pcsx2/pcsx2-qt/MainWindow.cpp

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/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2023 PCSX2 Dev Team
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*
* 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>
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#include <QtWidgets/QInputDialog>
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#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"
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#include "pcsx2/CDVD/CDVDcommon.h"
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#include "pcsx2/CDVD/CDVDdiscReader.h"
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#include "pcsx2/Frontend/GameList.h"
#include "pcsx2/Frontend/LogSink.h"
#include "pcsx2/GS.h"
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#include "pcsx2/GS/GS.h"
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#include "pcsx2/GSDumpReplayer.h"
#include "pcsx2/HostSettings.h"
#include "pcsx2/PerformanceMetrics.h"
#include "pcsx2/Recording/InputRecording.h"
#include "pcsx2/Recording/InputRecordingControls.h"
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#include "AboutDialog.h"
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#include "AutoUpdaterDialog.h"
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#include "CoverDownloadDialog.h"
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#include "DisplayWidget.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/InputRecordingViewer.h"
#include "Tools/InputRecording/NewInputRecordingDlg.h"
#ifdef _WIN32
#include "common/RedtapeWindows.h"
#include <Dbt.h>
#endif
#ifdef ENABLE_RAINTEGRATION
#include "pcsx2/Frontend/Achievements.h"
#endif
const char* MainWindow::OPEN_FILE_FILTER =
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QT_TRANSLATE_NOOP("MainWindow", "All File Types (*.bin *.iso *.cue *.mdf *.chd *.cso *.gz *.elf *.irx *.gs *.gs.xz *.gs.zst *.dump);;"
"Single-Track Raw Images (*.bin *.iso);;"
"Cue Sheets (*.cue);;"
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"Media Descriptor File (*.mdf);;"
"MAME CHD Images (*.chd);;"
"CSO Images (*.cso);;"
"GZ Images (*.gz);;"
"ELF Executables (*.elf);;"
"IRX Executables (*.irx);;"
"GS Dumps (*.gs *.gs.xz *.gs.zst);;"
"Block Dumps (*.dump)");
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const char* MainWindow::DISC_IMAGE_FILTER = QT_TRANSLATE_NOOP("MainWindow", "All File Types (*.bin *.iso *.cue *.mdf *.chd *.cso *.gz *.dump);;"
"Single-Track Raw Images (*.bin *.iso);;"
"Cue Sheets (*.cue);;"
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"Media Descriptor File (*.mdf);;"
"MAME CHD Images (*.chd);;"
"CSO Images (*.cso);;"
"GZ Images (*.gz);;"
"Block Dumps (*.dump)");
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MainWindow* g_main_window = nullptr;
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#if defined(_WIN32) || defined(__APPLE__)
static const bool s_use_central_widget = false;
#else
// Qt Wayland is broken. Any sort of stacked widget usage fails to update,
// leading to broken window resizes, no display rendering, etc. So, we mess
// with the central widget instead. Which we can't do on xorg, because it
// breaks window resizing there...
static bool s_use_central_widget = false;
#endif
// UI thread VM validity.
static bool s_vm_valid = false;
static bool s_vm_paused = false;
MainWindow::MainWindow()
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{
pxAssert(!g_main_window);
g_main_window = this;
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#if !defined(_WIN32) && !defined(__APPLE__)
s_use_central_widget = DisplayContainer::isRunningOnWayland();
#endif
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}
MainWindow::~MainWindow()
{
// make sure the game list isn't refreshing, because it's on a separate thread
cancelGameListRefresh();
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// we compare here, since recreate destroys the window later
if (g_main_window == this)
g_main_window = nullptr;
#ifdef _WIN32
unregisterForDeviceNotifications();
#endif
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#ifdef __APPLE__
CocoaTools::RemoveThemeChangeHandler(this);
#endif
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}
void MainWindow::initialize()
{
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#ifdef __APPLE__
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CocoaTools::AddThemeChangeHandler(this, [](void* ctx) {
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// 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->updateTheme(); // Qt won't notice the style change without us touching the palette in some way
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});
});
#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();
updateSaveStateMenusEnableState(false);
#ifdef _WIN32
registerForDeviceNotifications();
#endif
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}
// 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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QWidget* MainWindow::getContentParent()
{
return s_use_central_widget ? static_cast<QWidget*>(this) : static_cast<QWidget*>(m_ui.mainContainer);
}
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void MainWindow::setupAdditionalUi()
{
const bool show_advanced_settings = QtHost::ShouldShowAdvancedSettings();
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setWindowIcon(QIcon(QStringLiteral("%1/icons/AppIconLarge.png").arg(QtHost::GetResourcesBasePath())));
makeIconsMasks(menuBar());
m_ui.menuDebug->menuAction()->setVisible(show_advanced_settings);
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(getContentParent());
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m_game_list_widget->initialize();
m_ui.actionGridViewShowTitles->setChecked(m_game_list_widget->getShowGridCoverTitles());
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if (s_use_central_widget)
{
m_ui.mainContainer = nullptr; // setCentralWidget() will delete this
setCentralWidget(m_game_list_widget);
}
else
{
m_ui.mainContainer->addWidget(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->setMinimum(0);
m_status_progress_widget->setMaximum(100);
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m_status_progress_widget->hide();
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m_status_verbose_widget = new QLabel(m_ui.statusBar);
m_status_verbose_widget->setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Fixed);
m_status_verbose_widget->setFixedHeight(16);
m_status_verbose_widget->hide();
m_status_renderer_widget = new QLabel(m_ui.statusBar);
m_status_renderer_widget->setFixedHeight(16);
m_status_renderer_widget->setFixedSize(65, 16);
m_status_renderer_widget->hide();
m_status_resolution_widget = new QLabel(m_ui.statusBar);
m_status_resolution_widget->setFixedHeight(16);
m_status_resolution_widget->setFixedSize(70, 16);
m_status_resolution_widget->hide();
m_status_fps_widget = new QLabel(m_ui.statusBar);
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m_status_fps_widget->setFixedSize(85, 16);
m_status_fps_widget->hide();
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m_status_vps_widget = new QLabel(m_ui.statusBar);
m_status_vps_widget->setFixedSize(125, 16);
m_status_vps_widget->hide();
m_settings_toolbar_menu = new QMenu(m_ui.toolBar);
m_settings_toolbar_menu->addAction(m_ui.actionSettings);
m_settings_toolbar_menu->addAction(m_ui.actionViewGameProperties);
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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, false);
