use_upnp, 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));
|
|
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(
|
|
static_cast<Display*>(QGuiApplication::platformNativeInterface()->nativeResourceForWindow(
|
|
"display", windowHandle())),
|
|
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] {
|
|
return 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();
|
|
});
|
|
});
|
|
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->AccessWiiMote(id | 0x100)->IsConnected();
|
|
Wiimote::Connect(id, !is_connected);
|
|
});
|
|
}
|
|
|
|
void MainWindow::ShowMemcardManager()
|
|
{
|
|
GCMemcardManager manager(this);
|
|
|
|
manager.exec();
|
|
}
|