359 lines
9.5 KiB
C++
359 lines
9.5 KiB
C++
// 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 <QAction>
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#include <QDir>
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#include <QFile>
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#include <QFileDialog>
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#include <QIcon>
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#include <QLineEdit>
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#include <QMenu>
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#include <QMenuBar>
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#include <QMessageBox>
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#include "Common/FileUtil.h"
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#include "Core/BootManager.h"
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#include "Core/ConfigManager.h"
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#include "Core/Core.h"
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#include "DolphinQt2/Host.h"
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#include "DolphinQt2/MainWindow.h"
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#include "DolphinQt2/Resources.h"
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#include "DolphinQt2/GameList/GameListModel.h"
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MainWindow::MainWindow() : QMainWindow(nullptr)
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{
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setWindowTitle(tr("Dolphin"));
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setWindowIcon(QIcon(Resources::GetMisc(Resources::LOGO_SMALL)));
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MakeGameList();
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MakeToolBar();
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MakeRenderWidget();
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MakeStack();
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MakeMenus();
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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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}
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void MainWindow::MakeMenus()
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{
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MakeFileMenu();
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menuBar()->addMenu(tr("Emulation"));
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menuBar()->addMenu(tr("Movie"));
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menuBar()->addMenu(tr("Options"));
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menuBar()->addMenu(tr("Tools"));
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MakeViewMenu();
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menuBar()->addMenu(tr("Help"));
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}
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void MainWindow::MakeFileMenu()
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{
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QMenu* file_menu = menuBar()->addMenu(tr("File"));
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file_menu->addAction(tr("Open"), this, SLOT(Open()));
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file_menu->addAction(tr("Exit"), this, SLOT(close()));
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}
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void MainWindow::MakeViewMenu()
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{
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QMenu* view_menu = menuBar()->addMenu(tr("View"));
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AddTableColumnsMenu(view_menu);
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AddListTypePicker(view_menu);
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}
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void MainWindow::AddTableColumnsMenu(QMenu* view_menu)
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{
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QActionGroup* column_group = new QActionGroup(this);
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QMenu* cols_menu = view_menu->addMenu(tr("Table Columns"));
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column_group->setExclusive(false);
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QStringList col_names{
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tr("Platform"),
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tr("ID"),
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tr("Banner"),
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tr("Title"),
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tr("Description"),
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tr("Maker"),
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tr("Size"),
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tr("Country"),
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tr("Quality")
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};
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// TODO we'll need to update SConfig with the extra columns. Then we can
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// clean this up significantly.
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QList<bool> show_cols{
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SConfig::GetInstance().m_showSystemColumn,
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SConfig::GetInstance().m_showIDColumn,
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SConfig::GetInstance().m_showBannerColumn,
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true,
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false,
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SConfig::GetInstance().m_showMakerColumn,
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SConfig::GetInstance().m_showSizeColumn,
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SConfig::GetInstance().m_showRegionColumn,
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SConfig::GetInstance().m_showStateColumn,
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};
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for (int i = 0; i < GameListModel::NUM_COLS; i++)
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{
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QAction* action = column_group->addAction(cols_menu->addAction(col_names[i]));
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action->setCheckable(true);
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action->setChecked(show_cols[i]);
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m_game_list->SetViewColumn(i, show_cols[i]);
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connect(action, &QAction::triggered, [=]()
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{
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m_game_list->SetViewColumn(i, action->isChecked());
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switch (i)
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{
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case GameListModel::COL_PLATFORM:
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SConfig::GetInstance().m_showSystemColumn = action->isChecked();
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break;
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case GameListModel::COL_ID:
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SConfig::GetInstance().m_showIDColumn = action->isChecked();
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break;
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case GameListModel::COL_TITLE:
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SConfig::GetInstance().m_showBannerColumn = action->isChecked();
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break;
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case GameListModel::COL_MAKER:
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SConfig::GetInstance().m_showMakerColumn = action->isChecked();
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break;
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case GameListModel::COL_SIZE:
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SConfig::GetInstance().m_showSizeColumn = action->isChecked();
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break;
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case GameListModel::COL_COUNTRY:
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SConfig::GetInstance().m_showRegionColumn = action->isChecked();
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break;
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case GameListModel::COL_RATING:
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SConfig::GetInstance().m_showStateColumn = action->isChecked();
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break;
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default: break;
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}
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SConfig::GetInstance().SaveSettings();
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});
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}
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}
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void MainWindow::AddListTypePicker(QMenu* view_menu)
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{
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QActionGroup* list_group = new QActionGroup(this);
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view_menu->addSection(tr("List Type"));
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list_group->setExclusive(true);
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QAction* set_table = list_group->addAction(view_menu->addAction(tr("Table")));
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QAction* set_list = list_group->addAction(view_menu->addAction(tr("List")));
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set_table->setCheckable(true);
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set_table->setChecked(true);
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set_list->setCheckable(true);
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connect(set_table, &QAction::triggered, m_game_list, &GameList::SetTableView);
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connect(set_list, &QAction::triggered, m_game_list, &GameList::SetListView);
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}
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void MainWindow::MakeToolBar()
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{
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m_tool_bar = new ToolBar(this);
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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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// TODO make this open the config paths dialog, not the current Browse menu.
