dolphin/Source/Core/DolphinQt/MainWindow.cpp

2037 lines
66 KiB
C++

// Copyright 2015 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "DolphinQt/MainWindow.h"
#include <QApplication>
#include <QCloseEvent>
#include <QDateTime>
#include <QDesktopServices>
#include <QDir>
#include <QDragEnterEvent>
#include <QDropEvent>
#include <QFileInfo>
#include <QIcon>
#include <QMimeData>
#include <QStackedWidget>
#include <QStyleHints>
#include <QVBoxLayout>
#include <QWindow>
#include <fmt/format.h>
#include <future>
#include <optional>
#include <variant>
#if defined(__unix__) || defined(__unix) || defined(__APPLE__)
#include <signal.h>
#include "QtUtils/SignalDaemon.h"
#endif
#ifndef _WIN32
#include <qpa/qplatformnativeinterface.h>
#endif
#include "Common/ScopeGuard.h"
#include "Common/Version.h"
#include "Common/WindowSystemInfo.h"
#include "Core/AchievementManager.h"
#include "Core/Boot/Boot.h"
#include "Core/BootManager.h"
#include "Core/CommonTitles.h"
#include "Core/Config/AchievementSettings.h"
#include "Core/Config/MainSettings.h"
#include "Core/Config/NetplaySettings.h"
#include "Core/Config/WiimoteSettings.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/FreeLookManager.h"
#include "Core/HW/DVD/DVDInterface.h"
#include "Core/HW/GBAPad.h"
#include "Core/HW/GCKeyboard.h"
#include "Core/HW/GCPad.h"
#include "Core/HW/ProcessorInterface.h"
#include "Core/HW/SI/SI_Device.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 "Core/System.h"
#include "Core/WiiUtils.h"
#include "DiscIO/DirectoryBlob.h"
#include "DiscIO/NANDImporter.h"
#include "DiscIO/RiivolutionPatcher.h"
#include "DolphinQt/AboutDialog.h"
#include "DolphinQt/Achievements/AchievementsWindow.h"
#include "DolphinQt/CheatsManager.h"
#include "DolphinQt/Config/ControllersWindow.h"
#include "DolphinQt/Config/FreeLookWindow.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/NetworkWidget.h"
#include "DolphinQt/Debugger/RegisterWidget.h"
#include "DolphinQt/Debugger/ThreadWidget.h"
#include "DolphinQt/Debugger/WatchWidget.h"
#include "DolphinQt/DiscordHandler.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/InfinityBase/InfinityBaseWindow.h"
#include "DolphinQt/MenuBar.h"
#include "DolphinQt/NKitWarningDialog.h"
#include "DolphinQt/NetPlay/NetPlayBrowser.h"
#include "DolphinQt/NetPlay/NetPlayDialog.h"
#include "DolphinQt/NetPlay/NetPlaySetupDialog.h"
#include "DolphinQt/QtUtils/DolphinFileDialog.h"
#include "DolphinQt/QtUtils/FileOpenEventFilter.h"
#include "DolphinQt/QtUtils/ModalMessageBox.h"
#include "DolphinQt/QtUtils/ParallelProgressDialog.h"
#include "DolphinQt/QtUtils/QueueOnObject.h"
#include "DolphinQt/QtUtils/RunOnObject.h"
#include "DolphinQt/QtUtils/SetWindowDecorations.h"
#include "DolphinQt/QtUtils/WindowActivationEventFilter.h"
#include "DolphinQt/RenderWidget.h"
#include "DolphinQt/ResourcePackManager.h"
#include "DolphinQt/Resources.h"
#include "DolphinQt/RiivolutionBootWidget.h"
#include "DolphinQt/SearchBar.h"
#include "DolphinQt/Settings.h"
#include "DolphinQt/SkylanderPortal/SkylanderPortalWindow.h"
#include "DolphinQt/TAS/GBATASInputWindow.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 "InputCommon/GCAdapter.h"
#include "UICommon/DiscordPresence.h"
#include "UICommon/GameFile.h"
#include "UICommon/ResourcePack/Manager.h"
#include "UICommon/ResourcePack/Manifest.h"
#include "UICommon/ResourcePack/ResourcePack.h"
#include "UICommon/UICommon.h"
#include "VideoCommon/NetPlayChatUI.h"
#include "VideoCommon/VideoConfig.h"
#ifdef HAVE_XRANDR
#include "UICommon/X11Utils.h"
// This #define within X11/X.h conflicts with our WiimoteSource enum.
#undef None
#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
static WindowSystemType GetWindowSystemType()
{
// Determine WSI type based on Qt platform.
QString platform_name = QGuiApplication::platformName();
if (platform_name == QStringLiteral("windows"))
return WindowSystemType::Windows;
else if (platform_name == QStringLiteral("cocoa"))
return WindowSystemType::MacOS;
else if (platform_name == QStringLiteral("xcb"))
return WindowSystemType::X11;
else if (platform_name == QStringLiteral("wayland"))
return WindowSystemType::Wayland;
else if (platform_name == QStringLiteral("haiku"))
return WindowSystemType::Haiku;
ModalMessageBox::critical(
nullptr, QStringLiteral("Error"),
QString::asprintf("Unknown Qt platform: %s", platform_name.toStdString().c_str()));
return WindowSystemType::Headless;
}
static WindowSystemInfo GetWindowSystemInfo(QWindow* window)
{
WindowSystemInfo wsi;
wsi.type = GetWindowSystemType();
// Our Win32 Qt external doesn't have the private API.
#if defined(WIN32) || defined(__APPLE__) || defined(__HAIKU__)
wsi.render_window = window ? reinterpret_cast<void*>(window->winId()) : nullptr;
wsi.render_surface = wsi.render_window;
#else
QPlatformNativeInterface* pni = QGuiApplication::platformNativeInterface();
wsi.display_connection = pni->nativeResourceForWindow("display", window);
if (wsi.type == WindowSystemType::Wayland)
wsi.render_window = window ? pni->nativeResourceForWindow("surface", window) : nullptr;
else
wsi.render_window = window ? reinterpret_cast<void*>(window->winId()) : nullptr;
wsi.render_surface = wsi.render_window;
#endif
wsi.render_surface_scale = window ? static_cast<float>(window->devicePixelRatio()) : 1.0f;
return wsi;
}
static std::vector<std::string> StringListToStdVector(QStringList list)
{
std::vector<std::string> result;
result.reserve(list.size());
for (const QString& s : list)
result.push_back(s.toStdString());
return result;
}
MainWindow::MainWindow(std::unique_ptr<BootParameters> boot_parameters,
const std::string& movie_path)
: QMainWindow(nullptr)
{
setWindowTitle(QString::fromStdString(Common::GetScmRevStr()));
setWindowIcon(Resources::GetAppIcon());
setUnifiedTitleAndToolBarOnMac(true);
setAcceptDrops(true);
setAttribute(Qt::WA_NativeWindow);
InitControllers();
CreateComponents();
ConnectGameList();
ConnectHost();
ConnectToolBar();
ConnectRenderWidget();
ConnectStack();
ConnectMenuBar();
ConnectHotkeys();
#if QT_VERSION >= QT_VERSION_CHECK(6, 5, 0)
connect(QGuiApplication::styleHints(), &QStyleHints::colorSchemeChanged, this,
[](Qt::ColorScheme colorScheme) {
Settings::Instance().SetCurrentUserStyle(Settings::Instance().GetCurrentUserStyle());
});
#endif
connect(m_cheats_manager, &CheatsManager::OpenGeneralSettings, this,
&MainWindow::ShowGeneralWindow);
InitCoreCallbacks();
NetPlayInit();
#ifdef USE_RETRO_ACHIEVEMENTS
AchievementManager::GetInstance()->Init();
#endif // USE_RETRO_ACHIEVEMENTS
#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);
if (!movie_path.empty())
{
std::optional<std::string> savestate_path;
if (Movie::PlayInput(movie_path, &savestate_path))
{
m_pending_boot->boot_session_data.SetSavestateData(std::move(savestate_path),
DeleteSavestateAfterBoot::No);
emit RecordingStatusChanged(true);
}
}
}
m_state_slot =
std::clamp(Settings::Instance().GetStateSlot(), 1, static_cast<int>(State::NUM_STATES));
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();
// Restoring of window states can sometimes go wrong, resulting in widgets being visible when they
// shouldn't be so we have to reapply all our rules afterwards.