updateDisplayRelatedActions(false, false, false);
#ifdef ENABLE_RAINTEGRATION
if (Achievements::IsUsingRAIntegration())
{
QMenu* raMenu = new QMenu(QStringLiteral("RAIntegration"), m_ui.menu_Tools);
connect(raMenu, &QMenu::aboutToShow, this, [this, raMenu]() {
raMenu->clear();
const auto items = Achievements::RAIntegration::GetMenuItems();
for (const auto& [id, title, checked] : items)
{
if (id == 0)
{
raMenu->addSeparator();
continue;
}
QAction* raAction = raMenu->addAction(QString::fromUtf8(title));
if (checked)
{
raAction->setCheckable(true);
raAction->setChecked(checked);
}
connect(raAction, &QAction::triggered, this,
[id = id]() { Host::RunOnCPUThread([id]() { Achievements::RAIntegration::ActivateMenuItem(id); }, false); });
}
});
m_ui.menu_Tools->insertMenu(m_ui.menuInput_Recording->menuAction(), raMenu);
}
#endif
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}
void MainWindow::connectSignals()
{
connect(m_ui.actionStartFile, &QAction::triggered, this, &MainWindow::onStartFileActionTriggered);
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connect(m_ui.actionStartDisc, &QAction::triggered, this, &MainWindow::onStartDiscActionTriggered);
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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.actionRemoveDisc, &QAction::triggered, this, &MainWindow::onRemoveDiscActionTriggered);
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connect(m_ui.menuChangeDisc, &QMenu::aboutToShow, this, &MainWindow::onChangeDiscMenuAboutToShow);
connect(m_ui.menuChangeDisc, &QMenu::aboutToHide, this, &MainWindow::onChangeDiscMenuAboutToHide);
connect(m_ui.actionPowerOff, &QAction::triggered, this, [this]() { requestShutdown(true, true, EmuConfig.SaveStateOnShutdown); });
connect(m_ui.actionPowerOffWithoutSaving, &QAction::triggered, this, [this]() { requestShutdown(false, 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.actionSettings2, &QAction::triggered, this, &MainWindow::onSettingsTriggeredFromToolbar);
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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.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"); });
connect(m_ui.actionAchievementSettings, &QAction::triggered, [this]() { doSettings("Achievements"); });
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, [this]() { checkForUpdates(true, true); });
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connect(m_ui.actionOpenDataDirectory, &QAction::triggered, this, &MainWindow::onToolsOpenDataDirectoryTriggered);
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connect(m_ui.actionCoverDownloader, &QAction::triggered, this, &MainWindow::onToolsCoverDownloaderTriggered);
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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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connect(m_game_list_widget, &GameListWidget::layoutChange, this, [this]() {
QSignalBlocker sb(m_ui.actionGridViewShowTitles);
m_ui.actionGridViewShowTitles->setChecked(m_game_list_widget->getShowGridCoverTitles());
});
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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);
#ifndef PCSX2_DEVBUILD
SettingWidgetBinder::BindWidgetToBoolSetting(nullptr, m_ui.actionEnableVerboseLogging, "Logging", "EnableVerbose", false);
#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);
SettingWidgetBinder::BindWidgetToBoolSetting(nullptr, m_ui.actionEnableIOPConsoleLogging, "Logging", "EnableIOPConsole", true);
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SettingWidgetBinder::BindWidgetToBoolSetting(nullptr, m_ui.actionEnableFileLogging, "Logging", "EnableFileLogging", false);
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SettingWidgetBinder::BindWidgetToBoolSetting(nullptr, m_ui.actionEnableLogTimestamps, "Logging", "EnableTimestamps", true);
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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);
m_ui.actionShowAdvancedSettings->setChecked(QtHost::ShouldShowAdvancedSettings());
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connect(m_ui.actionSaveBlockDump, &QAction::toggled, this, &MainWindow::onBlockDumpActionToggled);
connect(m_ui.actionShowAdvancedSettings, &QAction::toggled, this, &MainWindow::onShowAdvancedSettingsToggled);
connect(m_ui.actionSaveGSDump, &QAction::triggered, this, &MainWindow::onSaveGSDumpActionTriggered);
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connect(m_ui.actionToolsVideoCapture, &QAction::toggled, this, &MainWindow::onToolsVideoCaptureToggled);
// 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);
SettingWidgetBinder::BindWidgetToBoolSetting(nullptr, m_ui.actionInputRecControllerLogs, "Logging", "EnableControllerLogs", false);
connect(m_ui.actionInputRecOpenViewer, &QAction::triggered, this, &MainWindow::onInputRecOpenViewer);
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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(m_ui.actionStartFullscreenUI, &QAction::triggered, thread, &EmuThread::startFullscreenUI);
connect(m_ui.actionStartFullscreenUI2, &QAction::triggered, thread, &EmuThread::startFullscreenUI);
connect(thread, &EmuThread::messageConfirmed, this, &MainWindow::confirmMessage, Qt::BlockingQueuedConnection);
connect(thread, &EmuThread::onAcquireRenderWindowRequested, this, &MainWindow::acquireRenderWindow, Qt::BlockingQueuedConnection);
connect(thread, &EmuThread::onReleaseRenderWindowRequested, this, &MainWindow::releaseRenderWindow, Qt::BlockingQueuedConnection);
connect(thread, &EmuThread::onResizeRenderWindowRequested, this, &MainWindow::displayResizeRequested);
connect(thread, &EmuThread::onRelativeMouseModeRequested, this, &MainWindow::relativeMouseModeRequested);
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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(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.actionDebugger, &QAction::triggered, this, &MainWindow::openDebugger);
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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)
{
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 (s_vm_valid)
requestShutdown(false, true, EmuConfig.SaveStateOnShutdown);
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// We need to close input sources, because e.g. DInput uses our window handle.
g_emu_thread->closeInputSources();
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close();
g_main_window = nullptr;
MainWindow* new_main_window = new MainWindow();
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new_main_window->initialize();
new_main_window->refreshGameList(false);
new_main_window->show();
deleteLater();
// Reload the sources we just closed.
g_emu_thread->reloadInputSources();
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}
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void MainWindow::recreateSettings()
{
QString current_category;
if (m_settings_dialog)
{
const bool was_visible = m_settings_dialog->isVisible();
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current_category = m_settings_dialog->getCategory();
m_settings_dialog->hide();
m_settings_dialog->deleteLater();
m_settings_dialog = nullptr;
if (!was_visible)
return;
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}
doSettings(current_category.toUtf8().constData());
}
void MainWindow::resetSettings(bool ui)
{
Host::RequestResetSettings(false, true, false, false, ui);
if (ui)
{
// UI reset includes theme (and eventually language).
// Just updating the theme here, when there's no change, causes Qt to get very confused..
