pcsx2/pcsx2-qt/MainWindow.cpp

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/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2022 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "PrecompiledHeader.h"
#include <QtCore/QDateTime>
#include <QtGui/QCloseEvent>
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#include <QtWidgets/QFileDialog>
#include <QtWidgets/QMessageBox>
#include <QtWidgets/QProgressBar>
#include <QtWidgets/QStyle>
#include <QtWidgets/QStyleFactory>
#include "common/Assertions.h"
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#include "common/CocoaTools.h"
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#include "common/FileSystem.h"
#include "pcsx2/CDVD/CDVDaccess.h"
#include "pcsx2/Frontend/GameList.h"
#include "pcsx2/Frontend/LogSink.h"
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#include "pcsx2/GSDumpReplayer.h"
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#include "pcsx2/HostDisplay.h"
#include "pcsx2/HostSettings.h"
#include "pcsx2/PerformanceMetrics.h"
#include "pcsx2/Recording/InputRecording.h"
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#include "AboutDialog.h"
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#include "AutoUpdaterDialog.h"
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#include "DisplayWidget.h"
#include "EmuThread.h"
#include "GameList/GameListRefreshThread.h"
#include "GameList/GameListWidget.h"
#include "MainWindow.h"
#include "QtHost.h"
#include "QtUtils.h"
#include "Settings/ControllerSettingsDialog.h"
#include "Settings/GameListSettingsWidget.h"
#include "Settings/InterfaceSettingsWidget.h"
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#include "SettingWidgetBinder.h"
#include "svnrev.h"
#include "Tools/InputRecording/NewInputRecordingDlg.h"
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static constexpr char DISC_IMAGE_FILTER[] =
QT_TRANSLATE_NOOP("MainWindow", "All File Types (*.bin *.iso *.cue *.chd *.cso *.gz *.elf *.irx *.m3u *.gs *.gs.xz *.gs.zst *.dump);;"
"Single-Track Raw Images (*.bin *.iso);;"
"Cue Sheets (*.cue);;"
"MAME CHD Images (*.chd);;"
"CSO Images (*.cso);;"
"GZ Images (*.gz);;"
"ELF Executables (*.elf);;"
"IRX Executables (*.irx);;"
"Playlists (*.m3u);;"
"GS Dumps (*.gs *.gs.xz *.gs.zst);;"
"Block Dumps (*.dump)");
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#ifdef __APPLE__
const char* MainWindow::DEFAULT_THEME_NAME = "";
#else
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const char* MainWindow::DEFAULT_THEME_NAME = "darkfusion";
#endif
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MainWindow* g_main_window = nullptr;
MainWindow::MainWindow(const QString& unthemed_style_name)
: m_unthemed_style_name(unthemed_style_name)
{
pxAssert(!g_main_window);
g_main_window = this;
}
MainWindow::~MainWindow()
{
// we compare here, since recreate destroys the window later
if (g_main_window == this)
g_main_window = nullptr;
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#ifdef __APPLE__
CocoaTools::RemoveThemeChangeHandler(this);
#endif
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}
void MainWindow::initialize()
{
setStyleFromSettings();
setIconThemeFromStyle();
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#ifdef __APPLE__
CocoaTools::AddThemeChangeHandler(this, [](void* ctx){
// This handler is called *before* the style change has propagated far enough for Qt to see it
// Use RunOnUIThread to delay until it has
QtHost::RunOnUIThread([ctx = static_cast<MainWindow*>(ctx)]{
ctx->setStyleFromSettings(); // Qt won't notice the style change without us touching the palette in some way
ctx->setIconThemeFromStyle();
});
});
#endif
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m_ui.setupUi(this);
setupAdditionalUi();
connectSignals();
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connectVMThreadSignals(g_emu_thread);
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restoreStateFromConfig();
switchToGameListView();
updateWindowTitle();
updateSaveStateMenus(QString(), QString(), 0);
}
// TODO: Figure out how to set this in the .ui file
/// Marks the icons for all actions in the given menu as mask icons
/// This means macOS's menubar renderer will ignore color values and use only the alpha in the image.
/// The color value will instead be taken from the system theme.
/// Since the menubar follows the OS's dark/light mode and not our current theme's, this prevents problems where a theme mismatch puts white icons in light mode or dark icons in dark mode.
static void makeIconsMasks(QWidget* menu)
{
for (QAction* action : menu->actions())
{
if (!action->icon().isNull())
{
QIcon icon = action->icon();
icon.setIsMask(true);
action->setIcon(icon);
}
if (action->menu())
makeIconsMasks(action->menu());
}
}
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void MainWindow::setupAdditionalUi()
{
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setWindowIcon(QIcon(QStringLiteral("%1/icons/AppIconLarge.png").arg(QtHost::GetResourcesBasePath())));
makeIconsMasks(menuBar());
const bool toolbar_visible = Host::GetBaseBoolSettingValue("UI", "ShowToolbar", false);
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m_ui.actionViewToolbar->setChecked(toolbar_visible);
m_ui.toolBar->setVisible(toolbar_visible);
const bool toolbars_locked = Host::GetBaseBoolSettingValue("UI", "LockToolbar", false);
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m_ui.actionViewLockToolbar->setChecked(toolbars_locked);
m_ui.toolBar->setMovable(!toolbars_locked);
m_ui.toolBar->setContextMenuPolicy(Qt::PreventContextMenu);
const bool status_bar_visible = Host::GetBaseBoolSettingValue("UI", "ShowStatusBar", true);
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m_ui.actionViewStatusBar->setChecked(status_bar_visible);
m_ui.statusBar->setVisible(status_bar_visible);
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m_game_list_widget = new GameListWidget(this);
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m_game_list_widget->initialize();
m_ui.actionGridViewShowTitles->setChecked(m_game_list_widget->getShowGridCoverTitles());
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setCentralWidget(m_game_list_widget);
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m_status_progress_widget = new QProgressBar(m_ui.statusBar);
m_status_progress_widget->setSizePolicy(QSizePolicy::Preferred, QSizePolicy::Fixed);
m_status_progress_widget->setFixedSize(140, 16);
m_status_progress_widget->hide();
m_status_gs_widget = new QLabel(m_ui.statusBar);
m_status_gs_widget->setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Fixed);
m_status_gs_widget->setFixedHeight(16);
m_status_gs_widget->hide();
m_status_fps_widget = new QLabel(m_ui.statusBar);
m_status_fps_widget->setAlignment(Qt::AlignRight);
m_status_fps_widget->setFixedHeight(16);
m_status_fps_widget->hide();
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for (u32 scale = 0; scale <= 10; scale++)
{
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QAction* action = m_ui.menuWindowSize->addAction((scale == 0) ? tr("Internal Resolution") : tr("%1x Scale").arg(scale));
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connect(action, &QAction::triggered, [scale]() { g_emu_thread->requestDisplaySize(static_cast<float>(scale)); });
}
updateEmulationActions(false, false);
}
void MainWindow::connectSignals()
{
connect(m_ui.actionStartFile, &QAction::triggered, this, &MainWindow::onStartFileActionTriggered);
connect(m_ui.actionStartBios, &QAction::triggered, this, &MainWindow::onStartBIOSActionTriggered);
connect(m_ui.actionChangeDisc, &QAction::triggered, [this] { m_ui.menuChangeDisc->exec(QCursor::pos()); });
connect(m_ui.actionChangeDiscFromFile, &QAction::triggered, this, &MainWindow::onChangeDiscFromFileActionTriggered);
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connect(m_ui.actionChangeDiscFromDevice, &QAction::triggered, this, &MainWindow::onChangeDiscFromDeviceActionTriggered);
connect(m_ui.actionChangeDiscFromGameList, &QAction::triggered, this, &MainWindow::onChangeDiscFromGameListActionTriggered);
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connect(m_ui.menuChangeDisc, &QMenu::aboutToShow, this, &MainWindow::onChangeDiscMenuAboutToShow);
connect(m_ui.menuChangeDisc, &QMenu::aboutToHide, this, &MainWindow::onChangeDiscMenuAboutToHide);
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connect(m_ui.actionPowerOff, &QAction::triggered, this, [this]() { requestShutdown(true, true); });
connect(m_ui.actionPowerOffWithoutSaving, &QAction::triggered, this, [this]() { requestShutdown(false, false); });
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connect(m_ui.actionLoadState, &QAction::triggered, this, [this]() { m_ui.menuLoadState->exec(QCursor::pos()); });
connect(m_ui.actionSaveState, &QAction::triggered, this, [this]() { m_ui.menuSaveState->exec(QCursor::pos()); });
connect(m_ui.actionExit, &QAction::triggered, this, &MainWindow::close);
connect(m_ui.actionScreenshot, &QAction::triggered, this, &MainWindow::onScreenshotActionTriggered);
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connect(m_ui.menuLoadState, &QMenu::aboutToShow, this, &MainWindow::onLoadStateMenuAboutToShow);
connect(m_ui.menuSaveState, &QMenu::aboutToShow, this, &MainWindow::onSaveStateMenuAboutToShow);
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connect(m_ui.actionSettings, &QAction::triggered, [this]() { doSettings(); });
connect(m_ui.actionInterfaceSettings, &QAction::triggered, [this]() { doSettings("Interface"); });
connect(m_ui.actionGameListSettings, &QAction::triggered, [this]() { doSettings("Game List"); });
connect(m_ui.actionEmulationSettings, &QAction::triggered, [this]() { doSettings("Emulation"); });
connect(m_ui.actionBIOSSettings, &QAction::triggered, [this]() { doSettings("BIOS"); });
connect(m_ui.actionSystemSettings, &QAction::triggered, [this]() { doSettings("System"); });
connect(m_ui.actionGraphicsSettings, &QAction::triggered, [this]() { doSettings("Graphics"); });
connect(m_ui.actionAudioSettings, &QAction::triggered, [this]() { doSettings("Audio"); });
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connect(m_ui.actionMemoryCardSettings, &QAction::triggered, [this]() { doSettings("Memory Cards"); });
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connect(m_ui.actionDEV9Settings, &QAction::triggered, [this]() { doSettings("Network & HDD"); });
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connect(m_ui.actionFolderSettings, &QAction::triggered, [this]() { doSettings("Folders"); });
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connect(