Settings::Instance().RefreshWidgetVisibility();
if (!ResourcePack::Init())
{
ModalMessageBox::critical(this, tr("Error"),
tr("Error occurred while loading some texture packs"));
}
for (auto& pack : ResourcePack::GetPacks())
{
if (!pack.IsValid())
{
ModalMessageBox::critical(this, tr("Error"),
tr("Invalid Pack %1 provided: %2")
.arg(QString::fromStdString(pack.GetPath()))
.arg(QString::fromStdString(pack.GetError())));
return;
}
}
Host::GetInstance()->SetMainWindowHandle(reinterpret_cast<void*>(winId()));
}
MainWindow::~MainWindow()
{
// Shut down NetPlay first to avoid race condition segfault
Settings::Instance().ResetNetPlayClient();
Settings::Instance().ResetNetPlayServer();
#ifdef USE_RETRO_ACHIEVEMENTS
AchievementManager::GetInstance()->Shutdown();
#endif // USE_RETRO_ACHIEVEMENTS
delete m_render_widget;
delete m_netplay_dialog;
for (int i = 0; i < 4; i++)
{
delete m_gc_tas_input_windows[i];
delete m_gba_tas_input_windows[i];
delete m_wii_tas_input_windows[i];
}
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();
}
WindowSystemInfo MainWindow::GetWindowSystemInfo() const
{
return ::GetWindowSystemInfo(m_render_widget->windowHandle());
}
void MainWindow::InitControllers()
{
if (g_controller_interface.IsInit())
return;
UICommon::InitControllers(::GetWindowSystemInfo(windowHandle()));
m_hotkey_scheduler = new HotkeyScheduler();
m_hotkey_scheduler->Start();
// Defaults won't work reliably without loading and saving the config first
Wiimote::LoadConfig();
Wiimote::GetConfig()->SaveConfig();
Pad::LoadConfig();
Pad::GetConfig()->SaveConfig();
Pad::LoadGBAConfig();
Pad::GetGBAConfig()->SaveConfig();
Keyboard::LoadConfig();
Keyboard::GetConfig()->SaveConfig();
FreeLook::LoadInputConfig();
FreeLook::GetInputConfig()->SaveConfig();
}
void MainWindow::ShutdownControllers()
{
m_hotkey_scheduler->Stop();
Settings::Instance().UnregisterDevicesChangedCallback();
UICommon::ShutdownControllers();
m_hotkey_scheduler->deleteLater();
}
void MainWindow::InitCoreCallbacks()
{
connect(&Settings::Instance(), &Settings::EmulationStateChanged, this, [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);
// Handle file open events
auto* filter = new FileOpenEventFilter(QGuiApplication::instance());
connect(filter, &FileOpenEventFilter::fileOpened, this, [this](const QString& file_name) {
StartGame(BootParameters::GenerateFromFile(file_name.toStdString()));
});
}
static void InstallHotkeyFilter(QWidget* dialog)
{
auto* filter = new WindowActivationEventFilter(dialog);
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);
for (int i = 0; i < 4; i++)
{
m_gc_tas_input_windows[i] = new GCTASInputWindow(nullptr, i);
m_gba_tas_input_windows[i] = new GBATASInputWindow(nullptr, i);
m_wii_tas_input_windows[i] = new WiiTASInputWindow(nullptr, i);
}
m_jit_widget = new JITWidget(this);
m_log_widget = new LogWidget(this);
m_log_config_widget = new LogConfigWidget(this);
m_memory_widget = new MemoryWidget(this);
m_network_widget = new NetworkWidget(this);
m_register_widget = new RegisterWidget(this);
m_thread_widget = new ThreadWidget(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);
const auto request_watch = [this](QString name, u32 addr) {
m_watch_widget->AddWatch(name, addr);
};
const auto request_breakpoint = [this](u32 addr) { m_breakpoint_widget->AddBP(addr); };
const auto request_memory_breakpoint = [this](u32 addr) {
m_breakpoint_widget->AddAddressMBP(addr);
};
const auto request_view_in_memory = [this](u32 addr) { m_memory_widget->SetAddress(addr); };
const auto request_view_in_code = [this](u32 addr) {
m_code_widget->SetAddress(addr, CodeViewWidget::SetAddressUpdate::WithDetailedUpdate);
};
connect(m_watch_widget, &WatchWidget::RequestMemoryBreakpoint, request_memory_breakpoint);
connect(m_watch_widget, &WatchWidget::ShowMemory, m_memory_widget, &MemoryWidget::SetAddress);
connect(m_register_widget, &RegisterWidget::RequestMemoryBreakpoint, request_memory_breakpoint);
connect(m_register_widget, &RegisterWidget::RequestWatch, request_watch);
connect(m_register_widget, &RegisterWidget::RequestViewInMemory, request_view_in_memory);
connect(m_register_widget, &RegisterWidget::RequestViewInCode, request_view_in_code);
connect(m_thread_widget, &ThreadWidget::RequestBreakpoint, request_breakpoint);
connect(m_thread_widget, &ThreadWidget::RequestMemoryBreakpoint, request_memory_breakpoint);
connect(m_thread_widget, &ThreadWidget::RequestWatch, request_watch);
connect(m_thread_widget, &ThreadWidget::RequestViewInMemory, request_view_in_memory);
connect(m_thread_widget, &ThreadWidget::RequestViewInCode, request_view_in_code);
connect(m_code_widget, &CodeWidget::BreakpointsChanged, m_breakpoint_widget,
&BreakpointWidget::Update);
connect(m_code_widget, &CodeWidget::RequestPPCComparison, m_jit_widget, &JITWidget::Compare);
connect(m_code_widget, &CodeWidget::ShowMemory, m_memory_widget, &MemoryWidget::SetAddress);
connect(m_memory_widget, &MemoryWidget::BreakpointsChanged, m_breakpoint_widget,
&BreakpointWidget::Update);
connect(m_memory_widget, &MemoryWidget::ShowCode, m_code_widget, [this](u32 address) {
m_code_widget->SetAddress(address, CodeViewWidget::SetAddressUpdate::WithDetailedUpdate);
});
connect(m_memory_widget, &MemoryWidget::RequestWatch, request_watch);
connect(m_breakpoint_widget, &BreakpointWidget::BreakpointsChanged, m_code_widget,
&CodeWidget::Update);
connect(m_breakpoint_widget, &BreakpointWidget::BreakpointsChanged, m_memory_widget,
&MemoryWidget::Update);
connect(m_breakpoint_widget, &BreakpointWidget::ShowCode, [this](u32 address) {
if (Core::GetState() == Core::State::Paused)
m_code_widget->SetAddress(address, CodeViewWidget::SetAddressUpdate::WithDetailedUpdate);
});
connect(m_breakpoint_widget, &BreakpointWidget::ShowMemory, m_memory_widget,
&MemoryWidget::SetAddress);
connect(m_cheats_manager, &CheatsManager::ShowMemory, m_memory_widget, &MemoryWidget::SetAddress);
connect(m_cheats_manager, &CheatsManager::RequestWatch, request_watch);
}
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::OpenUserFolder, this, &MainWindow::OpenUserFolder);
// Emulation
connect(m_menu_bar, &MenuBar::Pause, this, &MainWindow::Pause);
connect(m_menu_bar, &MenuBar::Play, this, [this]() { Play(); });
connect(m_menu_bar, &MenuBar::Stop, this, &MainWindow::RequestStop);
connect(m_menu_bar, &MenuBar::Reset, this, &MainWindow::Reset);
connect(m_menu_bar, &MenuBar::Fullscreen, this, &MainWindow::FullScreen);
connect(m_menu_bar, &MenuBar::FrameAdvance, this, &MainWindow::FrameAdvance);
connect(m_menu_bar, &MenuBar::Screenshot, this, &MainWindow::ScreenShot);
connect(m_menu_bar, &MenuBar::StateLoad, this, &MainWindow::StateLoad);
connect(m_menu_bar, &MenuBar::StateSave, this, &MainWindow::StateSave);
connect(m_menu_bar, &MenuBar::StateLoadSlot, this, &MainWindow::StateLoadSlot);