// So, we'll just tear down everything and recreate. We'll need to do that for language
// resets eventaully anyway.
recreate();
}
// g_main_window here for recreate() case above.
g_main_window->recreateSettings();
}
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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)));
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if (new_dir.isEmpty())
{
// disable it again
m_ui.actionSaveBlockDump->setChecked(false);
return;
}
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Host::SetBaseStringSettingValue("EmuCore", "BlockDumpSaveDirectory", new_dir.toUtf8().constData());
Host::CommitBaseSettingChanges();
g_emu_thread->applySettings();
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}
void MainWindow::onShowAdvancedSettingsToggled(bool checked)
{
if (checked && !Host::GetBaseBoolSettingValue("UI", "AdvancedSettingsWarningShown", false))
{
QCheckBox* cb = new QCheckBox(tr("Do not show again"));
QMessageBox mb(this);
mb.setWindowTitle(tr("Show Advanced Settings"));
mb.setText(tr("Changing advanced settings can have unpredictable effects on games, including graphical glitches, lock-ups, and "
"even corrupted save files. "
"We do not recommend changing advanced settings unless you know what you are doing, and the implications of changing "
"each setting.\n\n"
"The PCSX2 team will not provide any support for configurations that modify these settings, you are on your own.\n\n"
"Are you sure you want to continue?"));
mb.setIcon(QMessageBox::Warning);
mb.addButton(QMessageBox::Yes);
mb.addButton(QMessageBox::No);
mb.setDefaultButton(QMessageBox::No);
mb.setCheckBox(cb);
if (mb.exec() == QMessageBox::No)
{
QSignalBlocker sb(m_ui.actionShowAdvancedSettings);
m_ui.actionShowAdvancedSettings->setChecked(false);
return;
}
if (cb->isChecked())
{
Host::SetBaseBoolSettingValue("UI", "AdvancedSettingsWarningShown", true);
Host::CommitBaseSettingChanges();
}
}
Host::SetBaseBoolSettingValue("UI", "ShowAdvancedSettings", checked);
Host::CommitBaseSettingChanges();
m_ui.menuDebug->menuAction()->setVisible(checked);
// just recreate the entire settings window, it's easier.
if (m_settings_dialog)
recreateSettings();
}
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void MainWindow::onToolsVideoCaptureToggled(bool checked)
{
if (!s_vm_valid)
return;
if (!checked)
{
g_emu_thread->endCapture();
return;
}
const QString container(QString::fromStdString(
Host::GetStringSettingValue("EmuCore/GS", "CaptureContainer", Pcsx2Config::GSOptions::DEFAULT_CAPTURE_CONTAINER)));
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const QString filter(tr("%1 Files (*.%2)").arg(container.toUpper()).arg(container));
QString path(QStringLiteral("%1.%2").arg(QString::fromStdString(GSGetBaseVideoFilename())).arg(container));
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path = QFileDialog::getSaveFileName(this, tr("Video Capture"), path, filter);
if (path.isEmpty())
{
QSignalBlocker sb(m_ui.actionToolsVideoCapture);
m_ui.actionToolsVideoCapture->setChecked(false);
return;
}
g_emu_thread->beginCapture(path);
}
void MainWindow::onSettingsTriggeredFromToolbar()
{
if (s_vm_valid)
{
m_settings_toolbar_menu->exec(QCursor::pos());
}
else
{
doSettings();
}
}
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void MainWindow::saveStateToConfig()
{
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if (!isVisible())
return;
bool changed = false;
const QByteArray geometry(saveGeometry());
const QByteArray geometry_b64(geometry.toBase64());
const std::string old_geometry_b64(Host::GetBaseStringSettingValue("UI", "MainWindowGeometry"));
if (old_geometry_b64 != geometry_b64.constData())
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{
Host::SetBaseStringSettingValue("UI", "MainWindowGeometry", geometry_b64.constData());
changed = true;
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}
const QByteArray state(saveState());
const QByteArray state_b64(state.toBase64());
const std::string old_state_b64(Host::GetBaseStringSettingValue("UI", "MainWindowState"));
if (old_state_b64 != state_b64.constData())
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{
Host::SetBaseStringSettingValue("UI", "MainWindowState", state_b64.constData());
changed = true;
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}
if (changed)
Host::CommitBaseSettingChanges();
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}
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, bool stopping)
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{
const bool starting_or_running = starting || running;
m_ui.actionStartFile->setDisabled(starting_or_running || stopping);
m_ui.actionStartDisc->setDisabled(starting_or_running || stopping);
m_ui.actionStartBios->setDisabled(starting_or_running || stopping);
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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.menuChangeDisc->setEnabled(running);
m_ui.actionSaveState->setEnabled(running);
m_ui.menuSaveState->setEnabled(running);
m_ui.actionViewGameProperties->setEnabled(running);
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m_ui.actionToolsVideoCapture->setEnabled(running);
if (!running && m_ui.actionToolsVideoCapture->isChecked())
{
QSignalBlocker sb(m_ui.actionToolsVideoCapture);
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m_ui.actionToolsVideoCapture->setChecked(false);
}
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m_game_list_widget->setDisabled(starting && !running);
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if (!starting && !running)
{
QSignalBlocker sb(m_ui.actionPause);
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m_ui.actionPause->setChecked(false);
}
// scanning needs to be disabled while running
m_ui.actionScanForNewGames->setDisabled(starting_or_running || stopping);
m_ui.actionRescanAllGames->setDisabled(starting_or_running || stopping);
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}
void MainWindow::updateDisplayRelatedActions(bool has_surface, bool render_to_main, bool fullscreen)
{
// rendering to main, or switched to gamelist/grid
m_ui.actionViewSystemDisplay->setEnabled((has_surface && render_to_main) || (!has_surface && GetMTGS().IsOpen()));
m_ui.menuWindowSize->setEnabled(has_surface && !fullscreen);
m_ui.actionFullscreen->setEnabled(has_surface);
{
QSignalBlocker blocker(m_ui.actionFullscreen);
m_ui.actionFullscreen->setChecked(fullscreen);
}
}
void MainWindow::updateStatusBarWidgetVisibility()
{
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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();
}
};
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Update(m_status_verbose_widget, s_vm_valid, 1);
Update(m_status_renderer_widget, s_vm_valid, 0);
Update(m_status_resolution_widget, s_vm_valid, 0);
Update(m_status_fps_widget, s_vm_valid, 0);
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Update(m_status_vps_widget, s_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 (!s_vm_valid || m_current_game_name.isEmpty())
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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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}
}
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void MainWindow::updateWindowState(bool force_visible)
{
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// Skip all of this when we're closing, since we don't want to make ourselves visible and cancel it.
if (m_is_closing)
return;
const bool hide_window = !isRenderingToMain() && shouldHideMainWindow();
const bool disable_resize = Host::GetBoolSettingValue("UI", "DisableWindowResize", false);
const bool has_window = s_vm_valid || m_display_widget;
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// Need to test both valid and display widget because of startup (vm invalid while window is created).
const bool visible = force_visible || !hide_window || !has_window;
if (isVisible() != visible)
setVisible(visible);
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// No point changing realizability if we're not visible.
const bool resizeable = force_visible || !disable_resize || !has_window;
if (visible)
QtUtils::SetWindowResizeable(this, resizeable);
// Update the display widget too if rendering separately.