m_ui.actionControllerSettings, &QAction::triggered, [this]() { doControllerSettings(ControllerSettingsDialog::Category::GlobalSettings); });
connect(m_ui.actionHotkeySettings, &QAction::triggered, [this]() { doControllerSettings(ControllerSettingsDialog::Category::HotkeySettings); });
connect(
m_ui.actionAddGameDirectory, &QAction::triggered, [this]() { getSettingsDialog()->getGameListSettingsWidget()->addSearchDirectory(this); });
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connect(m_ui.actionScanForNewGames, &QAction::triggered, [this]() { refreshGameList(false); });
connect(m_ui.actionRescanAllGames, &QAction::triggered, [this]() { refreshGameList(true); });
connect(m_ui.actionViewToolbar, &QAction::toggled, this, &MainWindow::onViewToolbarActionToggled);
connect(m_ui.actionViewLockToolbar, &QAction::toggled, this, &MainWindow::onViewLockToolbarActionToggled);
connect(m_ui.actionViewStatusBar, &QAction::toggled, this, &MainWindow::onViewStatusBarActionToggled);
connect(m_ui.actionViewGameList, &QAction::triggered, this, &MainWindow::onViewGameListActionTriggered);
connect(m_ui.actionViewGameGrid, &QAction::triggered, this, &MainWindow::onViewGameGridActionTriggered);
connect(m_ui.actionViewSystemDisplay, &QAction::triggered, this, &MainWindow::onViewSystemDisplayTriggered);
connect(m_ui.actionViewGameProperties, &QAction::triggered, this, &MainWindow::onViewGamePropertiesActionTriggered);
connect(m_ui.actionGitHubRepository, &QAction::triggered, this, &MainWindow::onGitHubRepositoryActionTriggered);
connect(m_ui.actionSupportForums, &QAction::triggered, this, &MainWindow::onSupportForumsActionTriggered);
connect(m_ui.actionDiscordServer, &QAction::triggered, this, &MainWindow::onDiscordServerActionTriggered);
connect(m_ui.actionAboutQt, &QAction::triggered, qApp, &QApplication::aboutQt);
connect(m_ui.actionAbout, &QAction::triggered, this, &MainWindow::onAboutActionTriggered);
connect(m_ui.actionCheckForUpdates, &QAction::triggered, this, &MainWindow::onCheckForUpdatesActionTriggered);
connect(m_ui.actionOpenDataDirectory, &QAction::triggered, this, &MainWindow::onToolsOpenDataDirectoryTriggered);
connect(m_ui.actionGridViewShowTitles, &QAction::triggered, m_game_list_widget, &GameListWidget::setShowCoverTitles);
connect(m_ui.actionGridViewZoomIn, &QAction::triggered, m_game_list_widget, [this]() {
if (isShowingGameList())
m_game_list_widget->gridZoomIn();
});
connect(m_ui.actionGridViewZoomOut, &QAction::triggered, m_game_list_widget, [this]() {
if (isShowingGameList())
m_game_list_widget->gridZoomOut();
});
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connect(m_ui.actionGridViewRefreshCovers, &QAction::triggered, m_game_list_widget, &GameListWidget::refreshGridCovers);
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SettingWidgetBinder::BindWidgetToBoolSetting(nullptr, m_ui.actionViewStatusBarVerbose, "UI", "VerboseStatusBar", false);
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SettingWidgetBinder::BindWidgetToBoolSetting(nullptr, m_ui.actionEnableSystemConsole, "Logging", "EnableSystemConsole", false);
connect(m_ui.actionEnableSystemConsole, &QAction::triggered, this, &MainWindow::onLoggingOptionChanged);
#ifndef PCSX2_DEVBUILD
SettingWidgetBinder::BindWidgetToBoolSetting(nullptr, m_ui.actionEnableVerboseLogging, "Logging", "EnableVerbose", false);
connect(m_ui.actionEnableVerboseLogging, &QAction::triggered, this, &MainWindow::onLoggingOptionChanged);
#else
// Dev builds always have verbose logging.
m_ui.actionEnableVerboseLogging->setChecked(true);
m_ui.actionEnableVerboseLogging->setEnabled(false);
#endif
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SettingWidgetBinder::BindWidgetToBoolSetting(nullptr, m_ui.actionEnableEEConsoleLogging, "Logging", "EnableEEConsole", true);
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connect(m_ui.actionEnableEEConsoleLogging, &QAction::triggered, this, &MainWindow::onLoggingOptionChanged);
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SettingWidgetBinder::BindWidgetToBoolSetting(nullptr, m_ui.actionEnableIOPConsoleLogging, "Logging", "EnableIOPConsole", true);
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connect(m_ui.actionEnableIOPConsoleLogging, &QAction::triggered, this, &MainWindow::onLoggingOptionChanged);
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SettingWidgetBinder::BindWidgetToBoolSetting(nullptr, m_ui.actionEnableFileLogging, "Logging", "EnableFileLogging", false);
connect(m_ui.actionEnableFileLogging, &QAction::triggered, this, &MainWindow::onLoggingOptionChanged);
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SettingWidgetBinder::BindWidgetToBoolSetting(nullptr, m_ui.actionEnableLogTimestamps, "Logging", "EnableTimestamps", true);
connect(m_ui.actionEnableLogTimestamps, &QAction::triggered, this, &MainWindow::onLoggingOptionChanged);
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SettingWidgetBinder::BindWidgetToBoolSetting(nullptr, m_ui.actionEnableCDVDVerboseReads, "EmuCore", "CdvdVerboseReads", false);
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SettingWidgetBinder::BindWidgetToBoolSetting(nullptr, m_ui.actionSaveBlockDump, "EmuCore", "CdvdDumpBlocks", false);
connect(m_ui.actionSaveBlockDump, &QAction::toggled, this, &MainWindow::onBlockDumpActionToggled);
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connect(m_ui.actionSaveGSDump, &QAction::triggered, this, &MainWindow::onSaveGSDumpActionTriggered);
// Input Recording
connect(m_ui.actionInputRecNew, &QAction::triggered, this, &MainWindow::onInputRecNewActionTriggered);
connect(m_ui.actionInputRecPlay, &QAction::triggered, this, &MainWindow::onInputRecPlayActionTriggered);
connect(m_ui.actionInputRecStop, &QAction::triggered, this, &MainWindow::onInputRecStopActionTriggered);
SettingWidgetBinder::BindWidgetToBoolSetting(nullptr, m_ui.actionInputRecConsoleLogs, "Logging", "EnableInputRecordingLogs", false);
connect(m_ui.actionInputRecConsoleLogs, &QAction::triggered, this, &MainWindow::onLoggingOptionChanged);
SettingWidgetBinder::BindWidgetToBoolSetting(nullptr, m_ui.actionInputRecControllerLogs, "Logging", "EnableControllerLogs", false);
connect(m_ui.actionInputRecControllerLogs, &QAction::triggered, this, &MainWindow::onLoggingOptionChanged);
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// These need to be queued connections to stop crashing due to menus opening/closing and switching focus.
connect(m_game_list_widget, &GameListWidget::refreshProgress, this, &MainWindow::onGameListRefreshProgress);
connect(m_game_list_widget, &GameListWidget::refreshComplete, this, &MainWindow::onGameListRefreshComplete);
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connect(m_game_list_widget, &GameListWidget::selectionChanged, this, &MainWindow::onGameListSelectionChanged, Qt::QueuedConnection);
connect(m_game_list_widget, &GameListWidget::entryActivated, this, &MainWindow::onGameListEntryActivated, Qt::QueuedConnection);
connect(
m_game_list_widget, &GameListWidget::entryContextMenuRequested, this, &MainWindow::onGameListEntryContextMenuRequested, Qt::QueuedConnection);
connect(m_game_list_widget, &GameListWidget::addGameDirectoryRequested, this,
[this]() { getSettingsDialog()->getGameListSettingsWidget()->addSearchDirectory(this); });
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}
void MainWindow::connectVMThreadSignals(EmuThread* thread)
{
connect(thread, &EmuThread::onCreateDisplayRequested, this, &MainWindow::createDisplay, Qt::BlockingQueuedConnection);
connect(thread, &EmuThread::onUpdateDisplayRequested, this, &MainWindow::updateDisplay, Qt::BlockingQueuedConnection);
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connect(thread, &EmuThread::onDestroyDisplayRequested, this, &MainWindow::destroyDisplay, Qt::BlockingQueuedConnection);
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connect(thread, &EmuThread::onResizeDisplayRequested, this, &MainWindow::displayResizeRequested);
connect(thread, &EmuThread::onVMStarting, this, &MainWindow::onVMStarting);
connect(thread, &EmuThread::onVMStarted, this, &MainWindow::onVMStarted);
connect(thread, &EmuThread::onVMPaused, this, &MainWindow::onVMPaused);
connect(thread, &EmuThread::onVMResumed, this, &MainWindow::onVMResumed);
connect(thread, &EmuThread::onVMStopped, this, &MainWindow::onVMStopped);
connect(thread, &EmuThread::onGameChanged, this, &MainWindow::onGameChanged);
connect(thread, &EmuThread::onPerformanceMetricsUpdated, this, &MainWindow::onPerformanceMetricsUpdated);
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connect(m_ui.actionReset, &QAction::triggered, thread, &EmuThread::resetVM);
connect(m_ui.actionPause, &QAction::toggled, thread, &EmuThread::setVMPaused);
connect(m_ui.actionFullscreen, &QAction::triggered, thread, &EmuThread::toggleFullscreen);
connect(m_ui.actionToggleSoftwareRendering, &QAction::triggered, thread, &EmuThread::toggleSoftwareRendering);
connect(m_ui.actionReloadPatches, &QAction::triggered, thread, &EmuThread::reloadPatches);
static constexpr GSRendererType renderers[] = {
#ifdef _WIN32
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GSRendererType::DX11, GSRendererType::DX12,
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#endif
GSRendererType::OGL, GSRendererType::VK, GSRendererType::SW, GSRendererType::Null};
for (GSRendererType renderer : renderers)
{
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connect(m_ui.menuDebugSwitchRenderer->addAction(QString::fromUtf8(Pcsx2Config::GSOptions::GetRendererName(renderer))), &QAction::triggered,
[renderer] { g_emu_thread->switchRenderer(renderer); });
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}
}
void MainWindow::recreate()
{
if (m_vm_valid)
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requestShutdown(false, true, true);
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close();
g_main_window = nullptr;
MainWindow* new_main_window = new MainWindow(m_unthemed_style_name);
new_main_window->initialize();
new_main_window->refreshGameList(false);
new_main_window->show();
deleteLater();
}
void MainWindow::setStyleFromSettings()
{
const std::string theme(Host::GetBaseStringSettingValue("UI", "Theme", DEFAULT_THEME_NAME));
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if (theme == "fusion")
{
qApp->setPalette(QApplication::style()->standardPalette());
qApp->setStyleSheet(QString());
qApp->setStyle(QStyleFactory::create("Fusion"));
}
else if (theme == "UntouchedLagoon")
{
// Custom pallete by RedDevilus, Tame (Light/Washed out) Green as main color and Grayish Blue as complimentary.