connect(m_menu_bar, &MenuBar::StateSaveSlot, this, &MainWindow::StateSaveSlot);
connect(m_menu_bar, &MenuBar::StateLoadSlotAt, this, &MainWindow::StateLoadSlotAt);
connect(m_menu_bar, &MenuBar::StateSaveSlotAt, this, &MainWindow::StateSaveSlotAt);
connect(m_menu_bar, &MenuBar::StateLoadUndo, this, &MainWindow::StateLoadUndo);
connect(m_menu_bar, &MenuBar::StateSaveUndo, this, &MainWindow::StateSaveUndo);
connect(m_menu_bar, &MenuBar::StateSaveOldest, this, &MainWindow::StateSaveOldest);
connect(m_menu_bar, &MenuBar::SetStateSlot, this, &MainWindow::SetStateSlot);
// Options
connect(m_menu_bar, &MenuBar::Configure, this, &MainWindow::ShowSettingsWindow);
connect(m_menu_bar, &MenuBar::ConfigureGraphics, this, &MainWindow::ShowGraphicsWindow);
connect(m_menu_bar, &MenuBar::ConfigureAudio, this, &MainWindow::ShowAudioWindow);
connect(m_menu_bar, &MenuBar::ConfigureControllers, this, &MainWindow::ShowControllersWindow);
connect(m_menu_bar, &MenuBar::ConfigureHotkeys, this, &MainWindow::ShowHotkeyDialog);
connect(m_menu_bar, &MenuBar::ConfigureFreelook, this, &MainWindow::ShowFreeLookWindow);
// Tools
connect(m_menu_bar, &MenuBar::ShowMemcardManager, this, &MainWindow::ShowMemcardManager);
connect(m_menu_bar, &MenuBar::ShowResourcePackManager, this,
&MainWindow::ShowResourcePackManager);
connect(m_menu_bar, &MenuBar::ShowCheatsManager, this, &MainWindow::ShowCheatsManager);
connect(m_menu_bar, &MenuBar::BootGameCubeIPL, this, &MainWindow::OnBootGameCubeIPL);
connect(m_menu_bar, &MenuBar::ImportNANDBackup, this, &MainWindow::OnImportNANDBackup);
connect(m_menu_bar, &MenuBar::PerformOnlineUpdate, this, &MainWindow::PerformOnlineUpdate);
connect(m_menu_bar, &MenuBar::BootWiiSystemMenu, this, &MainWindow::BootWiiSystemMenu);
connect(m_menu_bar, &MenuBar::StartNetPlay, this, &MainWindow::ShowNetPlaySetupDialog);
connect(m_menu_bar, &MenuBar::BrowseNetPlay, this, &MainWindow::ShowNetPlayBrowser);
connect(m_menu_bar, &MenuBar::ShowFIFOPlayer, this, &MainWindow::ShowFIFOPlayer);
connect(m_menu_bar, &MenuBar::ShowSkylanderPortal, this, &MainWindow::ShowSkylanderPortal);
connect(m_menu_bar, &MenuBar::ShowInfinityBase, this, &MainWindow::ShowInfinityBase);
connect(m_menu_bar, &MenuBar::ConnectWiiRemote, this, &MainWindow::OnConnectWiiRemote);
#ifdef USE_RETRO_ACHIEVEMENTS
connect(m_menu_bar, &MenuBar::ShowAchievementsWindow, this, &MainWindow::ShowAchievementsWindow);
#endif // USE_RETRO_ACHIEVEMENTS
// Movie
connect(m_menu_bar, &MenuBar::PlayRecording, this, &MainWindow::OnPlayRecording);
connect(m_menu_bar, &MenuBar::StartRecording, this, &MainWindow::OnStartRecording);
connect(m_menu_bar, &MenuBar::StopRecording, this, &MainWindow::OnStopRecording);
connect(m_menu_bar, &MenuBar::ExportRecording, this, &MainWindow::OnExportRecording);
connect(m_menu_bar, &MenuBar::ShowTASInput, this, &MainWindow::ShowTASInput);
// View
connect(m_menu_bar, &MenuBar::ShowList, m_game_list, &GameList::SetListView);
connect(m_menu_bar, &MenuBar::ShowGrid, m_game_list, &GameList::SetGridView);
connect(m_menu_bar, &MenuBar::PurgeGameListCache, m_game_list, &GameList::PurgeCache);
connect(m_menu_bar, &MenuBar::ShowSearch, m_search_bar, &SearchBar::Show);
connect(m_menu_bar, &MenuBar::ColumnVisibilityToggled, m_game_list,
&GameList::OnColumnVisibilityToggled);
connect(m_menu_bar, &MenuBar::GameListPlatformVisibilityToggled, m_game_list,
&GameList::OnGameListVisibilityChanged);
connect(m_menu_bar, &MenuBar::GameListRegionVisibilityToggled, m_game_list,
&GameList::OnGameListVisibilityChanged);
connect(m_menu_bar, &MenuBar::ShowAboutDialog, this, &MainWindow::ShowAboutDialog);
connect(m_game_list, &GameList::SelectionChanged, m_menu_bar, &MenuBar::SelectionChanged);
connect(this, &MainWindow::ReadOnlyModeChanged, m_menu_bar, &MenuBar::ReadOnlyModeChanged);
connect(this, &MainWindow::RecordingStatusChanged, m_menu_bar, &MenuBar::RecordingStatusChanged);
// Symbols
connect(m_menu_bar, &MenuBar::NotifySymbolsUpdated, [this] {
m_code_widget->UpdateSymbols();
m_code_widget->Update();
});
}
void MainWindow::ConnectHotkeys()
{
connect(m_hotkey_scheduler, &HotkeyScheduler::Open, this, &MainWindow::Open);
connect(m_hotkey_scheduler, &HotkeyScheduler::ChangeDisc, this, &MainWindow::ChangeDisc);
connect(m_hotkey_scheduler, &HotkeyScheduler::EjectDisc, this, &MainWindow::EjectDisc);
connect(m_hotkey_scheduler, &HotkeyScheduler::ExitHotkey, this, &MainWindow::close);
connect(m_hotkey_scheduler, &HotkeyScheduler::UnlockCursor, this, &MainWindow::UnlockCursor);
connect(m_hotkey_scheduler, &HotkeyScheduler::TogglePauseHotkey, this, &MainWindow::TogglePause);
connect(m_hotkey_scheduler, &HotkeyScheduler::ActivateChat, this, &MainWindow::OnActivateChat);
connect(m_hotkey_scheduler, &HotkeyScheduler::RequestGolfControl, this,
&MainWindow::OnRequestGolfControl);
connect(m_hotkey_scheduler, &HotkeyScheduler::RefreshGameListHotkey, this,
&MainWindow::RefreshGameList);
connect(m_hotkey_scheduler, &HotkeyScheduler::StopHotkey, this, &MainWindow::RequestStop);
connect(m_hotkey_scheduler, &HotkeyScheduler::ResetHotkey, this, &MainWindow::Reset);
connect(m_hotkey_scheduler, &HotkeyScheduler::ScreenShotHotkey, this, &MainWindow::ScreenShot);
connect(m_hotkey_scheduler, &HotkeyScheduler::FullScreenHotkey, this, &MainWindow::FullScreen);
connect(m_hotkey_scheduler, &HotkeyScheduler::StateLoadSlot, this, &MainWindow::StateLoadSlotAt);
connect(m_hotkey_scheduler, &HotkeyScheduler::StateSaveSlot, this, &MainWindow::StateSaveSlotAt);
connect(m_hotkey_scheduler, &HotkeyScheduler::StateLoadLastSaved, this,
&MainWindow::StateLoadLastSavedAt);
connect(m_hotkey_scheduler, &HotkeyScheduler::StateLoadUndo, this, &MainWindow::StateLoadUndo);
connect(m_hotkey_scheduler, &HotkeyScheduler::StateSaveUndo, this, &MainWindow::StateSaveUndo);
connect(m_hotkey_scheduler, &HotkeyScheduler::StateSaveOldest, this,
&MainWindow::StateSaveOldest);
connect(m_hotkey_scheduler, &HotkeyScheduler::StateSaveFile, this, &MainWindow::StateSave);
connect(m_hotkey_scheduler, &HotkeyScheduler::StateLoadFile, this, &MainWindow::StateLoad);
connect(m_hotkey_scheduler, &HotkeyScheduler::StateLoadSlotHotkey, this,
&MainWindow::StateLoadSlot);
connect(m_hotkey_scheduler, &HotkeyScheduler::StateSaveSlotHotkey, this,
&MainWindow::StateSaveSlot);
connect(m_hotkey_scheduler, &HotkeyScheduler::SetStateSlotHotkey, this,
&MainWindow::SetStateSlot);
connect(m_hotkey_scheduler, &HotkeyScheduler::IncrementSelectedStateSlotHotkey, this,
&MainWindow::IncrementSelectedStateSlot);
connect(m_hotkey_scheduler, &HotkeyScheduler::DecrementSelectedStateSlotHotkey, this,
&MainWindow::DecrementSelectedStateSlot);
connect(m_hotkey_scheduler, &HotkeyScheduler::StartRecording, this,
&MainWindow::OnStartRecording);
connect(m_hotkey_scheduler, &HotkeyScheduler::PlayRecording, this, &MainWindow::OnPlayRecording);
connect(m_hotkey_scheduler, &HotkeyScheduler::ExportRecording, this,