if (m_display_widget && !isRenderingToMain())
QtUtils::SetWindowResizeable(getDisplayContainer(), resizeable);
}
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void MainWindow::setProgressBar(int current, int total)
{
const int value = (total != 0) ? ((current * 100) / total) : 0;
if (m_status_progress_widget->value() != value)
m_status_progress_widget->setValue(value);
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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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if (s_use_central_widget)
return (centralWidget() == m_game_list_widget);
else
return (m_ui.mainContainer->currentIndex() == 0);
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}
bool MainWindow::isRenderingFullscreen() const
{
if (!GetMTGS().IsOpen() || !m_display_widget)
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return false;
return getDisplayContainer()->isFullScreen();
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}
bool MainWindow::isRenderingToMain() const
{
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if (s_use_central_widget)
return (m_display_widget && centralWidget() == m_display_widget);
else
return (m_display_widget && m_ui.mainContainer->indexOf(m_display_widget) == 1);
}
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bool MainWindow::shouldHideMouseCursor() const
{
return (isRenderingFullscreen() && Host::GetBoolSettingValue("UI", "HideMouseCursor", false)) || m_relative_mouse_mode;
}
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bool MainWindow::shouldHideMainWindow() const
{
// NOTE: We can't use isRenderingToMain() here, because this happens post-fullscreen-switch.
return Host::GetBoolSettingValue("UI", "HideMainWindowWhenRunning", false) ||
(g_emu_thread->shouldRenderToMain() && isRenderingFullscreen()) || QtHost::InNoGUIMode();
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}
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void MainWindow::switchToGameListView()
{
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if (isShowingGameList())
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{
m_game_list_widget->setFocus();
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return;
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}
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if (m_display_created)
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{
m_was_paused_on_surface_loss = s_vm_paused;
if (!s_vm_paused)
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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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}
}
void MainWindow::switchToEmulationView()
{
if (!m_display_created || !isShowingGameList())
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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 (s_vm_paused && !m_was_paused_on_surface_loss)
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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 (s_vm_valid)
return;
m_game_list_widget->refresh(invalidate_cache);
}
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void MainWindow::cancelGameListRefresh()
{
m_game_list_widget->cancelRefresh();
}
void MainWindow::reportError(const QString& title, const QString& message)
{
QMessageBox::critical(this, title, message);
}
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bool MainWindow::confirmMessage(const QString& title, const QString& message)
{
VMLock lock(pauseAndLockVM());
return (QMessageBox::question(this, title, message) == QMessageBox::Yes);
}
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void MainWindow::runOnUIThread(const std::function<void()>& func)
{
func();
}
bool MainWindow::requestShutdown(bool allow_confirm, bool allow_save_to_state, bool default_save_to_state)
{
if (!s_vm_valid)
return true;
// If we don't have a crc, we can't save state.
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allow_save_to_state &= (m_current_game_crc != 0);
bool save_state = allow_save_to_state && default_save_to_state;
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// Only confirm on UI thread because we need to display a msgbox.
if (!m_is_closing && allow_confirm && !GSDumpReplayer::IsReplayingDump() && Host::GetBoolSettingValue("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(tr("Are you sure you want to shut down the virtual machine?"));
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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();
// Don't switch back to fullscreen when we're shutting down anyway.
lock.cancelResume();
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}
// This is a little bit annoying. Qt will close everything down if we don't have at least one window visible,
// but we might not be visible because the user is using render-to-separate and hide. We don't want to always
// reshow the main window during display updates, because otherwise fullscreen transitions and renderer switches
// would briefly show and then hide the main window. So instead, we do it on shutdown, here. Except if we're in
// batch mode, when we're going to exit anyway.
if (!isRenderingToMain() && isHidden() && !QtHost::InBatchMode() && !g_emu_thread->isRunningFullscreenUI())
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updateWindowState(true);
// Clear the VM valid state early. That way we can't do anything in the UI if we take a while to shut down.
if (s_vm_valid)
{
s_vm_valid = false;
updateEmulationActions(false, false, true);
updateDisplayRelatedActions(false, false, false);
}
// Now we can actually shut down the VM.
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g_emu_thread->shutdownVM(save_state);
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return true;
}
void MainWindow::requestExit(bool allow_confirm)
{
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// requestShutdown() clears this flag.
const bool vm_was_valid = QtHost::IsVMValid();
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// this is block, because otherwise closeEvent() will also prompt
if (!requestShutdown(allow_confirm, true, EmuConfig.SaveStateOnShutdown))
return;
// VM stopped signal won't have fired yet, so queue an exit if we still have one.
// Otherwise, immediately exit, because there's no VM to exit us later.
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if (vm_was_valid)
m_is_closing = true;
else
QGuiApplication::quit();
}
void MainWindow::checkForSettingChanges()
{
if (m_display_widget)
updateDisplayWidgetCursor();
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updateWindowState();
}
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std::optional<WindowInfo> MainWindow::getWindowInfo()
{
if (!m_display_widget || isRenderingToMain())
return QtUtils::GetWindowInfoForWidget(this);
else if (QWidget* widget = getDisplayContainer())
return QtUtils::GetWindowInfoForWidget(widget);
else
return std::nullopt;
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}
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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()
{
m_ui.statusBar->clearMessage();
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 (s_vm_valid)
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{
// change disc on double click
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if (!entry->IsDisc())
{
QMessageBox::critical(this, tr("Error"), tr("You must select a disc to change discs."));
return;
}
doDiscChange(CDVD_SourceType::Iso, QString::fromStdString(entry->path));
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return;
}
// we might still be saving a resume state...
VMManager::WaitForSaveStateFlush();
const std::optional<bool> resume =
promptForResumeState(QString::fromStdString(VMManager::GetSaveStateFileName(entry->serial.c_str(), entry->crc, -1)));
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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..."));
action->setEnabled(!entry->serial.empty() || entry->type == GameList::EntryType::ELF);
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if (action->isEnabled())
{
connect(action, &QAction::triggered, [entry]() {
SettingsDialog::openGamePropertiesDialog(
entry, (entry->type != GameList::EntryType::ELF) ? std::string_view(entry->serial) : std::string_view(), entry->crc);
});
}
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//: Refers to the directory where a game is contained.