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connect(m_tool_bar, &ToolBar::PathsPressed, this, &MainWindow::Browse);
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connect(m_tool_bar, &ToolBar::PlayPressed, this, &MainWindow::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::Stop);
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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(this, &MainWindow::EmulationStarted, m_tool_bar, &ToolBar::EmulationStarted);
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connect(this, &MainWindow::EmulationPaused, m_tool_bar, &ToolBar::EmulationPaused);
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connect(this, &MainWindow::EmulationStopped, m_tool_bar, &ToolBar::EmulationStopped);
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}
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void MainWindow::MakeGameList()
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{
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m_game_list = new GameList(this);
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connect(m_game_list, &GameList::GameSelected, this, &MainWindow::Play);
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}
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void MainWindow::MakeRenderWidget()
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{
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m_render_widget = new RenderWidget;
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connect(m_render_widget, &RenderWidget::EscapePressed, this, &MainWindow::Stop);
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connect(m_render_widget, &RenderWidget::Closed, this, &MainWindow::ForceStop);
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m_render_widget->hide();
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m_rendering_to_main = false;
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}
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void MainWindow::MakeStack()
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{
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m_stack = new QStackedWidget;
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m_stack->setMinimumSize(800, 600);
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m_stack->addWidget(m_game_list);
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setCentralWidget(m_stack);
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}
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void MainWindow::Open()
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{
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QString file = QFileDialog::getOpenFileName(this,
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tr("Select a File"),
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QDir::currentPath(),
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tr("All GC/Wii files (*.elf *.dol *.gcm *.iso *.wbfs *.ciso *.gcz *.wad);;"
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"All Files (*)"));
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if (!file.isEmpty())
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StartGame(file);
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}
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void MainWindow::Browse()
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{
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QString dir = QFileDialog::getExistingDirectory(this,
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tr("Select a Directory"),
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QDir::currentPath());
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if (!dir.isEmpty())
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{
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std::vector<std::string>& iso_folders = SConfig::GetInstance().m_ISOFolder;
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auto found = std::find(iso_folders.begin(), iso_folders.end(), dir.toStdString());
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if (found == iso_folders.end())
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{
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iso_folders.push_back(dir.toStdString());
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SConfig::GetInstance().SaveSettings();
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emit m_game_list->DirectoryAdded(dir);
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}
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}
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}
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void MainWindow::Play()
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{
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// If we're in a paused game, start it up again.
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// Otherwise, play the selected game, if there is one.
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// Otherwise, play the last played game, if there is one.
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// Otherwise, prompt for a new game.
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if (Core::GetState() == Core::CORE_PAUSE)
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{
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Core::SetState(Core::CORE_RUN);
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emit EmulationStarted();
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}
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else
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{
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QString selection = m_game_list->GetSelectedGame();
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if (selection.length() > 0)
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{
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StartGame(selection);
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}
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else
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{
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QString path = QString::fromStdString(SConfig::GetInstance().m_LastFilename);
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if (QFile::exists(path))
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StartGame(path);
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else
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Open();
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}
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}
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}
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void MainWindow::Pause()
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{
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Core::SetState(Core::CORE_PAUSE);
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emit EmulationPaused();
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}
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bool MainWindow::Stop()
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{
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bool stop = true;
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if (SConfig::GetInstance().bConfirmStop)
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{
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// We could pause the game here and resume it if they say no.
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QMessageBox::StandardButton confirm;
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confirm = QMessageBox::question(m_render_widget, tr("Confirm"), tr("Stop emulation?"));
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stop = (confirm == QMessageBox::Yes);
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}
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if (stop)
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ForceStop();
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return stop;
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}
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void MainWindow::ForceStop()
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{
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BootManager::Stop();
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HideRenderWidget();
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emit EmulationStopped();
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}
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void MainWindow::FullScreen()
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{
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// If the render widget is fullscreen we want to reset it to whatever is in
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// SConfig. If it's set to be fullscreen then it just remakes the window,
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// which probably isn't ideal.
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bool was_fullscreen = m_render_widget->isFullScreen();
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HideRenderWidget();
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if (was_fullscreen)
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ShowRenderWidget();
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else
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m_render_widget->showFullScreen();
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}
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void MainWindow::ScreenShot()
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{
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Core::SaveScreenShot();
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}
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void MainWindow::StartGame(QString path)
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{
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// If we're running, only start a new game once we've stopped the last.
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if (Core::GetState() != Core::CORE_UNINITIALIZED)
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{
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if (!Stop())
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return;
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}
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// Boot up, show an error if it fails to load the game.
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if (!BootManager::BootCore(path.toStdString()))
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{
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QMessageBox::critical(this, tr("Error"), tr("Failed to init core"), QMessageBox::Ok);
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return;
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}
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ShowRenderWidget();
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emit EmulationStarted();
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}
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void MainWindow::ShowRenderWidget()
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{
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if (SConfig::GetInstance().bRenderToMain)
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{
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// If we're rendering to main, add it to the stack and update our title when necessary.
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m_rendering_to_main = true;
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m_stack->setCurrentIndex(m_stack->addWidget(m_render_widget));
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connect(Host::GetInstance(), &Host::RequestTitle, this, &MainWindow::setWindowTitle);
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}
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else
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{
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// Otherwise, just show it.
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m_rendering_to_main = false;
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if (SConfig::GetInstance().bFullscreen)
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{
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m_render_widget->showFullScreen();
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}
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else
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{
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m_render_widget->setFixedSize(
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SConfig::GetInstance().iRenderWindowWidth,
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SConfig::GetInstance().iRenderWindowHeight);
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m_render_widget->showNormal();
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}
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}
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}
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void MainWindow::HideRenderWidget()
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{
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if (m_rendering_to_main)
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{
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// Remove the widget from the stack and reparent it to nullptr, so that it can draw
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// itself in a new window if it wants. Disconnect the title updates.
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m_stack->removeWidget(m_render_widget);
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m_render_widget->setParent(nullptr);
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m_rendering_to_main = false;
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disconnect(Host::GetInstance(), &Host::RequestTitle, this, &MainWindow::setWindowTitle);
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setWindowTitle(tr("Dolphin"));
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}
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m_render_widget->hide();
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}
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