&MainWindow::OnExportRecording);
connect(m_hotkey_scheduler, &HotkeyScheduler::ConnectWiiRemote, this,
&MainWindow::OnConnectWiiRemote);
connect(m_hotkey_scheduler, &HotkeyScheduler::ToggleReadOnlyMode, [this] {
bool read_only = !Movie::IsReadOnly();
Movie::SetReadOnly(read_only);
emit ReadOnlyModeChanged(read_only);
});
connect(m_hotkey_scheduler, &HotkeyScheduler::Step, m_code_widget, &CodeWidget::Step);
connect(m_hotkey_scheduler, &HotkeyScheduler::StepOver, m_code_widget, &CodeWidget::StepOver);
connect(m_hotkey_scheduler, &HotkeyScheduler::StepOut, m_code_widget, &CodeWidget::StepOut);
connect(m_hotkey_scheduler, &HotkeyScheduler::Skip, m_code_widget, &CodeWidget::Skip);
connect(m_hotkey_scheduler, &HotkeyScheduler::ShowPC, m_code_widget, &CodeWidget::ShowPC);
connect(m_hotkey_scheduler, &HotkeyScheduler::SetPC, m_code_widget, &CodeWidget::SetPC);
connect(m_hotkey_scheduler, &HotkeyScheduler::ToggleBreakpoint, m_code_widget,
&CodeWidget::ToggleBreakpoint);
connect(m_hotkey_scheduler, &HotkeyScheduler::AddBreakpoint, m_code_widget,
&CodeWidget::AddBreakpoint);
connect(m_hotkey_scheduler, &HotkeyScheduler::SkylandersPortalHotkey, this,
&MainWindow::ShowSkylanderPortal);
connect(m_hotkey_scheduler, &HotkeyScheduler::InfinityBaseHotkey, this,
&MainWindow::ShowInfinityBase);
}
void MainWindow::ConnectToolBar()
{
addToolBar(m_tool_bar);
connect(m_tool_bar, &ToolBar::OpenPressed, this, &MainWindow::Open);
connect(m_tool_bar, &ToolBar::RefreshPressed, this, &MainWindow::RefreshGameList);
connect(m_tool_bar, &ToolBar::PlayPressed, this, [this]() { Play(); });
connect(m_tool_bar, &ToolBar::PausePressed, this, &MainWindow::Pause);
connect(m_tool_bar, &ToolBar::StopPressed, this, &MainWindow::RequestStop);
connect(m_tool_bar, &ToolBar::FullScreenPressed, this, &MainWindow::FullScreen);
connect(m_tool_bar, &ToolBar::ScreenShotPressed, this, &MainWindow::ScreenShot);
connect(m_tool_bar, &ToolBar::SettingsPressed, this, &MainWindow::ShowSettingsWindow);
connect(m_tool_bar, &ToolBar::ControllersPressed, this, &MainWindow::ShowControllersWindow);
connect(m_tool_bar, &ToolBar::GraphicsPressed, this, &MainWindow::ShowGraphicsWindow);
connect(m_tool_bar, &ToolBar::StepPressed, m_code_widget, &CodeWidget::Step);
connect(m_tool_bar, &ToolBar::StepOverPressed, m_code_widget, &CodeWidget::StepOver);
connect(m_tool_bar, &ToolBar::StepOutPressed, m_code_widget, &CodeWidget::StepOut);
connect(m_tool_bar, &ToolBar::SkipPressed, m_code_widget, &CodeWidget::Skip);
connect(m_tool_bar, &ToolBar::ShowPCPressed, m_code_widget, &CodeWidget::ShowPC);
connect(m_tool_bar, &ToolBar::SetPCPressed, m_code_widget, &CodeWidget::SetPC);
}
void MainWindow::ConnectGameList()
{
connect(m_game_list, &GameList::GameSelected, this, [this]() { Play(); });
connect(m_game_list, &GameList::NetPlayHost, this, &MainWindow::NetPlayHost);
connect(m_game_list, &GameList::OnStartWithRiivolution, this,
&MainWindow::ShowRiivolutionBootWidget);
connect(m_game_list, &GameList::OpenGeneralSettings, this, &MainWindow::ShowGeneralWindow);
connect(m_game_list, &GameList::OpenGraphicsSettings, this, &MainWindow::ShowGraphicsWindow);
}
void MainWindow::ConnectRenderWidget()
{
m_rendering_to_main = false;
m_render_widget->hide();
connect(m_render_widget, &RenderWidget::Closed, this, &MainWindow::ForceStop);
connect(m_render_widget, &RenderWidget::FocusChanged, this, [this](bool focus) {
if (m_render_widget->isFullScreen())
SetFullScreenResolution(focus);
});
}
void MainWindow::ConnectHost()
{
connect(Host::GetInstance(), &Host::RequestStop, this, &MainWindow::RequestStop);
}
void MainWindow::ConnectStack()
{
auto* widget = new QWidget;
auto* layout = new QVBoxLayout;
widget->setLayout(layout);
layout->addWidget(m_game_list);
layout->addWidget(m_search_bar);
layout->setContentsMargins(0, 0, 0, 0);
connect(m_search_bar, &SearchBar::Search, m_game_list, &GameList::SetSearchTerm);
m_stack->addWidget(widget);
setCentralWidget(m_stack);
setDockOptions(DockOption::AllowNestedDocks | DockOption::AllowTabbedDocks);
setTabPosition(Qt::LeftDockWidgetArea | Qt::RightDockWidgetArea, QTabWidget::North);
addDockWidget(Qt::LeftDockWidgetArea, m_log_widget);
addDockWidget(Qt::LeftDockWidgetArea, m_log_config_widget);
addDockWidget(Qt::LeftDockWidgetArea, m_code_widget);
addDockWidget(Qt::LeftDockWidgetArea, m_register_widget);
addDockWidget(Qt::LeftDockWidgetArea, m_thread_widget);
addDockWidget(Qt::LeftDockWidgetArea, m_watch_widget);
addDockWidget(Qt::LeftDockWidgetArea, m_breakpoint_widget);
addDockWidget(Qt::LeftDockWidgetArea, m_memory_widget);
addDockWidget(Qt::LeftDockWidgetArea, m_network_widget);
addDockWidget(Qt::LeftDockWidgetArea, m_jit_widget);
tabifyDockWidget(m_log_widget, m_log_config_widget);
tabifyDockWidget(m_log_widget, m_code_widget);
tabifyDockWidget(m_log_widget, m_register_widget);
tabifyDockWidget(m_log_widget, m_thread_widget);
tabifyDockWidget(m_log_widget, m_watch_widget);
tabifyDockWidget(m_log_widget, m_breakpoint_widget);
tabifyDockWidget(m_log_widget, m_memory_widget);
tabifyDockWidget(m_log_widget, m_network_widget);
tabifyDockWidget(m_log_widget, m_jit_widget);
}
void MainWindow::RefreshGameList()
{
Settings::Instance().ReloadTitleDB();
Settings::Instance().RefreshGameList();
}
QStringList MainWindow::PromptFileNames()
{
auto& settings = Settings::Instance().GetQSettings();
QStringList paths = DolphinFileDialog::getOpenFileNames(
this, tr("Select a File"),
settings.value(QStringLiteral("mainwindow/lastdir"), QString{}).toString(),
QStringLiteral("%1 (*.elf *.dol *.gcm *.iso *.tgc *.wbfs *.ciso *.gcz *.wia *.rvz "
"hif_000000.nfs *.wad *.dff *.m3u *.json);;%2 (*)")
.arg(tr("All GC/Wii files"))
.arg(tr("All Files")));
if (!paths.isEmpty())
{
settings.setValue(QStringLiteral("mainwindow/lastdir"),
QFileInfo(paths.front()).absoluteDir().absolutePath());
}
return paths;
}
void MainWindow::ChangeDisc()
{
std::vector<std::string> paths = StringListToStdVector(PromptFileNames());
if (!paths.empty())
Core::RunAsCPUThread(
[&paths] { Core::System::GetInstance().GetDVDInterface().ChangeDisc(paths); });
}
void MainWindow::EjectDisc()
{
Core::RunAsCPUThread(
[] { Core::System::GetInstance().GetDVDInterface().EjectDisc(DVD::EjectCause::User); });
}
void MainWindow::OpenUserFolder()
{
std::string path = File::GetUserPath(D_USER_IDX);
QUrl url = QUrl::fromLocalFile(QString::fromStdString(path));
QDesktopServices::openUrl(url);
}
void MainWindow::Open()
{
QStringList files = PromptFileNames();
if (!files.isEmpty())
StartGame(StringListToStdVector(files));
}
void MainWindow::Play(const std::optional<std::string>& savestate_path)
{
// If we're in a paused game, start it up again.
// Otherwise, play the selected game, if there is one.
// Otherwise, play the default game.
// Otherwise, play the last played game, if there is one.