// Alternative white theme.
qApp->setStyle(QStyleFactory::create("Fusion"));
const QColor black(25, 25, 25);
const QColor teal(0, 128, 128);
const QColor tameTeal(160, 190, 185);
const QColor grayBlue(160, 180, 190);
QPalette standardPalette;
standardPalette.setColor(QPalette::Window, tameTeal);
standardPalette.setColor(QPalette::WindowText, black);
standardPalette.setColor(QPalette::Base, grayBlue);
standardPalette.setColor(QPalette::AlternateBase, tameTeal);
standardPalette.setColor(QPalette::ToolTipBase, tameTeal);
standardPalette.setColor(QPalette::ToolTipText, grayBlue);
standardPalette.setColor(QPalette::Text, black);
standardPalette.setColor(QPalette::Button, tameTeal);
standardPalette.setColor(QPalette::ButtonText, Qt::white);
standardPalette.setColor(QPalette::Link, black);
standardPalette.setColor(QPalette::Highlight, teal);
standardPalette.setColor(QPalette::HighlightedText, Qt::white);
standardPalette.setColor(QPalette::Active, QPalette::Button, tameTeal.darker());
standardPalette.setColor(QPalette::Disabled, QPalette::ButtonText, Qt::white);
standardPalette.setColor(QPalette::Disabled, QPalette::WindowText, Qt::white);
standardPalette.setColor(QPalette::Disabled, QPalette::Text, Qt::white);
standardPalette.setColor(QPalette::Disabled, QPalette::Light, tameTeal);
qApp->setPalette(standardPalette);
qApp->setStyleSheet("QToolTip { color: #ffffff; background-color: #2a82da; border: 1px solid white; }");
}
else if (theme == "BabyPastel")
{
// Custom pallete by RedDevilus, Blue as main color and blue as complimentary.
// Alternative light theme.
qApp->setStyle(QStyleFactory::create("Fusion"));
const QColor gray(150, 150, 150);
const QColor black(25, 25, 25);
const QColor pink(255, 174, 201);
const QColor brightPink(255, 230, 255);
const QColor congoPink(255, 127, 121);
const QColor blue(221, 225, 239);
QPalette standardPalette;
standardPalette.setColor(QPalette::Window, pink);
standardPalette.setColor(QPalette::WindowText, black);
standardPalette.setColor(QPalette::Base, brightPink);
standardPalette.setColor(QPalette::AlternateBase, blue);
standardPalette.setColor(QPalette::ToolTipBase, pink);
standardPalette.setColor(QPalette::ToolTipText, brightPink);
standardPalette.setColor(QPalette::Text, black);
standardPalette.setColor(QPalette::Button, pink);
standardPalette.setColor(QPalette::ButtonText, black);
standardPalette.setColor(QPalette::Link, black);
standardPalette.setColor(QPalette::Highlight, congoPink);
standardPalette.setColor(QPalette::HighlightedText, black);
standardPalette.setColor(QPalette::Active, QPalette::Button, pink);
standardPalette.setColor(QPalette::Disabled, QPalette::ButtonText, gray);
standardPalette.setColor(QPalette::Disabled, QPalette::WindowText, congoPink);
standardPalette.setColor(QPalette::Disabled, QPalette::Text, blue);
standardPalette.setColor(QPalette::Disabled, QPalette::Light, gray);
qApp->setPalette(standardPalette);
qApp->setStyleSheet("QToolTip { color: #ffffff; background-color: #2a82da; border: 1px solid white; }");
}
else if (theme == "PCSX2Blue")
{
// Custom pallete by RedDevilus, White as main color and Blue as complimentary.
// Alternative light theme.
qApp->setStyle(QStyleFactory::create("Fusion"));
const QColor black(25, 25, 25);
const QColor darkBlue(73, 97, 177);
const QColor blue(106, 156, 255);
const QColor lightBlue(130, 155, 241);
QPalette standardPalette;
standardPalette.setColor(QPalette::Window, lightBlue);
standardPalette.setColor(QPalette::WindowText, black);
standardPalette.setColor(QPalette::Base, darkBlue);
standardPalette.setColor(QPalette::AlternateBase, lightBlue);
standardPalette.setColor(QPalette::ToolTipBase, lightBlue);
standardPalette.setColor(QPalette::ToolTipText, Qt::white);
standardPalette.setColor(QPalette::Text, Qt::white);
standardPalette.setColor(QPalette::Button, blue);
standardPalette.setColor(QPalette::ButtonText, Qt::white);
standardPalette.setColor(QPalette::Link, darkBlue);
standardPalette.setColor(QPalette::Highlight, Qt::white);
standardPalette.setColor(QPalette::HighlightedText, black);
standardPalette.setColor(QPalette::Active, QPalette::Button, blue.darker());
standardPalette.setColor(QPalette::Disabled, QPalette::ButtonText, darkBlue);
standardPalette.setColor(QPalette::Disabled, QPalette::WindowText, darkBlue);
standardPalette.setColor(QPalette::Disabled, QPalette::Text, black);
standardPalette.setColor(QPalette::Disabled, QPalette::Light, darkBlue);
qApp->setPalette(standardPalette);
qApp->setStyleSheet("QToolTip { color: #ffffff; background-color: #2a82da; border: 1px solid white; }");
}
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else if (theme == "darkfusion")
{
// adapted from https://gist.github.com/QuantumCD/6245215
qApp->setStyle(QStyleFactory::create("Fusion"));
const QColor lighterGray(75, 75, 75);
const QColor darkGray(53, 53, 53);
const QColor gray(128, 128, 128);
const QColor black(25, 25, 25);
const QColor blue(198, 238, 255);
QPalette darkPalette;
darkPalette.setColor(QPalette::Window, darkGray);
darkPalette.setColor(QPalette::WindowText, Qt::white);
darkPalette.setColor(QPalette::Base, black);
darkPalette.setColor(QPalette::AlternateBase, darkGray);
darkPalette.setColor(QPalette::ToolTipBase, darkGray);
darkPalette.setColor(QPalette::ToolTipText, Qt::white);
darkPalette.setColor(QPalette::Text, Qt::white);
darkPalette.setColor(QPalette::Button, darkGray);
darkPalette.setColor(QPalette::ButtonText, Qt::white);
darkPalette.setColor(QPalette::Link, blue);
darkPalette.setColor(QPalette::Highlight, lighterGray);
darkPalette.setColor(QPalette::HighlightedText, Qt::white);
darkPalette.setColor(QPalette::Active, QPalette::Button, gray.darker());
darkPalette.setColor(QPalette::Disabled, QPalette::ButtonText, gray);
darkPalette.setColor(QPalette::Disabled, QPalette::WindowText, gray);
darkPalette.setColor(QPalette::Disabled, QPalette::Text, gray);
darkPalette.setColor(QPalette::Disabled, QPalette::Light, darkGray);
qApp->setPalette(darkPalette);
qApp->setStyleSheet("QToolTip { color: #ffffff; background-color: #2a82da; border: 1px solid white; }");
}
else if (theme == "darkfusionblue")
{
// adapted from https://gist.github.com/QuantumCD/6245215
qApp->setStyle(QStyleFactory::create("Fusion"));
const QColor darkGray(53, 53, 53);
const QColor gray(128, 128, 128);
const QColor black(25, 25, 25);
const QColor blue(198, 238, 255);
const QColor blue2(0, 88, 208);
QPalette darkPalette;
darkPalette.setColor(QPalette::Window, darkGray);
darkPalette.setColor(QPalette::WindowText, Qt::white);
darkPalette.setColor(QPalette::Base, black);
darkPalette.setColor(QPalette::AlternateBase, darkGray);
darkPalette.setColor(QPalette::ToolTipBase, blue2);
darkPalette.setColor(QPalette::ToolTipText, Qt::white);
darkPalette.setColor(QPalette::Text, Qt::white);
darkPalette.setColor(QPalette::Button, darkGray);
darkPalette.setColor(QPalette::ButtonText, Qt::white);
darkPalette.setColor(QPalette::Link, blue);
darkPalette.setColor(QPalette::Highlight, blue2);
darkPalette.setColor(QPalette::HighlightedText, Qt::white);
darkPalette.setColor(QPalette::Active, QPalette::Button, gray.darker());
darkPalette.setColor(QPalette::Disabled, QPalette::ButtonText, gray);
darkPalette.setColor(QPalette::Disabled, QPalette::WindowText, gray);
darkPalette.setColor(QPalette::Disabled, QPalette::Text, gray);
darkPalette.setColor(QPalette::Disabled, QPalette::Light, darkGray);
qApp->setPalette(darkPalette);
qApp->setStyleSheet("QToolTip { color: #ffffff; background-color: #2a82da; border: 1px solid white; }");
}
else if (theme == "ScarletDevilRed")
{
// Custom pallete by RedDevilus, Red as main color and Purple as complimentary.