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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); });
connect(menu.addAction(tr("Reset Play Time")), &QAction::triggered, [this, entry]() { clearGameListEntryPlayTime(entry); });
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menu.addSeparator();
if (!s_vm_valid)
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{
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())
{
action = menu.addAction(tr("Boot and Debug"));
connect(action, &QAction::triggered, [this, entry]() {
DebugInterface::setPauseOnEntry(true);
startGameListEntry(entry);
getDebuggerWindow()->show();
});
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}
menu.addSeparator();
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populateLoadStateMenu(&menu, QString::fromStdString(entry->path), QString::fromStdString(entry->serial), entry->crc);
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}
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else if (entry->IsDisc())
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{
action = menu.addAction(tr("Change Disc"));
connect(action, &QAction::triggered, [this, entry]() {
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g_emu_thread->changeDisc(CDVD_SourceType::Iso, QString::fromStdString(entry->path));
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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()
{
const QString path(
QDir::toNativeSeparators(QFileDialog::getOpenFileName(this, tr("Start File"), QString(), tr(OPEN_FILE_FILTER), nullptr)));
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if (path.isEmpty())
return;
doStartFile(std::nullopt, path);
}
void MainWindow::onStartDiscActionTriggered()
{
QString path(getDiscDevicePath(tr("Start Disc")));
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if (path.isEmpty())
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return;
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doStartFile(CDVD_SourceType::Disc, 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;
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g_emu_thread->changeDisc(CDVD_SourceType::Iso, filename);
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}
void MainWindow::onChangeDiscFromGameListActionTriggered()
{
m_was_disc_change_request = true;
switchToGameListView();
}
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void MainWindow::onChangeDiscFromDeviceActionTriggered()
{
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QString path(getDiscDevicePath(tr("Change Disc")));
if (path.isEmpty())
return;
g_emu_thread->changeDisc(CDVD_SourceType::Disc, path);
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}
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void MainWindow::onRemoveDiscActionTriggered()
{
g_emu_thread->changeDisc(CDVD_SourceType::NoDisc, QString());
}
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void MainWindow::onChangeDiscMenuAboutToShow()
{
// TODO: This is where we would populate the playlist if there is one.
}
void MainWindow::onChangeDiscMenuAboutToHide()
{
}
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void MainWindow::onLoadStateMenuAboutToShow()
{
m_ui.menuLoadState->clear();
updateSaveStateMenusEnableState(!m_current_game_serial.isEmpty());
populateLoadStateMenu(m_ui.menuLoadState, m_current_disc_path, m_current_game_serial, m_current_game_crc);
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}
void MainWindow::onSaveStateMenuAboutToShow()
{
m_ui.menuSaveState->clear();
updateSaveStateMenusEnableState(!m_current_game_serial.isEmpty());
populateSaveStateMenu(m_ui.menuSaveState, m_current_game_serial, m_current_game_crc);
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}
void MainWindow::onViewToolbarActionToggled(bool checked)
{
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Host::SetBaseBoolSettingValue("UI", "ShowToolbar", checked);
Host::CommitBaseSettingChanges();
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m_ui.toolBar->setVisible(checked);
}
void MainWindow::onViewLockToolbarActionToggled(bool checked)
{
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Host::SetBaseBoolSettingValue("UI", "LockToolbar", checked);
Host::CommitBaseSettingChanges();
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m_ui.toolBar->setMovable(!checked);
}
void MainWindow::onViewStatusBarActionToggled(bool checked)
{
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Host::SetBaseBoolSettingValue("UI", "ShowStatusBar", checked);
Host::CommitBaseSettingChanges();
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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_display_created)
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switchToEmulationView();
}
void MainWindow::onViewGamePropertiesActionTriggered()
{
if (!s_vm_valid)
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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() || !m_current_elf_override.isEmpty())
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{
auto lock = GameList::GetLock();
const GameList::Entry* entry = m_current_elf_override.isEmpty() ?
GameList::GetEntryForPath(m_current_disc_path.toUtf8().constData()) :
GameList::GetEntryForPath(m_current_elf_override.toUtf8().constData());
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if (entry)
{
SettingsDialog::openGamePropertiesDialog(
entry, m_current_elf_override.isEmpty() ? std::string_view(entry->serial) : std::string_view(), 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();
}
void MainWindow::checkForUpdates(bool display_message, bool force_check)
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{
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>");
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#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;
if (force_check)
{
// Wipe out the last version, that way it displays the update if we've previously skipped it.
Host::RemoveBaseSettingValue("AutoUpdater", "LastVersion");
Host::CommitBaseSettingChanges();
}
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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, false);
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}
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void MainWindow::onToolsOpenDataDirectoryTriggered()
{
const QString path(QString::fromStdString(EmuFolders::DataRoot));
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QtUtils::OpenURL(this, QUrl::fromLocalFile(path));
}
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void MainWindow::onToolsCoverDownloaderTriggered()
{
CoverDownloadDialog dlg(this);
connect(&dlg, &CoverDownloadDialog::coverRefreshRequested, m_game_list_widget, &GameListWidget::refreshGridCovers);
dlg.exec();
}
void MainWindow::updateTheme()
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{
QtHost::UpdateApplicationTheme();
m_game_list_widget->refreshImages();
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}
void MainWindow::onInputRecNewActionTriggered()
{
const bool wasPaused = s_vm_paused;
const bool wasRunning = s_vm_valid;
if (wasRunning && !wasPaused)
{
g_emu_thread->setVMPaused(true);
}
NewInputRecordingDlg dlg(this);
const auto result = dlg.exec();
if (result == QDialog::Accepted)
{
Host::RunOnCPUThread(
[&, filePath = dlg.getFilePath(), fromSavestate = dlg.getInputRecType() == InputRecording::Type::FROM_SAVESTATE,
authorName = dlg.getAuthorName()]() {
if (g_InputRecording.create(filePath, fromSavestate, authorName))
{
QtHost::RunOnUIThread([&]() {
m_ui.actionInputRecNew->setEnabled(false);
m_ui.actionInputRecStop->setEnabled(true);
m_ui.actionReset->setEnabled(!g_InputRecording.isTypeSavestate());
});
}
});
}
if (wasRunning && !wasPaused)
{
g_emu_thread->setVMPaused(false);
}
}
void MainWindow::onInputRecPlayActionTriggered()
{
const bool wasPaused = s_vm_paused;
if (!wasPaused)
{
g_emu_thread->setVMPaused(true);
}
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();
}
else
{
if (!wasPaused)
{
g_emu_thread->setVMPaused(false);
return;
}
}
if (fileNames.length() > 0)
{
if (g_InputRecording.isActive())
{
Host::RunOnCPUThread([]() { g_InputRecording.stop(); });
m_ui.actionInputRecStop->setEnabled(false);
}
Host::RunOnCPUThread([&, filename = fileNames.first().toStdString()]() {
if (g_InputRecording.play(filename))
{
QtHost::RunOnUIThread([&]() {
m_ui.actionInputRecNew->setEnabled(false);
m_ui.actionInputRecStop->setEnabled(true);
m_ui.actionReset->setEnabled(!g_InputRecording.isTypeSavestate());
});
}
});
}
}
void MainWindow::onInputRecStopActionTriggered()
{
if (g_InputRecording.isActive())
{
Host::RunOnCPUThread([&]() {
g_InputRecording.stop();
QtHost::RunOnUIThread([&]() {
m_ui.actionInputRecNew->setEnabled(true);
m_ui.actionInputRecStop->setEnabled(false);
m_ui.actionReset->setEnabled(true);
});
});
}
}
void MainWindow::onInputRecOpenSettingsTriggered()
{
// TODO - Vaser - Implement
}
InputRecordingViewer* MainWindow::getInputRecordingViewer()
{
if (!m_input_recording_viewer)
{
m_input_recording_viewer = new InputRecordingViewer(this);
}
return m_input_recording_viewer;
}
void MainWindow::updateInputRecordingActions(bool started)
{
m_ui.actionInputRecNew->setEnabled(started);
m_ui.actionInputRecPlay->setEnabled(started);
}
void MainWindow::onInputRecOpenViewer()
{
InputRecordingViewer* viewer = getInputRecordingViewer();