// Otherwise, prompt for a new game.
if (Core::GetState() == Core::State::Paused)
{
Core::SetState(Core::State::Running);
}
else
{
std::shared_ptr<const UICommon::GameFile> selection = m_game_list->GetSelectedGame();
if (selection)
{
StartGame(selection->GetFilePath(), ScanForSecondDisc::Yes,
std::make_unique<BootSessionData>(savestate_path, DeleteSavestateAfterBoot::No));
}
else
{
const QString default_path = QString::fromStdString(Config::Get(Config::MAIN_DEFAULT_ISO));
if (!default_path.isEmpty() && QFile::exists(default_path))
{
StartGame(default_path, ScanForSecondDisc::Yes,
std::make_unique<BootSessionData>(savestate_path, DeleteSavestateAfterBoot::No));
}
else
{
Open();
}
}
}
}
void MainWindow::Pause()
{
Core::SetState(Core::State::Paused);
}
void MainWindow::TogglePause()
{
if (Core::GetState() == Core::State::Paused)
{
Play();
}
else
{
Pause();
}
}
void MainWindow::OnStopComplete()
{
m_stop_requested = false;
HideRenderWidget(!m_exit_requested, m_exit_requested);
#ifdef USE_DISCORD_PRESENCE
if (!m_netplay_dialog->isVisible())
Discord::UpdateDiscordPresence();
#endif
SetFullScreenResolution(false);
if (m_exit_requested || Settings::Instance().IsBatchModeEnabled())
QGuiApplication::exit(0);
// If the current emulation prevented the booting of another, do that now
if (m_pending_boot != nullptr)
{
StartGame(std::move(m_pending_boot));
m_pending_boot.reset();
}
}
bool MainWindow::RequestStop()
{
if (!Core::IsRunning())
{
Core::QueueHostJob([this] { OnStopComplete(); }, true);
return true;
}
const bool rendered_widget_was_active =
m_render_widget->isActiveWindow() && !m_render_widget->isFullScreen();
QWidget* confirm_parent = (!m_rendering_to_main && rendered_widget_was_active) ?
m_render_widget :
static_cast<QWidget*>(this);
const bool was_cursor_locked = m_render_widget->IsCursorLocked();
if (!m_render_widget->isFullScreen())
m_render_widget_geometry = m_render_widget->saveGeometry();
else
FullScreen();
if (Config::Get(Config::MAIN_CONFIRM_ON_STOP))
{
if (std::exchange(m_stop_confirm_showing, true))
return true;
Common::ScopeGuard confirm_lock([this] { m_stop_confirm_showing = false; });
const Core::State state = Core::GetState();
// Only pause the game, if NetPlay is not running
bool pause = !Settings::Instance().GetNetPlayClient();
if (pause)
Core::SetState(Core::State::Paused);
if (rendered_widget_was_active)
{
// We have to do this before creating the message box, otherwise we might receive the window
// activation event before we know we need to lock the cursor again.
m_render_widget->SetCursorLockedOnNextActivation(was_cursor_locked);
}
// This is to avoid any "race conditions" between the "Window Activate" message and the
// message box returning, which could break cursor locking depending on the order
m_render_widget->SetWaitingForMessageBox(true);
auto confirm = ModalMessageBox::question(
confirm_parent, tr("Confirm"),
m_stop_requested ? tr("A shutdown is already in progress. Unsaved data "
"may be lost if you stop the current emulation "
"before it completes. Force stop?") :
tr("Do you want to stop the current emulation?"),
QMessageBox::Yes | QMessageBox::No, QMessageBox::NoButton, Qt::ApplicationModal);
// If a user confirmed stopping the emulation, we do not capture the cursor again,
// even if the render widget will stay alive for a while.
// If a used rejected stopping the emulation, we instead capture the cursor again,
// and let them continue playing as if nothing had happened
// (assuming cursor locking is on).
if (confirm != QMessageBox::Yes)
{
m_render_widget->SetWaitingForMessageBox(false);
if (pause)
Core::SetState(state);
return false;
}
else
{
m_render_widget->SetCursorLockedOnNextActivation(false);
// This needs to be after SetCursorLockedOnNextActivation(false) as it depends on it
m_render_widget->SetWaitingForMessageBox(false);
}
}
OnStopRecording();
// TODO: Add Debugger shutdown
if (!m_stop_requested && UICommon::TriggerSTMPowerEvent())
{
m_stop_requested = true;
// Unpause because gracefully shutting down needs the game to actually request a shutdown.
// TODO: Do not unpause in debug mode to allow debugging until the complete shutdown.
if (Core::GetState() == Core::State::Paused)
Core::SetState(Core::State::Running);
// Tell NetPlay about the power event
if (NetPlay::IsNetPlayRunning())
NetPlay::SendPowerButtonEvent();
return true;
}
ForceStop();
#ifdef Q_OS_WIN
// Allow windows to idle or turn off display again
SetThreadExecutionState(ES_CONTINUOUS);
#endif
return true;
}
void MainWindow::ForceStop()
{
Core::Stop();
}
void MainWindow::Reset()
{
if (Movie::IsRecordingInput())
Movie::SetReset(true);
auto& system = Core::System::GetInstance();
system.GetProcessorInterface().ResetButton_Tap();
}
void MainWindow::FrameAdvance()
{
Core::DoFrameStep();
}
void MainWindow::FullScreen()
{
// If the render widget is fullscreen we want to reset it to whatever is in
// settings. If it's set to be fullscreen then it just remakes the window,
// which probably isn't ideal.
bool was_fullscreen = m_render_widget->isFullScreen();
if (!was_fullscreen)
m_render_widget_geometry = m_render_widget->saveGeometry();
HideRenderWidget(false);
SetFullScreenResolution(!was_fullscreen);
if (was_fullscreen)
{
ShowRenderWidget();
}
else
{
m_render_widget->showFullScreen();
}
}
void MainWindow::UnlockCursor()
{
if (!m_render_widget->isFullScreen())
m_render_widget->SetCursorLocked(false);
}
void MainWindow::ScreenShot()
{
Core::SaveScreenShot();
}
void MainWindow::ScanForSecondDiscAndStartGame(const UICommon::GameFile& game,
std::unique_ptr<BootSessionData> boot_session_data)
{
auto second_game = m_game_list->FindSecondDisc(game);
std::vector<std::string> paths = {game.GetFilePath()};
if (second_game != nullptr)
paths.push_back(second_game->GetFilePath());
StartGame(paths, std::move(boot_session_data));
}
void MainWindow::StartGame(const QString& path, ScanForSecondDisc scan,
std::unique_ptr<BootSessionData> boot_session_data)
{
StartGame(path.toStdString(), scan, std::move(boot_session_data));
}
void MainWindow::StartGame(const std::string& path, ScanForSecondDisc scan,
std::unique_ptr<BootSessionData> boot_session_data)
{
if (scan == ScanForSecondDisc::Yes)
{
std::shared_ptr<const UICommon::GameFile> game = m_game_list->FindGame(path);
if (game != nullptr)
{
ScanForSecondDiscAndStartGame(*game, std::move(boot_session_data));
return;
}
}
StartGame(BootParameters::GenerateFromFile(
path, boot_session_data ? std::move(*boot_session_data) : BootSessionData()));
}
void MainWindow::StartGame(const std::vector<std::string>& paths,
std::unique_ptr<BootSessionData> boot_session_data)
{
StartGame(BootParameters::GenerateFromFile(
paths, boot_session_data ? std::move(*boot_session_data) : BootSessionData()));
}
void MainWindow::StartGame(std::unique_ptr<BootParameters>&& parameters)
{
if (parameters && std::holds_alternative<BootParameters::Disc>(parameters->parameters))
{
if (std::get<BootParameters::Disc>(parameters->parameters).volume->IsNKit())
{
if (!NKitWarningDialog::ShowUnlessDisabled())
return;
}
}
// If we're running, only start a new game once we've stopped the last.
if (Core::GetState() != Core::State::Uninitialized)
{
if (!RequestStop())
return;
// As long as the shutdown isn't complete, we can't boot, so let's boot later
m_pending_boot = std::move(parameters);
return;
}
// We need the render widget before booting.
ShowRenderWidget();
// Boot up, show an error if it fails to load the game.
if (!BootManager::BootCore(std::move(parameters),
::GetWindowSystemInfo(m_render_widget->windowHandle())))
{
ModalMessageBox::critical(this, tr("Error"), tr("Failed to init core"), QMessageBox::Ok);
HideRenderWidget();
return;
}
#ifdef USE_DISCORD_PRESENCE
if (!NetPlay::IsNetPlayRunning())
Discord::UpdateDiscordPresence();
#endif
if (Config::Get(Config::MAIN_FULLSCREEN))
m_fullscreen_requested = true;
}
void MainWindow::SetFullScreenResolution(bool fullscreen)
{
if (Config::Get(Config::MAIN_FULLSCREEN_DISPLAY_RES) == "Auto")
return;
#ifdef _WIN32
if (!fullscreen)
{
ChangeDisplaySettings(nullptr, CDS_FULLSCREEN);
return;
}
DEVMODE screen_settings;
memset(&screen_settings, 0, sizeof(screen_settings));
screen_settings.dmSize = sizeof(screen_settings);
sscanf(Config::Get(Config::MAIN_FULLSCREEN_DISPLAY_RES).c_str(), "%dx%d",
&screen_settings.dmPelsWidth, &screen_settings.dmPelsHeight);
screen_settings.dmBitsPerPel = 32;
screen_settings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
ChangeDisplaySettings(&screen_settings, CDS_FULLSCREEN);
#elif defined(HAVE_XRANDR) && HAVE_XRANDR
if (m_xrr_config)
m_xrr_config->ToggleDisplayMode(fullscreen);
#endif
}
void MainWindow::ShowRenderWidget()
{
SetFullScreenResolution(false);
Host::GetInstance()->SetRenderFullscreen(false);
if (Config::Get(Config::MAIN_RENDER_TO_MAIN))
{
// If we're rendering to main, add it to the stack and update our title when necessary.
