394 lines
11 KiB
C++
394 lines
11 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 <QDir>
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#include <QFileDialog>
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#include <QIcon>
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#include <QMessageBox>
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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 "Core/HW/ProcessorInterface.h"
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#include "Core/Movie.h"
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#include "Core/State.h"
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#include "DolphinQt2/AboutDialog.h"
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#include "DolphinQt2/Config/PathDialog.h"
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#include "DolphinQt2/Config/SettingsWindow.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/Settings.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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setUnifiedTitleAndToolBarOnMac(true);
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CreateComponents();
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ConnectGameList();
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ConnectPathsDialog();
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ConnectToolBar();
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ConnectRenderWidget();
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ConnectStack();
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ConnectMenuBar();
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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::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_paths_dialog = new PathDialog(this);
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m_settings_window = new SettingsWindow(this);
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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::Stop);
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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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// View
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connect(m_menu_bar, &MenuBar::ShowTable, m_game_list, &GameList::SetTableView);
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connect(m_menu_bar, &MenuBar::ShowList, m_game_list, &GameList::SetListView);
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connect(m_menu_bar, &MenuBar::ShowAboutDialog, this, &MainWindow::ShowAboutDialog);
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connect(this, &MainWindow::EmulationStarted, m_menu_bar, &MenuBar::EmulationStarted);
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connect(this, &MainWindow::EmulationPaused, m_menu_bar, &MenuBar::EmulationPaused);
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connect(this, &MainWindow::EmulationStopped, m_menu_bar, &MenuBar::EmulationStopped);
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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::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(m_tool_bar, &ToolBar::PathsPressed, this, &MainWindow::ShowPathsDialog);
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connect(m_tool_bar, &ToolBar::SettingsPressed, this, &MainWindow::ShowSettingsWindow);
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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::ConnectGameList()
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{
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connect(m_game_list, &GameList::GameSelected, this, &MainWindow::Play);
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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::Stop);
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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->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::ConnectPathsDialog()
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{
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connect(m_paths_dialog, &PathDialog::PathAdded, m_game_list, &GameList::DirectoryAdded);
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connect(m_paths_dialog, &PathDialog::PathRemoved, m_game_list, &GameList::DirectoryRemoved);
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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 *.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::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 default_path = Settings().GetDefaultGame();
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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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QString last_path = Settings().GetLastGame();
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if (!last_path.isEmpty() && QFile::exists(last_path))
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StartGame(last_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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}
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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 (Settings().GetConfirmStop())
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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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{
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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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}
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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::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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Movie::DoFrameStep();
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EmulationPaused();
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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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// 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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Settings().SetLastGame(path);
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ShowRenderWidget();
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emit EmulationStarted();
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#ifdef Q_OS_WIN
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// Prevents Windows from sleeping, turning off the display, or idling
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EXECUTION_STATE shouldScreenSave =
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SConfig::GetInstance().bDisableScreenSaver ? ES_DISPLAY_REQUIRED : 0;
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SetThreadExecutionState(ES_CONTINUOUS | shouldScreenSave | ES_SYSTEM_REQUIRED);
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#endif
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}
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void MainWindow::ShowRenderWidget()
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{
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Settings settings;
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if (settings.GetRenderToMain())
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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 (settings.GetFullScreen())
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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(settings.GetRenderWindowSize());
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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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void MainWindow::ShowPathsDialog()
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{
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m_paths_dialog->show();
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m_paths_dialog->raise();
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m_paths_dialog->activateWindow();
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}
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void MainWindow::ShowSettingsWindow()
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{
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m_settings_window->show();
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m_settings_window->raise();
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m_settings_window->activateWindow();
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}
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void MainWindow::ShowAboutDialog()
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{
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AboutDialog* about = new AboutDialog(this);
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about->show();
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}
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void MainWindow::StateLoad()
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{
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QString path = QFileDialog::getOpenFileName(this, tr("Select a File"), QDir::currentPath(),
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tr("All Save States (*.sav *.s##);; All Files (*)"));
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State::LoadAs(path.toStdString());
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}
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void MainWindow::StateSave()
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{
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QString path = QFileDialog::getSaveFileName(this, tr("Select a File"), QDir::currentPath(),
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tr("All Save States (*.sav *.s##);; All Files (*)"));
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State::SaveAs(path.toStdString());
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}
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void MainWindow::StateLoadSlot()
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{
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State::Load(m_state_slot);
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}
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void MainWindow::StateSaveSlot()
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{
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State::Save(m_state_slot, true);
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m_menu_bar->UpdateStateSlotMenu();
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}
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void MainWindow::StateLoadSlotAt(int slot)
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{
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State::Load(slot);
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}
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void MainWindow::StateSaveSlotAt(int slot)
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{
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State::Save(slot, true);
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m_menu_bar->UpdateStateSlotMenu();
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}
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void MainWindow::StateLoadUndo()
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{
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State::UndoLoadState();
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}
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void MainWindow::StateSaveUndo()
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{
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State::UndoSaveState();
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}
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void MainWindow::StateSaveOldest()
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{
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State::SaveFirstSaved();
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}
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void MainWindow::SetStateSlot(int slot)
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{
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Settings().SetStateSlot(slot);
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m_state_slot = slot;
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}
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