// Alternative dark theme.
qApp->setStyle(QStyleFactory::create("Fusion"));
const QColor darkRed(80, 45, 69);
const QColor purplishRed(120, 45, 69);
const QColor brightRed(200, 45, 69);
QPalette darkPalette;
darkPalette.setColor(QPalette::Window, darkRed);
darkPalette.setColor(QPalette::WindowText, Qt::white);
darkPalette.setColor(QPalette::Base, purplishRed);
darkPalette.setColor(QPalette::AlternateBase, darkRed);
darkPalette.setColor(QPalette::ToolTipBase, darkRed);
darkPalette.setColor(QPalette::ToolTipText, Qt::white);
darkPalette.setColor(QPalette::Text, Qt::white);
darkPalette.setColor(QPalette::Button, darkRed);
darkPalette.setColor(QPalette::ButtonText, Qt::white);
darkPalette.setColor(QPalette::Link, brightRed);
darkPalette.setColor(QPalette::Highlight, brightRed);
darkPalette.setColor(QPalette::HighlightedText, Qt::white);
darkPalette.setColor(QPalette::Active, QPalette::Button, purplishRed.darker());
darkPalette.setColor(QPalette::Disabled, QPalette::ButtonText, brightRed);
darkPalette.setColor(QPalette::Disabled, QPalette::WindowText, brightRed);
darkPalette.setColor(QPalette::Disabled, QPalette::Text, brightRed);
darkPalette.setColor(QPalette::Disabled, QPalette::Light, darkRed);
qApp->setPalette(darkPalette);
qApp->setStyleSheet("QToolTip { color: #ffffff; background-color: #2a82da; border: 1px solid white; }");
}
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else
{
qApp->setPalette(QApplication::style()->standardPalette());
qApp->setStyleSheet(QString());
qApp->setStyle(m_unthemed_style_name);
}
}
void MainWindow::setIconThemeFromStyle()
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{
QPalette palette = qApp->palette();
bool dark = palette.windowText().color().value() > palette.window().color().value();
QIcon::setThemeName(dark ? QStringLiteral("white") : QStringLiteral("black"));
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}
void MainWindow::onScreenshotActionTriggered()
{
g_emu_thread->queueSnapshot(0);
}
void MainWindow::onSaveGSDumpActionTriggered()
{
g_emu_thread->queueSnapshot(1);
}
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void MainWindow::onBlockDumpActionToggled(bool checked)
{
if (!checked)
return;
std::string old_directory(Host::GetBaseStringSettingValue("EmuCore", "BlockDumpSaveDirectory", ""));
if (old_directory.empty())
old_directory = FileSystem::GetWorkingDirectory();
// prompt for a location to save
const QString new_dir(
QFileDialog::getExistingDirectory(this, tr("Select location to save block dump:"),
QString::fromStdString(old_directory)));
if (new_dir.isEmpty())
{
// disable it again
m_ui.actionSaveBlockDump->setChecked(false);
return;
}
QtHost::SetBaseStringSettingValue("EmuCore", "BlockDumpSaveDirectory", new_dir.toUtf8().constData());
}
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void MainWindow::saveStateToConfig()
{
{
const QByteArray geometry = saveGeometry();
const QByteArray geometry_b64 = geometry.toBase64();
const std::string old_geometry_b64 = Host::GetBaseStringSettingValue("UI", "MainWindowGeometry");
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if (old_geometry_b64 != geometry_b64.constData())
QtHost::SetBaseStringSettingValue("UI", "MainWindowGeometry", geometry_b64.constData());
}
{
const QByteArray state = saveState();
const QByteArray state_b64 = state.toBase64();
const std::string old_state_b64 = Host::GetBaseStringSettingValue("UI", "MainWindowState");
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if (old_state_b64 != state_b64.constData())
QtHost::SetBaseStringSettingValue("UI", "MainWindowState", state_b64.constData());
}
}
void MainWindow::restoreStateFromConfig()
{
{
const std::string geometry_b64 = Host::GetBaseStringSettingValue("UI", "MainWindowGeometry");
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const QByteArray geometry = QByteArray::fromBase64(QByteArray::fromStdString(geometry_b64));
if (!geometry.isEmpty())
restoreGeometry(geometry);
}
{
const std::string state_b64 = Host::GetBaseStringSettingValue("UI", "MainWindowState");
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const QByteArray state = QByteArray::fromBase64(QByteArray::fromStdString(state_b64));
if (!state.isEmpty())
restoreState(state);
{
QSignalBlocker sb(m_ui.actionViewToolbar);
m_ui.actionViewToolbar->setChecked(!m_ui.toolBar->isHidden());
}
{
QSignalBlocker sb(m_ui.actionViewStatusBar);
m_ui.actionViewStatusBar->setChecked(!m_ui.statusBar->isHidden());
}
}
}
void MainWindow::updateEmulationActions(bool starting, bool running)
{
const bool starting_or_running = starting || running;
m_ui.actionStartFile->setDisabled(starting_or_running);
m_ui.actionStartDisc->setDisabled(starting_or_running);
m_ui.actionStartBios->setDisabled(starting_or_running);
m_ui.actionPowerOff->setEnabled(running);
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m_ui.actionPowerOffWithoutSaving->setEnabled(running);
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m_ui.actionReset->setEnabled(running);
m_ui.actionPause->setEnabled(running);
m_ui.actionChangeDisc->setEnabled(running);
m_ui.actionScreenshot->setEnabled(running);
m_ui.actionViewSystemDisplay->setEnabled(starting_or_running);
m_ui.menuChangeDisc->setEnabled(running);
m_ui.actionSaveState->setEnabled(running);
m_ui.menuSaveState->setEnabled(running);
m_ui.menuWindowSize->setEnabled(starting_or_running);
m_ui.actionFullscreen->setEnabled(starting_or_running);
m_ui.actionViewGameProperties->setEnabled(running);
m_game_list_widget->setDisabled(starting && !running);
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if (!starting && !running)
m_ui.actionPause->setChecked(false);
// scanning needs to be disabled while running
m_ui.actionScanForNewGames->setDisabled(starting_or_running);
m_ui.actionRescanAllGames->setDisabled(starting_or_running);
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}
void MainWindow::updateStatusBarWidgetVisibility()
{
auto Update = [this](QWidget* widget, bool visible, int stretch)
{
if (widget->isVisible())
{
m_ui.statusBar->removeWidget(widget);
widget->hide();
}
if (visible)
{
m_ui.statusBar->addPermanentWidget(widget, stretch);
widget->show();
}
};
Update(m_status_gs_widget, m_vm_valid && !m_vm_paused, 1);
Update(m_status_fps_widget, m_vm_valid, 0);
}
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void MainWindow::updateWindowTitle()
{
QString suffix(QtHost::GetAppConfigSuffix());
QString main_title(QtHost::GetAppNameAndVersion() + suffix);
QString display_title(m_current_game_name + suffix);
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if (!m_vm_valid || m_current_game_name.isEmpty())
display_title = main_title;
else if (isRenderingToMain())
main_title = display_title;
if (windowTitle() != main_title)
setWindowTitle(main_title);
if (m_display_widget && !isRenderingToMain())
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{
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QWidget* container = m_display_container ? static_cast<QWidget*>(m_display_container) : static_cast<QWidget*>(m_display_widget);
if (container->windowTitle() != display_title)
container->setWindowTitle(display_title);
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}
}
void MainWindow::setProgressBar(int current, int total)
{
m_status_progress_widget->setValue(current);
m_status_progress_widget->setMaximum(total);
if (m_status_progress_widget->isVisible())
return;
m_status_progress_widget->show();
m_ui.statusBar->addPermanentWidget(m_status_progress_widget);
}
void MainWindow::clearProgressBar()
{
if (!m_status_progress_widget->isVisible())
return;
m_status_progress_widget->hide();
m_ui.statusBar->removeWidget(m_status_progress_widget);
}
bool MainWindow::isShowingGameList() const
{
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return (centralWidget() == m_game_list_widget);
}
bool MainWindow::isRenderingFullscreen() const
{
HostDisplay* display = Host::GetHostDisplay();
if (!display || !m_display_widget)
return false;
return (m_display_widget->parent() != this && (m_display_widget->isFullScreen() || display->IsFullscreen()));
}
bool MainWindow::isRenderingToMain() const
{
return (m_display_widget && m_display_widget->parent() == this);
}
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bool MainWindow::shouldHideMouseCursor() const
{
return isRenderingFullscreen() && Host::GetBoolSettingValue("UI", "HideMouseCursor", false);
}
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void MainWindow::switchToGameListView()
{
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if (centralWidget() == m_game_list_widget)
{
m_game_list_widget->setFocus();
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return;
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}
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if (m_vm_valid)
{
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m_was_paused_on_surface_loss = m_vm_paused;
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if (!m_vm_paused)
g_emu_thread->setVMPaused(true);
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// switch to surfaceless. we have to wait until the display widget is gone before we swap over.
g_emu_thread->setSurfaceless(true);
while (m_display_widget)
QApplication::processEvents(QEventLoop::ExcludeUserInputEvents, 1);
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}
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pxAssertMsg(!centralWidget(), "Should not have a central widget at game list switch time");
takeCentralWidget();
setCentralWidget(m_game_list_widget);
m_game_list_widget->setVisible(true);
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m_game_list_widget->setFocus();
}
void MainWindow::switchToEmulationView()
{
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if (!m_vm_valid || (m_display_widget && centralWidget() == m_display_widget))
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return;
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// we're no longer surfaceless! this will call back to UpdateDisplay(), which will swap the widget out.
g_emu_thread->setSurfaceless(false);
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// resume if we weren't paused at switch time
if (m_vm_paused && !m_was_paused_on_surface_loss)
g_emu_thread->setVMPaused(false);
if (m_display_widget)
m_display_widget->setFocus();
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}
void MainWindow::refreshGameList(bool invalidate_cache)
{
// can't do this while the VM is running because of CDVD
if (m_vm_valid)
return;
m_game_list_widget->refresh(invalidate_cache);
}
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void MainWindow::cancelGameListRefresh()
{
m_game_list_widget->cancelRefresh();
}
void MainWindow::invalidateSaveStateCache()
{
m_save_states_invalidated = true;
}
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void MainWindow::reportError(const QString& title, const QString& message)
{
QMessageBox::critical(this, title, message);
}
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void MainWindow::runOnUIThread(const std::function<void()>& func)
{
func();
}
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bool MainWindow::requestShutdown(bool allow_confirm /* = true */, bool allow_save_to_state /* = true */, bool block_until_done /* = false */)
{
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if (!VMManager::HasValidVM())
return true;
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// if we don't have a crc, we can't save state
allow_save_to_state &= (m_current_game_crc != 0);
bool save_state = allow_save_to_state && EmuConfig.SaveStateOnShutdown;
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// only confirm on UI thread because we need to display a msgbox
if (allow_confirm && !GSDumpReplayer::IsReplayingDump() && Host::GetBaseBoolSettingValue("UI", "ConfirmShutdown", true))
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{
VMLock lock(pauseAndLockVM());
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QMessageBox msgbox(lock.getDialogParent());
msgbox.setIcon(QMessageBox::Question);
msgbox.setWindowTitle(tr("Confirm Shutdown"));
msgbox.setText("Are you sure you want to shut down the virtual machine?");
QCheckBox* save_cb = new QCheckBox(tr("Save State For Resume"), &msgbox);
save_cb->setChecked(save_state);
save_cb->setEnabled(allow_save_to_state);
msgbox.setCheckBox(save_cb);
msgbox.addButton(QMessageBox::Yes);
msgbox.addButton(QMessageBox::No);
msgbox.setDefaultButton(QMessageBox::Yes);
if (msgbox.exec() != QMessageBox::Yes)
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return false;
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save_state = save_cb->isChecked();
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}
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g_emu_thread->shutdownVM(save_state);
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if (block_until_done || QtHost::InBatchMode())
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{
// we need to yield here, since the display gets destroyed
while (VMManager::GetState() != VMState::Shutdown)
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QApplication::processEvents(QEventLoop::ExcludeUserInputEvents, 1);
}
if (QtHost::InBatchMode())
{
// closing the window should shut down everything.