m_rendering_to_main = true;
m_stack->setCurrentIndex(m_stack->addWidget(m_render_widget));
connect(Host::GetInstance(), &Host::RequestTitle, this, &MainWindow::setWindowTitle);
m_stack->setSizePolicy(QSizePolicy::Ignored, QSizePolicy::Ignored);
m_stack->repaint();
Host::GetInstance()->SetRenderFocus(isActiveWindow());
}
else
{
// Otherwise, just show it.
m_rendering_to_main = false;
m_render_widget->showNormal();
m_render_widget->restoreGeometry(m_render_widget_geometry);
}
}
void MainWindow::HideRenderWidget(bool reinit, bool is_exit)
{
if (m_rendering_to_main)
{
// Remove the widget from the stack and reparent it to nullptr, so that it can draw
// itself in a new window if it wants. Disconnect the title updates.
m_stack->removeWidget(m_render_widget);
m_render_widget->setParent(nullptr);
m_rendering_to_main = false;
m_stack->setSizePolicy(QSizePolicy::Preferred, QSizePolicy::Preferred);
disconnect(Host::GetInstance(), &Host::RequestTitle, this, &MainWindow::setWindowTitle);
setWindowTitle(QString::fromStdString(Common::GetScmRevStr()));
}
// The following code works around a driver bug that would lead to Dolphin crashing when changing
// graphics backends (e.g. OpenGL to Vulkan). To avoid this the render widget is (safely)
// recreated
if (reinit)
{
m_render_widget->hide();
disconnect(m_render_widget, &RenderWidget::Closed, this, &MainWindow::ForceStop);
m_render_widget->removeEventFilter(this);
m_render_widget->deleteLater();
m_render_widget = new RenderWidget;
m_render_widget->installEventFilter(this);
connect(m_render_widget, &RenderWidget::Closed, this, &MainWindow::ForceStop);
connect(m_render_widget, &RenderWidget::FocusChanged, this, [this](bool focus) {
if (m_render_widget->isFullScreen())
SetFullScreenResolution(focus);
});
// The controller interface will still be registered to the old render widget, if the core
// has booted. Therefore, we should re-bind it to the main window for now. When the core
// is next started, it will be swapped back to the new render widget.
g_controller_interface.ChangeWindow(::GetWindowSystemInfo(windowHandle()).render_window,
is_exit ? ControllerInterface::WindowChangeReason::Exit :
ControllerInterface::WindowChangeReason::Other);
}
}
void MainWindow::ShowControllersWindow()
{
if (!m_controllers_window)
{
m_controllers_window = new ControllersWindow(this);
InstallHotkeyFilter(m_controllers_window);
}
SetQWidgetWindowDecorations(m_controllers_window);
m_controllers_window->show();
m_controllers_window->raise();
m_controllers_window->activateWindow();
}
void MainWindow::ShowFreeLookWindow()
{
if (!m_freelook_window)
{
m_freelook_window = new FreeLookWindow(this);
InstallHotkeyFilter(m_freelook_window);
}
SetQWidgetWindowDecorations(m_freelook_window);
m_freelook_window->show();
m_freelook_window->raise();
m_freelook_window->activateWindow();
}
void MainWindow::ShowSettingsWindow()
{
if (!m_settings_window)
{
m_settings_window = new SettingsWindow(this);
InstallHotkeyFilter(m_settings_window);
}
SetQWidgetWindowDecorations(m_settings_window);
m_settings_window->show();
m_settings_window->raise();
m_settings_window->activateWindow();
}
void MainWindow::ShowAudioWindow()
{
ShowSettingsWindow();
m_settings_window->SelectAudioPane();
}
void MainWindow::ShowGeneralWindow()
{
ShowSettingsWindow();
m_settings_window->SelectGeneralPane();
}
void MainWindow::ShowAboutDialog()
{
AboutDialog about{this};
SetQWidgetWindowDecorations(&about);
about.exec();
}
void MainWindow::ShowHotkeyDialog()
{
if (!m_hotkey_window)
{
m_hotkey_window = new MappingWindow(this, MappingWindow::Type::MAPPING_HOTKEYS, 0);
InstallHotkeyFilter(m_hotkey_window);
}
SetQWidgetWindowDecorations(m_hotkey_window);
m_hotkey_window->show();
m_hotkey_window->raise();
m_hotkey_window->activateWindow();
}
void MainWindow::ShowGraphicsWindow()
{
if (!m_graphics_window)
{
#ifdef HAVE_XRANDR
if (GetWindowSystemType() == WindowSystemType::X11)
{
m_xrr_config = std::make_unique<X11Utils::XRRConfiguration>(
static_cast<Display*>(QGuiApplication::platformNativeInterface()->nativeResourceForWindow(
"display", windowHandle())),
winId());
}
#endif
m_graphics_window = new GraphicsWindow(this);
InstallHotkeyFilter(m_graphics_window);
}
SetQWidgetWindowDecorations(m_graphics_window);
m_graphics_window->show();
m_graphics_window->raise();
m_graphics_window->activateWindow();
}
void MainWindow::ShowNetPlaySetupDialog()
{
SetQWidgetWindowDecorations(m_netplay_setup_dialog);
m_netplay_setup_dialog->show();
m_netplay_setup_dialog->raise();
m_netplay_setup_dialog->activateWindow();
}
void MainWindow::ShowNetPlayBrowser()
{
auto* browser = new NetPlayBrowser(this);
browser->setAttribute(Qt::WA_DeleteOnClose, true);
connect(browser, &NetPlayBrowser::Join, this, &MainWindow::NetPlayJoin);
SetQWidgetWindowDecorations(browser);
browser->exec();
}
void MainWindow::ShowFIFOPlayer()
{
if (!m_fifo_window)
{
m_fifo_window = new FIFOPlayerWindow;
connect(m_fifo_window, &FIFOPlayerWindow::LoadFIFORequested, this,
[this](const QString& path) { StartGame(path, ScanForSecondDisc::No); });
}
SetQWidgetWindowDecorations(m_fifo_window);
m_fifo_window->show();
m_fifo_window->raise();
m_fifo_window->activateWindow();
}
void MainWindow::ShowSkylanderPortal()
{
if (!m_skylander_window)
{
m_skylander_window = new SkylanderPortalWindow();
}
SetQWidgetWindowDecorations(m_skylander_window);
m_skylander_window->show();
m_skylander_window->raise();
m_skylander_window->activateWindow();
}
void MainWindow::ShowInfinityBase()
{
if (!m_infinity_window)
{
m_infinity_window = new InfinityBaseWindow();
}
SetQWidgetWindowDecorations(m_infinity_window);
m_infinity_window->show();
m_infinity_window->raise();
m_infinity_window->activateWindow();
}
void MainWindow::StateLoad()
{
QString path =
DolphinFileDialog::getOpenFileName(this, tr("Select a File"), QDir::currentPath(),
tr("All Save States (*.sav *.s##);; All Files (*)"));
if (!path.isEmpty())
State::LoadAs(path.toStdString());
}
void MainWindow::StateSave()
{
QString path =
DolphinFileDialog::getSaveFileName(this, tr("Select a File"), QDir::currentPath(),
tr("All Save States (*.sav *.s##);; All Files (*)"));
if (!path.isEmpty())
State::SaveAs(path.toStdString());
}
void MainWindow::StateLoadSlot()
{
State::Load(m_state_slot);
}
void MainWindow::StateSaveSlot()
{
State::Save(m_state_slot);
}
void MainWindow::StateLoadSlotAt(int slot)
{
State::Load(slot);
}
void MainWindow::StateLoadLastSavedAt(int slot)
{
State::LoadLastSaved(slot);
}
void MainWindow::StateSaveSlotAt(int slot)
{
State::Save(slot);
}
void MainWindow::StateLoadUndo()
{
State::UndoLoadState();
}
void MainWindow::StateSaveUndo()
{
State::UndoSaveState();
}
void MainWindow::StateSaveOldest()
{
State::SaveFirstSaved();
}
void MainWindow::SetStateSlot(int slot)
{
Settings::Instance().SetStateSlot(slot);
m_state_slot = slot;
Core::DisplayMessage(fmt::format("Selected slot {} - {}", m_state_slot,
State::GetInfoStringOfSlot(m_state_slot, false)),
2500);
}
void MainWindow::IncrementSelectedStateSlot()
{
u32 state_slot = m_state_slot + 1;
if (state_slot > State::NUM_STATES)
state_slot = 1;
m_menu_bar->SetStateSlot(state_slot);
}
void MainWindow::DecrementSelectedStateSlot()
{
u32 state_slot = m_state_slot - 1;
if (state_slot < 1)
state_slot = State::NUM_STATES;
m_menu_bar->SetStateSlot(state_slot);
}
void MainWindow::PerformOnlineUpdate(const std::string& region)
{
WiiUpdate::PerformOnlineUpdate(region, this);
// Since the update may have installed a newer system menu, trigger a refresh.