if (!viewer->isVisible())
{
viewer->show();
}
}
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void MainWindow::onVMStarting()
{
s_vm_valid = true;
updateEmulationActions(true, false, false);
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updateWindowTitle();
// prevent loading state until we're fully initialized
updateSaveStateMenusEnableState(false);
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}
void MainWindow::onVMStarted()
{
s_vm_valid = true;
m_was_disc_change_request = false;
updateEmulationActions(true, true, false);
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updateWindowTitle();
updateStatusBarWidgetVisibility();
updateInputRecordingActions(true);
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}
void MainWindow::onVMPaused()
{
// update UI
{
QSignalBlocker sb(m_ui.actionPause);
m_ui.actionPause->setChecked(true);
}
s_vm_paused = true;
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updateWindowTitle();
updateStatusBarWidgetVisibility();
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m_last_fps_status = m_status_verbose_widget->text();
m_status_verbose_widget->setText(tr("Paused"));
if (m_display_widget)
updateDisplayWidgetCursor();
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}
void MainWindow::onVMResumed()
{
// update UI
{
QSignalBlocker sb(m_ui.actionPause);
m_ui.actionPause->setChecked(false);
}
s_vm_paused = false;
m_was_disc_change_request = false;
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updateWindowTitle();
updateStatusBarWidgetVisibility();
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m_status_verbose_widget->setText(m_last_fps_status);
m_last_fps_status = QString();
if (m_display_widget)
{
updateDisplayWidgetCursor();
m_display_widget->setFocus();
}
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}
void MainWindow::onVMStopped()
{
s_vm_valid = false;
s_vm_paused = false;
m_last_fps_status = QString();
updateEmulationActions(false, false, false);
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updateWindowTitle();
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updateWindowState();
updateStatusBarWidgetVisibility();
updateInputRecordingActions(false);
// If we're closing or in batch mode, quit the whole application now.
if (m_is_closing || QtHost::InBatchMode())
{
QApplication::processEvents(QEventLoop::ExcludeUserInputEvents, 1);
QCoreApplication::quit();
return;
}
if (m_display_widget)
updateDisplayWidgetCursor();
else
switchToGameListView();
// reload played time
if (m_game_list_widget->isShowingGameList())
m_game_list_widget->refresh(false);
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}
void MainWindow::onGameChanged(const QString& path, const QString& elf_override, const QString& serial, const QString& name, quint32 crc)
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{
m_current_disc_path = path;
m_current_elf_override = elf_override;
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m_current_game_serial = serial;
m_current_game_name = name;
m_current_game_crc = crc;
updateWindowTitle();
updateSaveStateMenusEnableState(!serial.isEmpty());
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}
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();
#ifdef ENABLE_RAINTEGRATION
if (Achievements::IsUsingRAIntegration())
Achievements::RAIntegration::MainWindowChanged((void*)winId());
#endif
}
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void MainWindow::closeEvent(QCloseEvent* event)
{
// If there's no VM, we can just exit as normal.
if (!s_vm_valid)
{
saveStateToConfig();
QMainWindow::closeEvent(event);
return;
}
// But if there is, we have to cancel the action, regardless of whether we ended exiting
// or not. The window still needs to be visible while GS is shutting down.
event->ignore();
// Exit cancelled?
if (!requestShutdown(true, true, EmuConfig.SaveStateOnShutdown))
return;
// Application will be exited in VM stopped handler.
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m_is_closing = true;
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}
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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 = QDir::toNativeSeparators(urls.front().toLocalFile());
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}
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))
{
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// can't load a save state without a current VM
if (s_vm_valid)
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{
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 (s_vm_valid)
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doDiscChange(CDVD_SourceType::Iso, filename);
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else
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doStartFile(std::nullopt, filename);
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}
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}
void MainWindow::registerForDeviceNotifications()
{
#ifdef _WIN32
// We use these notifications to detect when a controller is connected or disconnected.
DEV_BROADCAST_DEVICEINTERFACE_W filter = {sizeof(DEV_BROADCAST_DEVICEINTERFACE_W), DBT_DEVTYP_DEVICEINTERFACE};
m_device_notification_handle =
RegisterDeviceNotificationW((HANDLE)winId(), &filter, DEVICE_NOTIFY_WINDOW_HANDLE | DEVICE_NOTIFY_ALL_INTERFACE_CLASSES);
#endif
}
void MainWindow::unregisterForDeviceNotifications()
{
#ifdef _WIN32
if (!m_device_notification_handle)
return;
UnregisterDeviceNotification(static_cast<HDEVNOTIFY>(m_device_notification_handle));
m_device_notification_handle = nullptr;
#endif
}
#ifdef _WIN32
bool MainWindow::nativeEvent(const QByteArray& eventType, void* message, qintptr* result)
{
static constexpr const char win_type[] = "windows_generic_MSG";
if (eventType == QByteArray(win_type, sizeof(win_type) - 1))
{
const MSG* msg = static_cast<const MSG*>(message);
if (msg->message == WM_DEVICECHANGE && msg->wParam == DBT_DEVNODES_CHANGED)
{
g_emu_thread->reloadInputDevices();
*result = 1;
return true;
}
}
return QMainWindow::nativeEvent(eventType, message, result);
}
#endif
std::optional<WindowInfo> MainWindow::acquireRenderWindow(bool recreate_window, bool fullscreen, bool render_to_main, bool surfaceless)
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{
DevCon.WriteLn("acquireRenderWindow() recreate=%s fullscreen=%s render_to_main=%s surfaceless=%s", recreate_window ? "true" : "false",
fullscreen ? "true" : "false", render_to_main ? "true" : "false", surfaceless ? "true" : "false");
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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();
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const bool changing_surfaceless = (!m_display_widget != surfaceless);
if (m_display_created && !recreate_window && fullscreen == is_fullscreen && is_rendering_to_main == render_to_main &&
!changing_surfaceless)
{
return m_display_widget ? m_display_widget->getWindowInfo() : WindowInfo();
}
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// 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);
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const bool needs_container = DisplayContainer::isNeeded(fullscreen, render_to_main);
if (m_display_created && !recreate_window && !is_rendering_to_main && !render_to_main && 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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// 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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}
updateDisplayWidgetCursor();
m_display_widget->setFocus();
updateWindowState();
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QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
return m_display_widget->getWindowInfo();
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}
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destroyDisplayWidget(surfaceless);
m_display_created = true;
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// if we're going to surfaceless, we're done here
if (surfaceless)
return WindowInfo();
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createDisplayWidget(fullscreen, render_to_main);
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// we need the surface visible.. this might be able to be replaced with something else
QCoreApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
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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"));
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destroyDisplayWidget(true);
return std::nullopt;
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}
g_emu_thread->connectDisplaySignals(m_display_widget);
updateWindowTitle();
updateWindowState();
m_ui.actionStartFullscreenUI->setEnabled(false);
m_ui.actionStartFullscreenUI2->setEnabled(false);
updateDisplayWidgetCursor();
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m_display_widget->setFocus();
return wi;
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}
void MainWindow::createDisplayWidget(bool fullscreen, bool render_to_main)
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{
// If we're rendering to main and were hidden (e.g. coming back from fullscreen),
// make sure we're visible before trying to add ourselves. Otherwise Wayland breaks.