close();
}
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return true;
}
void MainWindow::requestExit()
{
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// this is block, because otherwise closeEvent() will also prompt
if (!requestShutdown(true, true, true))
return;
close();
}
void MainWindow::checkForSettingChanges()
{
if (m_display_widget)
m_display_widget->updateRelativeMode(m_vm_valid && !m_vm_paused);
}
void Host::InvalidateSaveStateCache()
{
QMetaObject::invokeMethod(g_main_window, &MainWindow::invalidateSaveStateCache, Qt::QueuedConnection);
}
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void MainWindow::onGameListRefreshProgress(const QString& status, int current, int total)
{
m_ui.statusBar->showMessage(status);
setProgressBar(current, total);
}
void MainWindow::onGameListRefreshComplete()
{
clearProgressBar();
}
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void MainWindow::onGameListSelectionChanged()
{
auto lock = GameList::GetLock();
const GameList::Entry* entry = m_game_list_widget->getSelectedEntry();
if (!entry)
return;
m_ui.statusBar->showMessage(QString::fromStdString(entry->path));
}
void MainWindow::onGameListEntryActivated()
{
auto lock = GameList::GetLock();
const GameList::Entry* entry = m_game_list_widget->getSelectedEntry();
if (!entry)
return;
if (m_vm_valid)
{
// change disc on double click
doDiscChange(QString::fromStdString(entry->path));
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return;
}
// we might still be saving a resume state...
VMManager::WaitForSaveStateFlush();
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const std::optional<bool> resume = promptForResumeState(
QString::fromStdString(VMManager::GetSaveStateFileName(entry->serial.c_str(), entry->crc, -1)));
if (!resume.has_value())
{
// cancelled
return;
}
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// only resume if the option is enabled, and we have one for this game
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startGameListEntry(entry, resume.value() ? std::optional<s32>(-1) : std::optional<s32>(), std::nullopt);
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}
void MainWindow::onGameListEntryContextMenuRequested(const QPoint& point)
{
auto lock = GameList::GetLock();
const GameList::Entry* entry = m_game_list_widget->getSelectedEntry();
QMenu menu;
if (entry)
{
QAction* action = menu.addAction(tr("Properties..."));
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action->setEnabled(!entry->serial.empty());
if (action->isEnabled())
connect(action, &QAction::triggered, [entry]() { SettingsDialog::openGamePropertiesDialog(entry, entry->serial, entry->crc); });
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action = menu.addAction(tr("Open Containing Directory..."));
connect(action, &QAction::triggered, [this, entry]() {
const QFileInfo fi(QString::fromStdString(entry->path));
QtUtils::OpenURL(this, QUrl::fromLocalFile(fi.absolutePath()));
});
action = menu.addAction(tr("Set Cover Image..."));
connect(action, &QAction::triggered, [this, entry]() { setGameListEntryCoverImage(entry); });
connect(menu.addAction(tr("Exclude From List")), &QAction::triggered,
[this, entry]() { getSettingsDialog()->getGameListSettingsWidget()->addExcludedPath(entry->path); });
menu.addSeparator();
if (!m_vm_valid)
{
action = menu.addAction(tr("Default Boot"));
connect(action, &QAction::triggered, [this, entry]() { startGameListEntry(entry); });
// Make bold to indicate it's the default choice when double-clicking
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if (!VMManager::HasSaveStateInSlot(entry->serial.c_str(), entry->crc, -1))
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QtUtils::MarkActionAsDefault(action);
action = menu.addAction(tr("Fast Boot"));
connect(action, &QAction::triggered, [this, entry]() { startGameListEntry(entry, std::nullopt, true); });
action = menu.addAction(tr("Full Boot"));
connect(action, &QAction::triggered, [this, entry]() { startGameListEntry(entry, std::nullopt, false); });
if (m_ui.menuDebug->menuAction()->isVisible())
{
// TODO: Hook this up once it's implemented.
action = menu.addAction(tr("Boot and Debug"));
}
menu.addSeparator();
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populateLoadStateMenu(&menu, QString::fromStdString(entry->path), QString::fromStdString(entry->serial), entry->crc);
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}
else
{
action = menu.addAction(tr("Change Disc"));
connect(action, &QAction::triggered, [this, entry]() {
g_emu_thread->changeDisc(QString::fromStdString(entry->path));
switchToEmulationView();
});
QtUtils::MarkActionAsDefault(action);
}
menu.addSeparator();
}
connect(menu.addAction(tr("Add Search Directory...")), &QAction::triggered,
[this]() { getSettingsDialog()->getGameListSettingsWidget()->addSearchDirectory(this); });
menu.exec(point);
}
void MainWindow::onStartFileActionTriggered()
{
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QString path =
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QDir::toNativeSeparators(QFileDialog::getOpenFileName(this, tr("Select Disc Image"), QString(), tr(DISC_IMAGE_FILTER), nullptr));
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if (path.isEmpty())
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return;
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doStartDisc(path);
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}
void MainWindow::onStartBIOSActionTriggered()
{
std::shared_ptr<VMBootParameters> params = std::make_shared<VMBootParameters>();
g_emu_thread->startVM(std::move(params));
}
void MainWindow::onChangeDiscFromFileActionTriggered()
{
VMLock lock(pauseAndLockVM());
QString filename = QFileDialog::getOpenFileName(lock.getDialogParent(), tr("Select Disc Image"), QString(), tr(DISC_IMAGE_FILTER), nullptr);
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if (filename.isEmpty())
return;
g_emu_thread->changeDisc(filename);
}
void MainWindow::onChangeDiscFromGameListActionTriggered()
{
m_was_disc_change_request = true;
switchToGameListView();
}
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void MainWindow::onChangeDiscFromDeviceActionTriggered()
{
// TODO
}
void MainWindow::onChangeDiscMenuAboutToShow()
{
// TODO: This is where we would populate the playlist if there is one.
}
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void MainWindow::onChangeDiscMenuAboutToHide() {}
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void MainWindow::onLoadStateMenuAboutToShow()
{
if (m_save_states_invalidated)
updateSaveStateMenus(m_current_disc_path, m_current_game_serial, m_current_game_crc);
}
void MainWindow::onSaveStateMenuAboutToShow()
{
if (m_save_states_invalidated)
updateSaveStateMenus(m_current_disc_path, m_current_game_serial, m_current_game_crc);
}
void MainWindow::onViewToolbarActionToggled(bool checked)
{
QtHost::SetBaseBoolSettingValue("UI", "ShowToolbar", checked);
m_ui.toolBar->setVisible(checked);
}
void MainWindow::onViewLockToolbarActionToggled(bool checked)
{
QtHost::SetBaseBoolSettingValue("UI", "LockToolbar", checked);
m_ui.toolBar->setMovable(!checked);
}
void MainWindow::onViewStatusBarActionToggled(bool checked)
{
QtHost::SetBaseBoolSettingValue("UI", "ShowStatusBar", checked);
m_ui.statusBar->setVisible(checked);
}
void MainWindow::onViewGameListActionTriggered()
{
switchToGameListView();
m_game_list_widget->showGameList();
}
void MainWindow::onViewGameGridActionTriggered()
{
switchToGameListView();
m_game_list_widget->showGameGrid();
}
void MainWindow::onViewSystemDisplayTriggered()
{
if (m_vm_valid)
switchToEmulationView();
}
void MainWindow::onViewGamePropertiesActionTriggered()
{
if (!m_vm_valid)
return;
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// prefer to use a game list entry, if we have one, that way the summary is populated
if (!m_current_disc_path.isEmpty())
{
auto lock = GameList::GetLock();
const GameList::Entry* entry = GameList::GetEntryForPath(m_current_disc_path.toUtf8().constData());
if (entry)
{
SettingsDialog::openGamePropertiesDialog(entry, entry->serial, entry->crc);
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return;
}
}
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// open properties for the current running file (isn't in the game list)
if (m_current_game_crc != 0)
SettingsDialog::openGamePropertiesDialog(nullptr, m_current_game_serial.toStdString(), m_current_game_crc);
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}
void MainWindow::onGitHubRepositoryActionTriggered()
{
QtUtils::OpenURL(this, AboutDialog::getGitHubRepositoryUrl());
}
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void MainWindow::onSupportForumsActionTriggered()
{
QtUtils::OpenURL(this, AboutDialog::getSupportForumsUrl());
}
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void MainWindow::onDiscordServerActionTriggered()
{
QtUtils::OpenURL(this, AboutDialog::getDiscordServerUrl());
}
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void MainWindow::onAboutActionTriggered()
{
AboutDialog about(this);
about.exec();
}
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void MainWindow::onCheckForUpdatesActionTriggered()
{
// Wipe out the last version, that way it displays the update if we've previously skipped it.
