975 lines
29 KiB
C++
975 lines
29 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 <QApplication>
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#include <QCloseEvent>
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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 <future>
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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/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/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/WindowActivationEventFilter.h"
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#include "DolphinQt2/Resources.h"
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#include "DolphinQt2/Settings.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() : 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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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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InitControllers();
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InitCoreCallbacks();
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NetPlayInit();
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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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}
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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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ConnectHotkeys();
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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_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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m_hotkey_window = new MappingWindow(this, 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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#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, &MainWindow::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::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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// 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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// 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::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::PauseHotkey, this, &MainWindow::Pause);
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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::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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}
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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::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::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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}
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void MainWindow::ConnectGameList()
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{
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connect(m_game_list, &GameList::GameSelected, this, &MainWindow::Play);
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connect(m_game_list, &GameList::NetPlayHost, this, &MainWindow::NetPlayHost);
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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::EscapePressed, this, &MainWindow::RequestStop);
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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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m_stack->addWidget(m_game_list);
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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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tabifyDockWidget(m_log_widget, m_log_config_widget);
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}
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void MainWindow::Open()
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{
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QString file = QFileDialog::getOpenFileName(
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this, tr("Select a File"), QDir::currentPath(),
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tr("All GC/Wii files (*.elf *.dol *.gcm *.iso *.tgc *.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::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 default game.
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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::State::Paused)
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{
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Core::SetState(Core::State::Running);
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}
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else
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{
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QString selection = m_game_list->GetSelectedGame()->GetFilePath();
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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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auto default_path = QString::fromStdString(SConfig::GetInstance().m_strDefaultISO);
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if (!default_path.isEmpty() && QFile::exists(default_path))
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{
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StartGame(default_path);
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}
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else
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{
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Open();
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}
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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::State::Paused);
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}
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void MainWindow::OnStopComplete()
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{
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m_stop_requested = false;
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m_render_widget->hide();
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if (m_exit_requested)
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QGuiApplication::instance()->quit();
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// If the current emulation prevented the booting of another, do that now
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if (m_pending_boot != nullptr)
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{
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StartGame(std::move(m_pending_boot));
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m_pending_boot.reset();
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}
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}
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bool MainWindow::RequestStop()
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{
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if (!Core::IsRunning())
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{
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Core::QueueHostJob([this] { OnStopComplete(); }, true);
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return true;
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}
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if (SConfig::GetInstance().bConfirmStop)
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{
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const Core::State state = Core::GetState();
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// Only pause the game, if NetPlay is not running
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bool pause = Settings::Instance().GetNetPlayClient() != nullptr;
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if (pause)
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Core::SetState(Core::State::Paused);
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QMessageBox::StandardButton confirm;
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confirm = QMessageBox::question(m_render_widget, tr("Confirm"),
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m_stop_requested ?
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tr("A shutdown is already in progress. Unsaved data "
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"may be lost if you stop the current emulation "
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"before it completes. Force stop?") :
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tr("Do you want to stop the current emulation?"));
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if (pause)
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Core::SetState(state);
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if (confirm != QMessageBox::Yes)
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return false;
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}
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// TODO: Add Movie shutdown
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// TODO: Add Debugger shutdown
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if (!m_stop_requested && UICommon::TriggerSTMPowerEvent())
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{
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m_stop_requested = true;
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// Unpause because gracefully shutting down needs the game to actually request a shutdown.
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// TODO: Do not unpause in debug mode to allow debugging until the complete shutdown.
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if (Core::GetState() == Core::State::Paused)
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Core::SetState(Core::State::Running);
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return true;
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}
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ForceStop();
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#ifdef Q_OS_WIN
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// Allow windows to idle or turn off display again
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SetThreadExecutionState(ES_CONTINUOUS);
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#endif
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return true;
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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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}
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void MainWindow::Reset()
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{
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if (Movie::IsRecordingInput())
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Movie::SetReset(true);
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ProcessorInterface::ResetButton_Tap();
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}
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void MainWindow::FrameAdvance()
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{
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Core::DoFrameStep();
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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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// settings. 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(const QString& path)
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{
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StartGame(BootParameters::GenerateFromFile(path.toStdString()));
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}
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void MainWindow::StartGame(std::unique_ptr<BootParameters>&& parameters)
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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::State::Uninitialized)
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{
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if (!RequestStop())
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return;
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// 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->showFullScreen();
|
|
}
|
|
else
|
|
{
|
|
m_render_widget->showNormal();
|
|
m_render_widget->resize(640, 480);
|
|
}
|
|
}
|
|
}
|
|
|
|
void MainWindow::HideRenderWidget()
|
|
{
|
|
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();
|
|
}
|
|
|
|
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::ShowAboutDialog()
|
|
{
|
|
AboutDialog* about = new AboutDialog(this);
|
|
about->show();
|
|
}
|
|
|
|
void MainWindow::ShowHotkeyDialog()
|
|
{
|
|
m_hotkey_window->ChangeMappingType(MappingWindow::Type::MAPPING_HOTKEYS);
|
|
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::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(QString::fromStdString(
|
|
Common::GetTitleContentPath(Titles::SYSTEM_MENU, Common::FROM_CONFIGURED_ROOT)));
|
|
}
|
|
|
|
void MainWindow::NetPlayInit()
|
|
{
|
|
m_netplay_setup_dialog = new NetPlaySetupDialog(this);
|
|
m_netplay_dialog = new NetPlayDialog(this);
|
|
|
|
connect(m_netplay_dialog, &NetPlayDialog::Boot, this,
|
|
static_cast<void (MainWindow::*)(const QString&)>(&MainWindow::StartGame));
|
|
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();
|
|
}
|
|
|
|
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));
|
|
});
|
|
});
|
|
QueueOnObject(dialog, [dialog] { dialog->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);
|
|
}
|
|
|
|
if (Movie::PlayInput(dtm_file.toStdString()))
|
|
{
|
|
emit RecordingStatusChanged(true);
|
|
|
|
Play();
|
|
}
|
|
}
|
|
|
|
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());
|
|
}
|