Settings::Instance().NANDRefresh();
}
void MainWindow::BootWiiSystemMenu()
{
StartGame(std::make_unique<BootParameters>(BootParameters::NANDTitle{Titles::SYSTEM_MENU}));
}
void MainWindow::NetPlayInit()
{
const auto& game_list_model = m_game_list->GetGameListModel();
m_netplay_setup_dialog = new NetPlaySetupDialog(game_list_model, this);
m_netplay_dialog = new NetPlayDialog(
game_list_model,
[this](const std::string& path, std::unique_ptr<BootSessionData> boot_session_data) {
StartGame(path, ScanForSecondDisc::Yes, std::move(boot_session_data));
});
#ifdef USE_DISCORD_PRESENCE
m_netplay_discord = new DiscordHandler(this);
#endif
connect(m_netplay_dialog, &NetPlayDialog::Stop, this, &MainWindow::ForceStop);
connect(m_netplay_dialog, &NetPlayDialog::rejected, this, &MainWindow::NetPlayQuit);
connect(m_netplay_setup_dialog, &NetPlaySetupDialog::Join, this, &MainWindow::NetPlayJoin);
connect(m_netplay_setup_dialog, &NetPlaySetupDialog::Host, this, &MainWindow::NetPlayHost);
#ifdef USE_DISCORD_PRESENCE
connect(m_netplay_discord, &DiscordHandler::Join, this, &MainWindow::NetPlayJoin);
Discord::InitNetPlayFunctionality(*m_netplay_discord);
m_netplay_discord->Start();
#endif
connect(&Settings::Instance(), &Settings::ConfigChanged, this,
&MainWindow::UpdateScreenSaverInhibition);
connect(&Settings::Instance(), &Settings::EmulationStateChanged, this,
&MainWindow::UpdateScreenSaverInhibition);
}
bool MainWindow::NetPlayJoin()
{
if (Core::IsRunning())
{
ModalMessageBox::critical(nullptr, tr("Error"),
tr("Can't start a NetPlay Session while a game is still running!"));
return false;
}
if (m_netplay_dialog->isVisible())
{
ModalMessageBox::critical(nullptr, tr("Error"),
tr("A NetPlay Session is already in progress!"));
return false;
}
auto server = Settings::Instance().GetNetPlayServer();
// Settings
const std::string traversal_choice = Config::Get(Config::NETPLAY_TRAVERSAL_CHOICE);
const bool is_traversal = traversal_choice == "traversal";
std::string host_ip;
u16 host_port;
if (server)
{
host_ip = "127.0.0.1";
host_port = server->GetPort();
}
else
{
host_ip = is_traversal ? Config::Get(Config::NETPLAY_HOST_CODE) :
Config::Get(Config::NETPLAY_ADDRESS);
host_port = Config::Get(Config::NETPLAY_CONNECT_PORT);
}
const std::string traversal_host = Config::Get(Config::NETPLAY_TRAVERSAL_SERVER);
const u16 traversal_port = Config::Get(Config::NETPLAY_TRAVERSAL_PORT);
const std::string nickname = Config::Get(Config::NETPLAY_NICKNAME);
const std::string network_mode = Config::Get(Config::NETPLAY_NETWORK_MODE);
const bool host_input_authority = network_mode == "hostinputauthority" || network_mode == "golf";
if (server)
{
server->SetHostInputAuthority(host_input_authority);
server->AdjustPadBufferSize(Config::Get(Config::NETPLAY_BUFFER_SIZE));
}
// Create Client
const bool is_hosting_netplay = server != nullptr;
Settings::Instance().ResetNetPlayClient(new NetPlay::NetPlayClient(
host_ip, host_port, m_netplay_dialog, nickname,
NetPlay::NetTraversalConfig{is_hosting_netplay ? false : is_traversal, traversal_host,
traversal_port}));
if (!Settings::Instance().GetNetPlayClient()->IsConnected())
{
NetPlayQuit();
return false;
}
m_netplay_setup_dialog->close();
m_netplay_dialog->show(nickname, is_traversal);
return true;
}
bool MainWindow::NetPlayHost(const UICommon::GameFile& game)
{
if (Core::IsRunning())
{
ModalMessageBox::critical(nullptr, tr("Error"),
tr("Can't start a NetPlay Session while a game is still running!"));
return false;
}
if (m_netplay_dialog->isVisible())
{
ModalMessageBox::critical(nullptr, tr("Error"),
tr("A NetPlay Session is already in progress!"));
return false;
}
// Settings
u16 host_port = Config::Get(Config::NETPLAY_HOST_PORT);
const std::string traversal_choice = Config::Get(Config::NETPLAY_TRAVERSAL_CHOICE);
const bool is_traversal = traversal_choice == "traversal";
const bool use_upnp = Config::Get(Config::NETPLAY_USE_UPNP);
const std::string traversal_host = Config::Get(Config::NETPLAY_TRAVERSAL_SERVER);
const u16 traversal_port = Config::Get(Config::NETPLAY_TRAVERSAL_PORT);
if (is_traversal)
host_port = Config::Get(Config::NETPLAY_LISTEN_PORT);
// Create Server
Settings::Instance().ResetNetPlayServer(new NetPlay::NetPlayServer(
host_port, use_upnp, m_netplay_dialog,
NetPlay::NetTraversalConfig{is_traversal, traversal_host, traversal_port}));
if (!Settings::Instance().GetNetPlayServer()->is_connected)
{
ModalMessageBox::critical(
nullptr, tr("Failed to open server"),
tr("Failed to listen on port %1. Is another instance of the NetPlay server running?")
.arg(host_port));
NetPlayQuit();
return false;
}
Settings::Instance().GetNetPlayServer()->ChangeGame(game.GetSyncIdentifier(),
m_game_list->GetNetPlayName(game));
// Join our local server
return NetPlayJoin();
}
void MainWindow::NetPlayQuit()
{
Settings::Instance().ResetNetPlayClient();
Settings::Instance().ResetNetPlayServer();
#ifdef USE_DISCORD_PRESENCE
Discord::UpdateDiscordPresence();
#endif
}
void MainWindow::UpdateScreenSaverInhibition()
{
const bool inhibit =
Config::Get(Config::MAIN_DISABLE_SCREENSAVER) && (Core::GetState() == Core::State::Running);
if (inhibit == m_is_screensaver_inhibited)
return;
m_is_screensaver_inhibited = inhibit;
#ifdef HAVE_X11
if (GetWindowSystemType() == WindowSystemType::X11)
UICommon::InhibitScreenSaver(winId(), inhibit);
#else
UICommon::InhibitScreenSaver(inhibit);
#endif
}
bool MainWindow::eventFilter(QObject* object, QEvent* event)
{
if (event->type() == QEvent::Close)
{
if (RequestStop() && object == this)
m_exit_requested = true;
static_cast<QCloseEvent*>(event)->ignore();
return true;
}
return false;
}
QMenu* MainWindow::createPopupMenu()
{
// Disable the default popup menu as it exposes the debugger UI even when the debugger UI is
// disabled, which can lead to user confusion (see e.g. https://bugs.dolphin-emu.org/issues/13306)
return nullptr;
}
void MainWindow::dragEnterEvent(QDragEnterEvent* event)
{
if (event->mimeData()->hasUrls() && event->mimeData()->urls().size() == 1)
event->acceptProposedAction();
}
void MainWindow::dropEvent(QDropEvent* event)
{
const QList<QUrl>& urls = event->mimeData()->urls();
if (urls.empty())
return;
QStringList files;
QStringList folders;
for (const QUrl& url : urls)
{
QFileInfo file_info(url.toLocalFile());
QString path = file_info.filePath();
if (!file_info.exists() || !file_info.isReadable())
{
ModalMessageBox::critical(this, tr("Error"), tr("Failed to open '%1'").arg(path));
return;
}
(file_info.isFile() ? files : folders).append(path);
}
if (!files.isEmpty())
{
StartGame(StringListToStdVector(files));
}
else
{
Settings& settings = Settings::Instance();
const bool show_confirm = !settings.GetPaths().empty();
for (const QString& folder : folders)
{
if (show_confirm)
{
if (ModalMessageBox::question(
this, tr("Confirm"),
tr("Do you want to add \"%1\" to the list of Game Paths?").arg(folder)) !=
QMessageBox::Yes)
return;
}
settings.AddPath(folder);
}
}
}
QSize MainWindow::sizeHint() const
{
return QSize(800, 600);
}
#ifdef _WIN32
bool MainWindow::nativeEvent(const QByteArray& eventType, void* message, qintptr* result)
{
auto* msg = reinterpret_cast<MSG*>(message);
if (msg && msg->message == WM_SETTINGCHANGE && msg->lParam != NULL &&
std::wstring_view(L"ImmersiveColorSet")
.compare(reinterpret_cast<const wchar_t*>(msg->lParam)) == 0)
{
// Windows light/dark theme has changed. Update our flag and refresh the theme.
auto& settings = Settings::Instance();
const bool was_dark_before = settings.IsSystemDark();
settings.UpdateSystemDark();
if (settings.IsSystemDark() != was_dark_before)
{
settings.SetCurrentUserStyle(settings.GetCurrentUserStyle());
// force the colors in the Skylander window to update
if (m_skylander_window)
m_skylander_window->RefreshList();
}
// TODO: When switching from light to dark, the window decorations remain light. Qt seems very
// convinced that it needs to change these in response to this message, so even if we set them
// to dark here, Qt sets them back to light afterwards.