QtHost::RemoveBaseSettingValue("AutoUpdater", "LastVersion");
checkForUpdates(true);
}
void MainWindow::checkForUpdates(bool display_message)
{
if (!AutoUpdaterDialog::isSupported())
{
if (display_message)
{
QMessageBox mbox(this);
mbox.setWindowTitle(tr("Updater Error"));
mbox.setTextFormat(Qt::RichText);
QString message;
#ifdef _WIN32
message =
tr("<p>Sorry, you are trying to update a PCSX2 version which is not an official GitHub release. To "
"prevent incompatibilities, the auto-updater is only enabled on official builds.</p>"
"<p>To obtain an official build, please download from the link below:</p>"
"<p><a href=\"https://pcsx2.net/downloads/\">https://pcsx2.net/downloads/</a></p>");
#else
message = tr("Automatic updating is not supported on the current platform.");
#endif
mbox.setText(message);
mbox.setIcon(QMessageBox::Critical);
mbox.exec();
}
return;
}
if (m_auto_updater_dialog)
return;
m_auto_updater_dialog = new AutoUpdaterDialog(this);
connect(m_auto_updater_dialog, &AutoUpdaterDialog::updateCheckCompleted, this, &MainWindow::onUpdateCheckComplete);
m_auto_updater_dialog->queueUpdateCheck(display_message);
}
void MainWindow::onUpdateCheckComplete()
{
if (!m_auto_updater_dialog)
return;
m_auto_updater_dialog->deleteLater();
m_auto_updater_dialog = nullptr;
}
void MainWindow::startupUpdateCheck()
{
if (!Host::GetBaseBoolSettingValue("AutoUpdater", "CheckAtStartup", true))
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return;
checkForUpdates(false);
}
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void MainWindow::onToolsOpenDataDirectoryTriggered()
{
const QString path(QString::fromStdString(EmuFolders::DataRoot));
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QtUtils::OpenURL(this, QUrl::fromLocalFile(path));
}
void MainWindow::onThemeChanged()
{
setStyleFromSettings();
setIconThemeFromStyle();
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recreate();
}
void MainWindow::onThemeChangedFromSettings()
{
// reopen the settings dialog after recreating
onThemeChanged();
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g_main_window->doSettings();
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}
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void MainWindow::onLoggingOptionChanged()
{
Host::UpdateLogging();
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}
void MainWindow::onInputRecNewActionTriggered()
{
const bool wasPaused = m_vm_paused;
const bool wasRunning = m_vm_valid;
if (wasRunning && !wasPaused)
{
VMManager::SetPaused(true);
}
NewInputRecordingDlg dlg(this);
const auto result = dlg.exec();
if (result == QDialog::Accepted)
{
if (g_InputRecording.Create(
dlg.getFilePath(),
dlg.getInputRecType() == InputRecording::Type::FROM_SAVESTATE,
dlg.getAuthorName()))
{
return;
}
}
if (wasRunning && !wasPaused)
{
VMManager::SetPaused(false);
}
}
#include "pcsx2/Recording/InputRecordingControls.h"
void MainWindow::onInputRecPlayActionTriggered()
{
const bool wasPaused = m_vm_paused;
if (!wasPaused)
g_InputRecordingControls.PauseImmediately();
QFileDialog dialog(this);
dialog.setFileMode(QFileDialog::ExistingFile);
dialog.setWindowTitle("Select a File");
dialog.setNameFilter(tr("Input Recording Files (*.p2m2)"));
QStringList fileNames;
if (dialog.exec())
{
fileNames = dialog.selectedFiles();
}
if (fileNames.length() > 0)
{
if (g_InputRecording.IsActive())
{
g_InputRecording.Stop();
}
if (g_InputRecording.Play(fileNames.first().toStdString()))
{
return;
}
}
if (!wasPaused)
{
g_InputRecordingControls.Resume();
}
}
void MainWindow::onInputRecStopActionTriggered()
{
if (g_InputRecording.IsActive())
{
g_InputRecording.Stop();
}
}
void MainWindow::onInputRecOpenSettingsTriggered()
{
// TODO - Vaser - Implement
}
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void MainWindow::onVMStarting()
{
m_vm_valid = true;
updateEmulationActions(true, false);
updateWindowTitle();
// prevent loading state until we're fully initialized
updateSaveStateMenus(QString(), QString(), 0);
}
void MainWindow::onVMStarted()
{
m_vm_valid = true;
m_was_disc_change_request = false;
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updateEmulationActions(true, true);
updateWindowTitle();
updateStatusBarWidgetVisibility();
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}
void MainWindow::onVMPaused()
{
// update UI
{
QSignalBlocker sb(m_ui.actionPause);
m_ui.actionPause->setChecked(true);
}
m_vm_paused = true;
updateWindowTitle();
updateStatusBarWidgetVisibility();
m_status_fps_widget->setText(tr("Paused"));
m_display_widget->updateRelativeMode(false);
m_display_widget->updateCursor(false);
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}
void MainWindow::onVMResumed()
{
// update UI
{
QSignalBlocker sb(m_ui.actionPause);
m_ui.actionPause->setChecked(false);
}
m_vm_paused = false;
m_was_disc_change_request = false;
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updateWindowTitle();
updateStatusBarWidgetVisibility();
m_status_fps_widget->setText(m_last_fps_status);
m_display_widget->updateRelativeMode(true);
m_display_widget->updateCursor(true);
if (m_display_widget)
m_display_widget->setFocus();
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}
void MainWindow::onVMStopped()
{
m_vm_valid = false;
m_vm_paused = false;
m_last_fps_status = QString();
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updateEmulationActions(false, false);
updateWindowTitle();
updateStatusBarWidgetVisibility();
if (m_display_widget)
{
m_display_widget->updateRelativeMode(false);
m_display_widget->updateCursor(false);
}
else
{
switchToGameListView();
}
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}
void MainWindow::onGameChanged(const QString& path, const QString& serial, const QString& name, quint32 crc)
{
m_current_disc_path = path;
m_current_game_serial = serial;
m_current_game_name = name;
m_current_game_crc = crc;
updateWindowTitle();
updateSaveStateMenus(path, serial, crc);
}
void MainWindow::onPerformanceMetricsUpdated(const QString& fps_stat, const QString& gs_stat)
{
m_last_fps_status = fps_stat;
m_status_fps_widget->setText(m_last_fps_status);
m_status_gs_widget->setText(gs_stat);
}
void MainWindow::showEvent(QShowEvent* event)
{
QMainWindow::showEvent(event);
// This is a bit silly, but for some reason resizing *before* the window is shown
// gives the incorrect sizes for columns, if you set the style before setting up
// the rest of the window... so, instead, let's just force it to be resized on show.
if (isShowingGameList())
m_game_list_widget->resizeTableViewColumnsToFit();
}
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void MainWindow::closeEvent(QCloseEvent* event)
{
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if (!requestShutdown(true, true, true))
{
event->ignore();
return;
}
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saveStateToConfig();
QMainWindow::closeEvent(event);
}
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static QString getFilenameFromMimeData(const QMimeData* md)
{
QString filename;
if (md->hasUrls())
{
// only one url accepted
const QList<QUrl> urls(md->urls());
if (urls.size() == 1)
filename = urls.front().toLocalFile();
}
return filename;
}
void MainWindow::dragEnterEvent(QDragEnterEvent* event)
{
const std::string filename(getFilenameFromMimeData(event->mimeData()).toStdString());
// allow save states being dragged in
if (!VMManager::IsLoadableFileName(filename) && !VMManager::IsSaveStateFileName(filename))
return;
event->acceptProposedAction();
}
void MainWindow::dropEvent(QDropEvent* event)
{
const QString filename(getFilenameFromMimeData(event->mimeData()));
const std::string filename_str(filename.toStdString());
if (VMManager::IsSaveStateFileName(filename_str))
{
// can't load a save state without a current VM
if (m_vm_valid)
{
event->acceptProposedAction();
g_emu_thread->loadState(filename);
}
else
{
QMessageBox::critical(this, tr("Load State Failed"), tr("Cannot load a save state without a running VM."));
}
}
else if (VMManager::IsLoadableFileName(filename_str))
{
// if we're already running, do a disc change, otherwise start
event->acceptProposedAction();
if (m_vm_valid)
doDiscChange(filename);
else
doStartDisc(filename);
}
}
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DisplayWidget* MainWindow::createDisplay(bool fullscreen, bool render_to_main)
{
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DevCon.WriteLn("createDisplay(%u, %u)", static_cast<u32>(fullscreen), static_cast<u32>(render_to_main));
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HostDisplay* host_display = Host::GetHostDisplay();
if (!host_display)
return nullptr;
const std::string fullscreen_mode(Host::GetBaseStringSettingValue("EmuCore/GS", "FullscreenMode", ""));
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const bool is_exclusive_fullscreen = (fullscreen && !fullscreen_mode.empty() && host_display->SupportsFullscreen());
QWidget* container;
if (DisplayContainer::IsNeeded(fullscreen, render_to_main))
{
m_display_container = new DisplayContainer();
m_display_widget = new DisplayWidget(m_display_container);
m_display_container->setDisplayWidget(m_display_widget);
container = m_display_container;
}
else
{
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m_display_widget = new DisplayWidget((!fullscreen && render_to_main) ? this : nullptr);
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container = m_display_widget;
}
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if (fullscreen || !render_to_main)
{
container->setWindowTitle(windowTitle());
container->setWindowIcon(windowIcon());
}
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if (fullscreen)
{
if (!is_exclusive_fullscreen)
container->showFullScreen();
else
container->showNormal();
}
else if (!render_to_main)
{
restoreDisplayWindowGeometryFromConfig();
container->showNormal();
}
else
{
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m_game_list_widget->setVisible(false);
takeCentralWidget();
setCentralWidget(m_display_widget);
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}
// we need the surface visible.. this might be able to be replaced with something else
QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
std::optional<WindowInfo> wi = m_display_widget->getWindowInfo();
if (!wi.has_value())
{
QMessageBox::critical(this, tr("Error"), tr("Failed to get window info from widget"));
destroyDisplayWidget();
return nullptr;
}
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g_emu_thread->connectDisplaySignals(m_display_widget);
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if (!host_display->CreateRenderDevice(wi.value(), Host::GetStringSettingValue("EmuCore/GS", "Adapter", ""), EmuConfig.GetEffectiveVsyncMode(),
Host::GetBoolSettingValue("EmuCore/GS", "ThreadedPresentation", false), Host::GetBoolSettingValue("EmuCore/GS", "UseDebugDevice", false)))
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{
QMessageBox::critical(this, tr("Error"), tr("Failed to create host display device context."));
destroyDisplayWidget();
return nullptr;
}
if (is_exclusive_fullscreen)
setDisplayFullscreen(fullscreen_mode);
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updateWindowTitle();
m_display_widget->setFocus();
m_display_widget->setShouldHideCursor(shouldHideMouseCursor());
m_display_widget->updateRelativeMode(m_vm_valid && !m_vm_paused);
m_display_widget->updateCursor(m_vm_valid && !m_vm_paused);
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host_display->DoneRenderContextCurrent();
return m_display_widget;
}
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DisplayWidget* MainWindow::updateDisplay(bool fullscreen, bool render_to_main, bool surfaceless)
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{
DevCon.WriteLn("updateDisplay() fullscreen=%s render_to_main=%s surfaceless=%s",
fullscreen ? "true" : "false", render_to_main ? "true" : "false", surfaceless ? "true" : "false");
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HostDisplay* host_display = Host::GetHostDisplay();
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QWidget* container = m_display_container ? static_cast<QWidget*>(m_display_container) : static_cast<QWidget*>(m_display_widget);
const bool is_fullscreen = isRenderingFullscreen();
const bool is_rendering_to_main = isRenderingToMain();
const std::string fullscreen_mode(Host::GetBaseStringSettingValue("EmuCore/GS", "FullscreenMode", ""));
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const bool is_exclusive_fullscreen = (fullscreen && !fullscreen_mode.empty() && host_display->SupportsFullscreen());
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const bool changing_surfaceless = (!m_display_widget != surfaceless);
if (fullscreen == is_fullscreen && is_rendering_to_main == render_to_main && !changing_surfaceless)
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return m_display_widget;
// Skip recreating the surface if we're just transitioning between fullscreen and windowed with render-to-main off.