if (!fullscreen && render_to_main && !isVisible())
{
setVisible(true);
QGuiApplication::sync();
}
QWidget* container;
if (DisplayContainer::isNeeded(fullscreen, render_to_main))
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{
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) ? getContentParent() : 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)
{
// Don't risk doing this on Wayland, it really doesn't like window state changes,
// and positioning has no effect anyway.
if (!s_use_central_widget)
{
if (isVisible() && g_emu_thread->shouldRenderToMain())
container->move(pos());
else
restoreDisplayWindowGeometryFromConfig();
}
container->showFullScreen();
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}
else if (!render_to_main)
{
restoreDisplayWindowGeometryFromConfig();
container->showNormal();
}
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else if (s_use_central_widget)
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{
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m_game_list_widget->setVisible(false);
takeCentralWidget();
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m_game_list_widget->setParent(this); // takeCentralWidget() removes parent
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setCentralWidget(m_display_widget);
m_display_widget->setFocus();
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update();
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}
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else
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{
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pxAssertRel(m_ui.mainContainer->count() == 1, "Has no display widget");
m_ui.mainContainer->addWidget(container);
m_ui.mainContainer->setCurrentIndex(1);
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}
updateDisplayRelatedActions(true, render_to_main, fullscreen);
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// We need the surface visible.
QGuiApplication::sync();
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}
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.
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QtUtils::ResizePotentiallyFixedSizeWindow(getDisplayContainer(), width, height);
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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();
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QtUtils::ResizePotentiallyFixedSizeWindow(this, width, height + extra_height);
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}
void MainWindow::relativeMouseModeRequested(bool enabled)
{
if (m_relative_mouse_mode == enabled)
return;
m_relative_mouse_mode = enabled;
if (s_vm_valid && !s_vm_paused)
updateDisplayWidgetCursor();
}
void MainWindow::releaseRenderWindow()
{
// Now we can safely destroy the display window.
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destroyDisplayWidget(true);
m_display_created = false;
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m_ui.actionViewSystemDisplay->setEnabled(false);
m_ui.actionFullscreen->setEnabled(false);
m_ui.actionStartFullscreenUI->setEnabled(true);
m_ui.actionStartFullscreenUI2->setEnabled(true);
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}
void MainWindow::destroyDisplayWidget(bool show_game_list)
{
if (!m_display_widget)
return;
if (!isRenderingFullscreen() && !isRenderingToMain())
saveDisplayWindowGeometryToConfig();
if (m_display_container)
m_display_container->removeDisplayWidget();
if (isRenderingToMain())
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{
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if (s_use_central_widget)
{
pxAssertRel(centralWidget() == m_display_widget, "Display widget is currently central");
takeCentralWidget();
if (show_game_list)
{
m_game_list_widget->setVisible(true);
setCentralWidget(m_game_list_widget);
m_game_list_widget->resizeTableViewColumnsToFit();
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}
}
else
{
pxAssertRel(m_ui.mainContainer->indexOf(m_display_widget) == 1, "Display widget in stack");
m_ui.mainContainer->removeWidget(m_display_widget);
if (show_game_list)
{
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m_ui.mainContainer->setCurrentIndex(0);
m_game_list_widget->resizeTableViewColumnsToFit();
}
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}
}
if (m_display_widget)
{
m_display_widget->deleteLater();
m_display_widget = nullptr;
}
if (m_display_container)
{
m_display_container->deleteLater();
m_display_container = nullptr;
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}
updateDisplayRelatedActions(false, false, false);
}
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void MainWindow::updateDisplayWidgetCursor()
{
m_display_widget->updateRelativeMode(s_vm_valid && !s_vm_paused && m_relative_mouse_mode);
m_display_widget->updateCursor(s_vm_valid && !s_vm_paused && shouldHideMouseCursor());
}
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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())
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{
Host::SetBaseStringSettingValue("UI", "DisplayWindowGeometry", geometry_b64.constData());
Host::CommitBaseSettingChanges();
}
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}
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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}
SettingsDialog* MainWindow::getSettingsDialog()
{
if (!m_settings_dialog)
{
m_settings_dialog = new SettingsDialog(this);
connect(m_settings_dialog->getInterfaceSettingsWidget(), &InterfaceSettingsWidget::themeChanged, this, &MainWindow::updateTheme);
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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);
}
DebuggerWindow* MainWindow::getDebuggerWindow()
{
if (!m_debugger_window)
m_debugger_window = new DebuggerWindow(this);
return m_debugger_window;
}
void MainWindow::openDebugger()
{
DebuggerWindow* dwnd = getDebuggerWindow();
dwnd->isVisible() ? dwnd->hide() : dwnd->show();
}
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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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QString MainWindow::getDiscDevicePath(const QString& title)
{
QString ret;
const std::vector<std::string> devices(GetOpticalDriveList());
if (devices.empty())
{
QMessageBox::critical(this, title,
tr("Could not find any CD/DVD-ROM devices. Please ensure you have a drive connected and "
"sufficient permissions to access it."));
return ret;
}
// if there's only one, select it automatically
if (devices.size() == 1)
{
ret = QString::fromStdString(devices.front());
return ret;
}
QStringList input_options;
for (const std::string& name : devices)
input_options.append(QString::fromStdString(name));
QInputDialog input_dialog(this);
input_dialog.setWindowTitle(title);
input_dialog.setLabelText(tr("Select disc drive:"));
input_dialog.setInputMode(QInputDialog::TextInput);
input_dialog.setOptions(QInputDialog::UseListViewForComboBoxItems);
input_dialog.setComboBoxEditable(false);
input_dialog.setComboBoxItems(std::move(input_options));
if (input_dialog.exec() == 0)
return ret;
ret = input_dialog.textValue();
return ret;
}
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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)
{
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())
{
if (QMessageBox::question(this, tr("Cover Already Exists"),
tr("A cover image for this game already exists, do you wish to replace it?"), QMessageBox::Yes,
QMessageBox::No) != QMessageBox::Yes)
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{
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();
}
void MainWindow::clearGameListEntryPlayTime(const GameList::Entry* entry)
{
if (QMessageBox::question(this, tr("Confirm Reset"),
tr("Are you sure you want to reset the play time for '%1'?\n\nThis action cannot be undone.")