}
return false;
}
#endif
void MainWindow::OnBootGameCubeIPL(DiscIO::Region region)
{
StartGame(std::make_unique<BootParameters>(BootParameters::IPL{region}));
}
void MainWindow::OnImportNANDBackup()
{
auto response = ModalMessageBox::question(
this, tr("Question"),
tr("Merging a new NAND over your currently selected NAND will overwrite any channels "
"and savegames that already exist. This process is not reversible, so it is "
"recommended that you keep backups of both NANDs. Are you sure you want to "
"continue?"));
if (response == QMessageBox::No)
return;
QString file =
DolphinFileDialog::getOpenFileName(this, tr("Select the save file"), QDir::currentPath(),
tr("BootMii NAND backup file (*.bin);;"
"All Files (*)"));
if (file.isEmpty())
return;
ParallelProgressDialog dialog(this);
dialog.GetRaw()->setMinimum(0);
dialog.GetRaw()->setMaximum(0);
dialog.GetRaw()->setLabelText(tr("Importing NAND backup"));
dialog.GetRaw()->setCancelButton(nullptr);
auto beginning = QDateTime::currentDateTime().toMSecsSinceEpoch();
std::future<void> result = std::async(std::launch::async, [&] {
DiscIO::NANDImporter().ImportNANDBin(
file.toStdString(),
[&dialog, beginning] {
dialog.SetLabelText(
tr("Importing NAND backup\n Time elapsed: %1s")
.arg((QDateTime::currentDateTime().toMSecsSinceEpoch() - beginning) / 1000));
},
[this] {
std::optional<std::string> keys_file = RunOnObject(this, [this] {
return DolphinFileDialog::getOpenFileName(
this, tr("Select the keys file (OTP/SEEPROM dump)"), QDir::currentPath(),
tr("BootMii keys file (*.bin);;"
"All Files (*)"))
.toStdString();
});
if (keys_file)
return *keys_file;
return std::string("");
});
dialog.Reset();
});
SetQWidgetWindowDecorations(dialog.GetRaw());
dialog.GetRaw()->exec();
result.wait();
m_menu_bar->UpdateToolsMenu(Core::IsRunning());
}
void MainWindow::OnPlayRecording()
{
QString dtm_file = DolphinFileDialog::getOpenFileName(
this, tr("Select the Recording File to Play"), QString(), tr("Dolphin TAS Movies (*.dtm)"));
if (dtm_file.isEmpty())
return;
if (!Movie::IsReadOnly())
{
// let's make the read-only flag consistent at the start of a movie.
Movie::SetReadOnly(true);
emit ReadOnlyModeChanged(true);
}
std::optional<std::string> savestate_path;
if (Movie::PlayInput(dtm_file.toStdString(), &savestate_path))
{
emit RecordingStatusChanged(true);
Play(savestate_path);
}
}
void MainWindow::OnStartRecording()
{
if ((!Core::IsRunningAndStarted() && Core::IsRunning()) || Movie::IsRecordingInput() ||
Movie::IsPlayingInput())
return;
if (Movie::IsReadOnly())
{
// The user just chose to record a movie, so that should take precedence
Movie::SetReadOnly(false);
emit ReadOnlyModeChanged(true);
}
Movie::ControllerTypeArray controllers{};
Movie::WiimoteEnabledArray wiimotes{};
for (int i = 0; i < 4; i++)
{
const SerialInterface::SIDevices si_device = Config::Get(Config::GetInfoForSIDevice(i));
if (si_device == SerialInterface::SIDEVICE_GC_GBA_EMULATED)
controllers[i] = Movie::ControllerType::GBA;
else if (SerialInterface::SIDevice_IsGCController(si_device))
controllers[i] = Movie::ControllerType::GC;
else
controllers[i] = Movie::ControllerType::None;
wiimotes[i] = Config::Get(Config::GetInfoForWiimoteSource(i)) != WiimoteSource::None;
}
if (Movie::BeginRecordingInput(controllers, wiimotes))
{
emit RecordingStatusChanged(true);
if (!Core::IsRunning())
Play();
}
}
void MainWindow::OnStopRecording()
{
if (Movie::IsRecordingInput())
OnExportRecording();
if (Movie::IsMovieActive())
Movie::EndPlayInput(false);
emit RecordingStatusChanged(false);
}
void MainWindow::OnExportRecording()
{
Core::RunAsCPUThread([this] {
QString dtm_file = DolphinFileDialog::getSaveFileName(
this, tr("Save Recording File As"), QString(), tr("Dolphin TAS Movies (*.dtm)"));
if (!dtm_file.isEmpty())
Movie::SaveRecording(dtm_file.toStdString());
});
}
void MainWindow::OnActivateChat()
{
if (g_netplay_chat_ui)
g_netplay_chat_ui->Activate();
}
void MainWindow::OnRequestGolfControl()
{
auto client = Settings::Instance().GetNetPlayClient();
if (client)
client->RequestGolfControl();
}
void MainWindow::ShowTASInput()
{
for (int i = 0; i < num_gc_controllers; i++)
{
const auto si_device = Config::Get(Config::GetInfoForSIDevice(i));
if (si_device == SerialInterface::SIDEVICE_GC_GBA_EMULATED)
{
SetQWidgetWindowDecorations(m_gba_tas_input_windows[i]);
m_gba_tas_input_windows[i]->show();
m_gba_tas_input_windows[i]->raise();
m_gba_tas_input_windows[i]->activateWindow();
}
else if (si_device != SerialInterface::SIDEVICE_NONE &&
si_device != SerialInterface::SIDEVICE_GC_GBA)
{
SetQWidgetWindowDecorations(m_gc_tas_input_windows[i]);
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 (Config::Get(Config::GetInfoForWiimoteSource(i)) == WiimoteSource::Emulated &&
(!Core::IsRunning() || SConfig::GetInstance().bWii))
{
SetQWidgetWindowDecorations(m_wii_tas_input_windows[i]);
m_wii_tas_input_windows[i]->show();
m_wii_tas_input_windows[i]->raise();
m_wii_tas_input_windows[i]->activateWindow();
}
}
}
void MainWindow::OnConnectWiiRemote(int id)
{
Core::RunAsCPUThread([&] {
if (const auto bt = WiiUtils::GetBluetoothEmuDevice())
{
const auto wm = bt->AccessWiimoteByIndex(id);
wm->Activate(!wm->IsConnected());
}
});
}
#ifdef USE_RETRO_ACHIEVEMENTS
void MainWindow::ShowAchievementsWindow()
{
if (!m_achievements_window)
{
m_achievements_window = new AchievementsWindow(this);
}
SetQWidgetWindowDecorations(m_achievements_window);
m_achievements_window->show();
m_achievements_window->raise();
m_achievements_window->activateWindow();
}
#endif // USE_RETRO_ACHIEVEMENTS
void MainWindow::ShowMemcardManager()
{
GCMemcardManager manager(this);
SetQWidgetWindowDecorations(&manager);
manager.exec();
}
void MainWindow::ShowResourcePackManager()
{
ResourcePackManager manager(this);
SetQWidgetWindowDecorations(&manager);
manager.exec();
}
void MainWindow::ShowCheatsManager()
{
SetQWidgetWindowDecorations(m_cheats_manager);
m_cheats_manager->show();
}
void MainWindow::ShowRiivolutionBootWidget(const UICommon::GameFile& game)
{
auto second_game = m_game_list->FindSecondDisc(game);
std::vector<std::string> paths = {game.GetFilePath()};
if (second_game != nullptr)
paths.push_back(second_game->GetFilePath());
std::unique_ptr<BootParameters> boot_params = BootParameters::GenerateFromFile(paths);
if (!boot_params)
return;
if (!std::holds_alternative<BootParameters::Disc>(boot_params->parameters))
return;
auto& disc = std::get<BootParameters::Disc>(boot_params->parameters);
RiivolutionBootWidget w(disc.volume->GetGameID(), disc.volume->GetRevision(),
disc.volume->GetDiscNumber(), game.GetFilePath(), this);
SetQWidgetWindowDecorations(&w);
w.exec();
if (!w.ShouldBoot())
return;
AddRiivolutionPatches(boot_params.get(), std::move(w.GetPatches()));
StartGame(std::move(boot_params));
}
void MainWindow::Show()
{
if (!Settings::Instance().IsBatchModeEnabled())
{
SetQWidgetWindowDecorations(this);
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();
}
}