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// .. except on Wayland, where everything tends to break if you don't recreate.
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const bool has_container = (m_display_container != nullptr);
const bool needs_container = DisplayContainer::IsNeeded(fullscreen, render_to_main);
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if (!is_rendering_to_main && !render_to_main && !is_exclusive_fullscreen && has_container == needs_container && !needs_container && !changing_surfaceless)
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{
DevCon.WriteLn("Toggling to %s without recreating surface", (fullscreen ? "fullscreen" : "windowed"));
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if (host_display->IsFullscreen())
host_display->SetFullscreen(false, 0, 0, 0.0f);
// since we don't destroy the display widget, we need to save it here
if (!is_fullscreen && !is_rendering_to_main)
saveDisplayWindowGeometryToConfig();
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if (fullscreen)
{
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container->showFullScreen();
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}
else
{
restoreDisplayWindowGeometryFromConfig();
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container->showNormal();
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}
QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
return m_display_widget;
}
host_display->DestroyRenderSurface();
destroyDisplayWidget();
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// if we're going to surfaceless, we're done here
if (surfaceless)
return nullptr;
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if (DisplayContainer::IsNeeded(fullscreen, render_to_main))
{
m_display_container = new DisplayContainer();
m_display_widget = new DisplayWidget(m_display_container);
m_display_container->setDisplayWidget(m_display_widget);
container = m_display_container;
}
else
{
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m_display_widget = new DisplayWidget((!fullscreen && render_to_main) ? this : nullptr);
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container = m_display_widget;
}
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if (fullscreen || !render_to_main)
{
container->setWindowTitle(windowTitle());
container->setWindowIcon(windowIcon());
// make sure the game list widget is still visible
if (centralWidget() != m_game_list_widget && !fullscreen)
{
setCentralWidget(m_game_list_widget);
m_game_list_widget->setVisible(true);
}
}
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if (fullscreen)
{
if (!is_exclusive_fullscreen)
container->showFullScreen();
else
container->showNormal();
}
else if (!render_to_main)
{
restoreDisplayWindowGeometryFromConfig();
container->showNormal();
}
else
{
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m_game_list_widget->setVisible(false);
takeCentralWidget();
setCentralWidget(m_display_widget);
m_display_widget->setFocus();
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}
// we need the surface visible.. this might be able to be replaced with something else
QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
std::optional<WindowInfo> wi = m_display_widget->getWindowInfo();
if (!wi.has_value())
{
QMessageBox::critical(this, tr("Error"), tr("Failed to get new window info from widget"));
destroyDisplayWidget();
return nullptr;
}
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g_emu_thread->connectDisplaySignals(m_display_widget);
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if (!host_display->ChangeRenderWindow(wi.value()))
pxFailRel("Failed to recreate surface on new widget.");
if (is_exclusive_fullscreen)
setDisplayFullscreen(fullscreen_mode);
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updateWindowTitle();
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m_display_widget->setFocus();
m_display_widget->setShouldHideCursor(shouldHideMouseCursor());
m_display_widget->updateRelativeMode(m_vm_valid && !m_vm_paused);
m_display_widget->updateCursor(m_vm_valid && !m_vm_paused);
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QSignalBlocker blocker(m_ui.actionFullscreen);
m_ui.actionFullscreen->setChecked(fullscreen);
return m_display_widget;
}
void MainWindow::displayResizeRequested(qint32 width, qint32 height)
{
if (!m_display_widget)
return;
// unapply the pixel scaling factor for hidpi
const float dpr = devicePixelRatioF();
width = static_cast<qint32>(std::max(static_cast<int>(std::lroundf(static_cast<float>(width) / dpr)), 1));
height = static_cast<qint32>(std::max(static_cast<int>(std::lroundf(static_cast<float>(height) / dpr)), 1));
if (m_display_container || !m_display_widget->parent())
{
// no parent - rendering to separate window. easy.
getDisplayContainer()->resize(QSize(std::max<qint32>(width, 1), std::max<qint32>(height, 1)));
return;
}
// we are rendering to the main window. we have to add in the extra height from the toolbar/status bar.
const s32 extra_height = this->height() - m_display_widget->height();
resize(QSize(std::max<qint32>(width, 1), std::max<qint32>(height + extra_height, 1)));
}
void MainWindow::destroyDisplay()
{
destroyDisplayWidget();
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// switch back to game list view, we're not going back to display, so we can't use switchToGameListView().
if (centralWidget() != m_game_list_widget)
{
takeCentralWidget();
setCentralWidget(m_game_list_widget);
m_game_list_widget->setVisible(true);
m_game_list_widget->setFocus();
}
}
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void MainWindow::focusDisplayWidget()
{
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if (!m_display_widget || centralWidget() != m_display_widget)
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return;
m_display_widget->setFocus();
}
QWidget* MainWindow::getDisplayContainer() const
{
return (m_display_container ? static_cast<QWidget*>(m_display_container) : static_cast<QWidget*>(m_display_widget));
}
void MainWindow::saveDisplayWindowGeometryToConfig()
{
QWidget* container = getDisplayContainer();
if (container->windowState() & Qt::WindowFullScreen)
{
// if we somehow ended up here, don't save the fullscreen state to the config
return;
}
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const QByteArray geometry = getDisplayContainer()->saveGeometry();
const QByteArray geometry_b64 = geometry.toBase64();
const std::string old_geometry_b64 = Host::GetBaseStringSettingValue("UI", "DisplayWindowGeometry");
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if (old_geometry_b64 != geometry_b64.constData())
QtHost::SetBaseStringSettingValue("UI", "DisplayWindowGeometry", geometry_b64.constData());
}
void MainWindow::restoreDisplayWindowGeometryFromConfig()
{
const std::string geometry_b64 = Host::GetBaseStringSettingValue("UI", "DisplayWindowGeometry");
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const QByteArray geometry = QByteArray::fromBase64(QByteArray::fromStdString(geometry_b64));
QWidget* container = getDisplayContainer();
if (!geometry.isEmpty())
{
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container->restoreGeometry(geometry);
// make sure we're not loading a dodgy config which had fullscreen set...
container->setWindowState(container->windowState() & ~(Qt::WindowFullScreen | Qt::WindowActive));
}
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else
{
// default size
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container->resize(640, 480);
}
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}
void MainWindow::destroyDisplayWidget()
{
if (!m_display_widget)
return;
if (!isRenderingFullscreen() && !isRenderingToMain())
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saveDisplayWindowGeometryToConfig();
if (m_display_container)
m_display_container->removeDisplayWidget();
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if (m_display_widget == centralWidget())
takeCentralWidget();
if (m_display_widget)
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{
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m_display_widget->deleteLater();
m_display_widget = nullptr;
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}
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if (m_display_container)
{
m_display_container->deleteLater();
m_display_container = nullptr;
}
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}
void MainWindow::setDisplayFullscreen(const std::string& fullscreen_mode)
{
u32 width, height;
float refresh_rate;
if (HostDisplay::ParseFullscreenMode(fullscreen_mode, &width, &height, &refresh_rate))
{
if (Host::GetHostDisplay()->SetFullscreen(true, width, height, refresh_rate))
{
Host::AddOSDMessage("Acquired exclusive fullscreen.", 10.0f);
}
else
{
Host::AddOSDMessage("Failed to acquire exclusive fullscreen.", 10.0f);
}
}
}
SettingsDialog* MainWindow::getSettingsDialog()
{
if (!m_settings_dialog)
{
m_settings_dialog = new SettingsDialog(this);
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connect(
m_settings_dialog->getInterfaceSettingsWidget(), &InterfaceSettingsWidget::themeChanged, this, &MainWindow::onThemeChangedFromSettings);
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}
return m_settings_dialog;
}
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void MainWindow::doSettings(const char* category /* = nullptr */)
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{
SettingsDialog* dlg = getSettingsDialog();
if (!dlg->isVisible())
{
dlg->setModal(false);
dlg->show();
}
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if (category)
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dlg->setCategory(category);
}
ControllerSettingsDialog* MainWindow::getControllerSettingsDialog()
{
if (!m_controller_settings_dialog)
m_controller_settings_dialog = new ControllerSettingsDialog(this);
return m_controller_settings_dialog;
}
void MainWindow::doControllerSettings(ControllerSettingsDialog::Category category)
{
ControllerSettingsDialog* dlg = getControllerSettingsDialog();
if (!dlg->isVisible())
{
dlg->setModal(false);
dlg->show();
}
if (category != ControllerSettingsDialog::Category::Count)
dlg->setCategory(category);
}
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void MainWindow::startGameListEntry(const GameList::Entry* entry, std::optional<s32> save_slot, std::optional<bool> fast_boot)
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{
std::shared_ptr<VMBootParameters> params = std::make_shared<VMBootParameters>();
params->fast_boot = fast_boot;
GameList::FillBootParametersForEntry(params.get(), entry);
if (save_slot.has_value() && !entry->serial.empty())
{
std::string state_filename = VMManager::GetSaveStateFileName(entry->serial.c_str(), entry->crc, save_slot.value());
if (!FileSystem::FileExists(state_filename.c_str()))
{
QMessageBox::critical(this, tr("Error"), tr("This save state does not exist."));
return;
}
params->save_state = std::move(state_filename);
}
g_emu_thread->startVM(std::move(params));
}
void MainWindow::setGameListEntryCoverImage(const GameList::Entry* entry)
{
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const QString filename(QFileDialog::getOpenFileName(this, tr("Select Cover Image"), QString(), tr("All Cover Image Types (*.jpg *.jpeg *.png)")));
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if (filename.isEmpty())
return;
if (!GameList::GetCoverImagePathForEntry(entry).empty())
{
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if (QMessageBox::question(this, tr("Cover Already Exists"), tr("A cover image for this game already exists, do you wish to replace it?"),
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QMessageBox::Yes, QMessageBox::No) != QMessageBox::Yes)
{
return;
}
}
const QString new_filename(QString::fromStdString(GameList::GetNewCoverImagePathForEntry(entry, filename.toUtf8().constData())));
if (new_filename.isEmpty())
return;
if (QFile::exists(new_filename) && !QFile::remove(new_filename))
{
QMessageBox::critical(this, tr("Copy Error"), tr("Failed to remove existing cover '%1'").arg(new_filename));
return;
}
if (!QFile::copy(filename, new_filename))
{
QMessageBox::critical(this, tr("Copy Error"), tr("Failed to copy '%1' to '%2'").arg(filename).arg(new_filename));
return;
}
m_game_list_widget->refreshGridCovers();
}
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std::optional<bool> MainWindow::promptForResumeState(const QString& save_state_path)
{
if (save_state_path.isEmpty())
return false;
QFileInfo fi(save_state_path);
if (!fi.exists())
return false;
QMessageBox msgbox(this);
msgbox.setIcon(QMessageBox::Question);
msgbox.setWindowTitle(tr("Load Resume State"));
msgbox.setText(
tr("A resume save state was found for this game, saved at:\n\n%1.\n\nDo you want to load this state, or start from a fresh boot?")
.arg(fi.lastModified().toLocalTime().toString()));
QPushButton* load = msgbox.addButton(tr("Load State"), QMessageBox::AcceptRole);
QPushButton* boot = msgbox.addButton(tr("Fresh Boot"), QMessageBox::RejectRole);
QPushButton* delboot = msgbox.addButton(tr("Delete And Boot"), QMessageBox::RejectRole);
msgbox.addButton(QMessageBox::Cancel);
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msgbox.setDefaultButton(load);
msgbox.exec();
QAbstractButton* clicked = msgbox.clickedButton();
if (load == clicked)
{
return true;
}
else if (boot == clicked)
{
return false;
}
else if (delboot == clicked)
{
if (!QFile::remove(save_state_path))
QMessageBox::critical(this, tr("Error"), tr("Failed to delete save state file '%1'.").arg(save_state_path));
return false;
}
return std::nullopt;
}
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void MainWindow::loadSaveStateSlot(s32 slot)
{
if (m_vm_valid)
{
// easy when we're running
g_emu_thread->loadStateFromSlot(slot);
return;
}
else
{
// we're not currently running, therefore we must've right clicked in the game list
const GameList::Entry* entry = m_game_list_widget->getSelectedEntry();
if (!entry)
return;
startGameListEntry(entry, slot, std::nullopt);
}
}
void MainWindow::loadSaveStateFile(const QString& filename, const QString& state_filename)
{
if (m_vm_valid)
{
if (!filename.isEmpty() && m_current_disc_path != filename)
g_emu_thread->changeDisc(m_current_disc_path);
g_emu_thread->loadState(state_filename);
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}
else
{
std::shared_ptr<VMBootParameters> params = std::make_shared<VMBootParameters>();
params->filename = filename.toStdString();
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params->save_state = state_filename.toStdString();
g_emu_thread->startVM(std::move(params));
}
}
static QString formatTimestampForSaveStateMenu(time_t timestamp)
{
const QDateTime qtime(QDateTime::fromSecsSinceEpoch(static_cast<qint64>(timestamp)));
return qtime.toString(QLocale::system().dateTimeFormat(QLocale::ShortFormat));
}
void MainWindow::populateLoadStateMenu(QMenu* menu, const QString& filename, const QString& serial, quint32 crc)
{
if (serial.isEmpty())
return;
const bool is_right_click_menu = (menu != m_ui.menuLoadState);
QAction* action = menu->addAction(is_right_click_menu ? tr("Load State File...") : tr("Load From File..."));
connect(action, &QAction::triggered, [this, filename]() {
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const QString path(QFileDialog::getOpenFileName(this, tr("Select Save State File"), QString(), tr("Save States (*.p2s)")));
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if (path.isEmpty())
return;
loadSaveStateFile(filename, path);
});
// don't include undo in the right click menu
if (!is_right_click_menu)
{
QAction* load_undo_state = menu->addAction(tr("Undo Load State"));
load_undo_state->setEnabled(false); // CanUndoLoadState()
// connect(load_undo_state, &QAction::triggered, this, &QtHostInterface::undoLoadState);
menu->addSeparator();
}
const QByteArray game_serial_utf8(serial.toUtf8());
std::string state_filename;
FILESYSTEM_STAT_DATA sd;
if (is_right_click_menu)
{
state_filename = VMManager::GetSaveStateFileName(game_serial_utf8.constData(), crc, -1);
if (FileSystem::StatFile(state_filename.c_str(), &sd))
{
action = menu->addAction(tr("Resume (%2)").arg(formatTimestampForSaveStateMenu(sd.ModificationTime)));
connect(action, &QAction::triggered, [this]() { loadSaveStateSlot(-1); });
// Make bold to indicate it's the default choice when double-clicking
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QtUtils::MarkActionAsDefault(action);
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}
}
for (s32 i = 1; i <= NUM_SAVE_STATE_SLOTS; i++)
{
FILESYSTEM_STAT_DATA sd;
state_filename = VMManager::GetSaveStateFileName(game_serial_utf8.constData(), crc, i);
if (!FileSystem::StatFile(state_filename.c_str(), &sd))
continue;
action = menu->addAction(tr("Save Slot %1 (%2)").arg(i).arg(formatTimestampForSaveStateMenu(sd.ModificationTime)));
connect(action, &QAction::triggered, [this, i]() { loadSaveStateSlot(i); });
}
}
void MainWindow::populateSaveStateMenu(QMenu* menu, const QString& serial, quint32 crc)
{
if (serial.isEmpty())
return;
connect(menu->addAction(tr("Save To File...")), &QAction::triggered, [this]() {
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const QString path(QFileDialog::getSaveFileName(this, tr("Select Save State File"), QString(), tr("Save States (*.p2s)")));
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if (path.isEmpty())
return;
g_emu_thread->saveState(path);
});
menu->addSeparator();
const QByteArray game_serial_utf8(serial.toUtf8());
for (s32 i = 1; i <= NUM_SAVE_STATE_SLOTS; i++)
{
std::string filename(VMManager::GetSaveStateFileName(game_serial_utf8.constData(), crc, i));
FILESYSTEM_STAT_DATA sd;
QString timestamp;
if (FileSystem::StatFile(filename.c_str(), &sd))
timestamp = formatTimestampForSaveStateMenu(sd.ModificationTime);
else
timestamp = tr("Empty");
QString title(tr("Save Slot %1 (%2)").arg(i).arg(timestamp));
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connect(menu->addAction(title), &QAction::triggered, [i]() { g_emu_thread->saveStateToSlot(i); });
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}
}
void MainWindow::updateSaveStateMenus(const QString& filename, const QString& serial, quint32 crc)
{
const bool load_enabled = !serial.isEmpty();
const bool save_enabled = !serial.isEmpty() && m_vm_valid;
m_ui.menuLoadState->clear();
m_ui.menuLoadState->setEnabled(load_enabled);
m_ui.actionLoadState->setEnabled(load_enabled);
m_ui.menuSaveState->clear();
m_ui.menuSaveState->setEnabled(save_enabled);
m_ui.actionSaveState->setEnabled(save_enabled);
m_save_states_invalidated = false;
if (load_enabled)
populateLoadStateMenu(m_ui.menuLoadState, filename, serial, crc);
if (save_enabled)
populateSaveStateMenu(m_ui.menuSaveState, serial, crc);
}
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void MainWindow::doStartDisc(const QString& path)
{
if (m_vm_valid)
return;
std::shared_ptr<VMBootParameters> params = std::make_shared<VMBootParameters>();
params->filename = path.toStdString();
// we might still be saving a resume state...
VMManager::WaitForSaveStateFlush();
const std::optional<bool> resume(
promptForResumeState(
QString::fromStdString(VMManager::GetSaveStateFileName(params->filename.c_str(), -1))));
if (!resume.has_value())
return;
else if (resume.value())
params->state_index = -1;
g_emu_thread->startVM(std::move(params));
}
void MainWindow::doDiscChange(const QString& path)
{
bool reset_system = false;
if (!m_was_disc_change_request)
{
const int choice = QMessageBox::question(this, tr("Confirm Disc Change"), tr("Do you want to swap discs or boot the new image (via system reset)?"),
tr("Swap Disc"), tr("Reset"), tr("Cancel"), 0, 2);
if (choice == 2)
return;
reset_system = (choice != 0);
}
switchToEmulationView();
g_emu_thread->changeDisc(path);
if (reset_system)
g_emu_thread->resetVM();
}
MainWindow::VMLock MainWindow::pauseAndLockVM()
{
const bool was_fullscreen = isRenderingFullscreen();
const bool was_paused = m_vm_paused;
// We use surfaceless rather than switching out of fullscreen, because
// we're paused, so we're not going to be rendering anyway.
if (was_fullscreen)
g_emu_thread->setSurfaceless(true);
if (!was_paused)
g_emu_thread->setVMPaused(true);
// We want to parent dialogs to the display widget, except if we were fullscreen,
// since it's going to get destroyed by the surfaceless call above.
QWidget* dialog_parent = was_fullscreen ? static_cast<QWidget*>(this) : getDisplayContainer();
return VMLock(dialog_parent, was_paused, was_fullscreen);
}
MainWindow::VMLock::VMLock(QWidget* dialog_parent, bool was_paused, bool was_fullscreen)
: m_dialog_parent(dialog_parent)
, m_was_paused(was_paused)
, m_was_fullscreen(was_fullscreen)
{
}
MainWindow::VMLock::VMLock(VMLock&& lock)
: m_dialog_parent(lock.m_dialog_parent)
, m_was_paused(lock.m_was_paused)
, m_was_fullscreen(lock.m_was_fullscreen)
{
lock.m_dialog_parent = nullptr;
lock.m_was_paused = false;
lock.m_was_fullscreen = false;
}
MainWindow::VMLock::~VMLock()
{
if (m_was_fullscreen)
g_emu_thread->setSurfaceless(false);
if (!m_was_paused)
g_emu_thread->setVMPaused(false);
}