.arg(QString::fromStdString(entry->title))) != QMessageBox::Yes)
{
return;
}
GameList::ClearPlayedTimeForSerial(entry->serial);
m_game_list_widget->refresh(false);
}
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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 (s_vm_valid)
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{
// 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 (s_vm_valid)
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{
if (!filename.isEmpty() && m_current_disc_path != filename)
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g_emu_thread->changeDisc(CDVD_SourceType::Iso, 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);
bool has_any_states = false;
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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);
});
QAction* delete_save_states_action = menu->addAction(tr("Delete Save States..."));
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// 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);
has_any_states = true;
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}
}
for (s32 i = 1; i <= VMManager::NUM_SAVE_STATE_SLOTS; i++)
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{
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("Load Slot %1 (%2)").arg(i).arg(formatTimestampForSaveStateMenu(sd.ModificationTime)));
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connect(action, &QAction::triggered, [this, i]() { loadSaveStateSlot(i); });
has_any_states = true;
}
delete_save_states_action->setEnabled(has_any_states);
if (has_any_states)
{
connect(delete_save_states_action, &QAction::triggered, this, [this, serial, crc] {
if (QMessageBox::warning(this, tr("Delete Save States"),
tr("Are you sure you want to delete all save states for %1?\n\nThe saves will not be recoverable.").arg(serial),
QMessageBox::Yes, QMessageBox::No) != QMessageBox::Yes)
{
return;
}
const u32 deleted = VMManager::DeleteSaveStates(serial.toUtf8().constData(), crc, true);
QMessageBox::information(this, tr("Delete Save States"), tr("%1 save states deleted.").arg(deleted));
});
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}
}
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 <= VMManager::NUM_SAVE_STATE_SLOTS; i++)
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{
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::updateSaveStateMenusEnableState(bool enable)
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{
const bool load_enabled = enable;
const bool save_enabled = enable && s_vm_valid;
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m_ui.menuLoadState->setEnabled(load_enabled);
m_ui.actionLoadState->setEnabled(load_enabled);
m_ui.menuSaveState->setEnabled(save_enabled);
m_ui.actionSaveState->setEnabled(save_enabled);
}
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void MainWindow::doStartFile(std::optional<CDVD_SourceType> source, const QString& path)
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{
if (s_vm_valid)
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return;
std::shared_ptr<VMBootParameters> params = std::make_shared<VMBootParameters>();
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params->source_type = source;
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params->filename = path.toStdString();
// we might still be saving a resume state...
VMManager::WaitForSaveStateFlush();
// GetSaveStateFileName() might temporarily mount the ISO to get the serial.
cancelGameListRefresh();
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const std::optional<bool> resume(
promptForResumeState(QString::fromStdString(VMManager::GetSaveStateFileName(params->filename.c_str(), -1))));
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if (!resume.has_value())
return;
else if (resume.value())
params->state_index = -1;
g_emu_thread->startVM(std::move(params));
}
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void MainWindow::doDiscChange(CDVD_SourceType source, const QString& path)
{
const bool is_gs_dump = VMManager::IsGSDumpFileName(path.toStdString());
if (is_gs_dump != GSDumpReplayer::IsReplayingDump())
{
QMessageBox::critical(this, tr("Error"), tr("Cannot switch from game to GS dump or vice versa."));
return;
}
else if (is_gs_dump)
{
Host::RunOnCPUThread([path = path.toStdString()]() { GSDumpReplayer::ChangeDump(path.c_str()); });
return;
}
bool reset_system = false;
if (!m_was_disc_change_request)
{
QMessageBox message(QMessageBox::Question, tr("Confirm Disc Change"),
tr("Do you want to swap discs or boot the new image (via system reset)?"), QMessageBox::NoButton, this);
message.addButton(tr("Swap Disc"), QMessageBox::ActionRole);
QPushButton* reset_button = message.addButton(tr("Reset"), QMessageBox::ActionRole);
QPushButton* cancel_button = message.addButton(QMessageBox::Cancel);
message.setDefaultButton(cancel_button);
message.exec();
if (message.clickedButton() == cancel_button)
return;
reset_system = (message.clickedButton() == reset_button);
}
switchToEmulationView();
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g_emu_thread->changeDisc(source, path);
if (reset_system)
g_emu_thread->resetVM();
}
MainWindow::VMLock MainWindow::pauseAndLockVM()
{
// To switch out of fullscreen when displaying a popup, or not to?
// For Windows, with driver's direct scanout, what renders behind tends to be hit and miss.
// We can't draw anything over exclusive fullscreen, so get out of it in that case.
// Wayland's a pain as usual, we need to recreate the window, which means there'll be a brief
// period when there's no window, and Qt might shut us down. So avoid it there.
// On MacOS, it forces a workspace switch, which is kinda jarring.
#ifndef __APPLE__
const bool was_fullscreen = g_emu_thread->isFullscreen() && !s_use_central_widget;
#else
const bool was_fullscreen = false;
#endif
const bool was_paused = s_vm_paused;
if (!was_paused)
g_emu_thread->setVMPaused(true);
// We need to switch out of exclusive fullscreen before we can display our popup.
// However, we do not want to switch back to render-to-main, the window might have generated this event.
if (was_fullscreen)
{
g_emu_thread->setFullscreen(false, false);
while (QtHost::IsVMValid() && g_emu_thread->isFullscreen())
QApplication::processEvents(QEventLoop::ExcludeUserInputEvents, 1);
}
// Now we'll either have a borderless window, or a regular window (if we were exclusive fullscreen).
QWidget* dialog_parent = getDisplayContainer();
return VMLock(dialog_parent, was_paused, was_fullscreen);
}
void MainWindow::rescanFile(const std::string& path)
{
m_game_list_widget->rescanFile(path);
}
MainWindow::VMLock::VMLock(QWidget* dialog_parent, bool was_paused, bool was_fullscreen)
: m_dialog_parent(dialog_parent)
, m_was_paused(was_paused)
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, 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 = true;
lock.m_was_fullscreen = false;
}
MainWindow::VMLock::~VMLock()
{
if (m_was_fullscreen)
g_emu_thread->setFullscreen(true, true);
if (!m_was_paused)
g_emu_thread->setVMPaused(false);
}
void MainWindow::VMLock::cancelResume()
{
m_was_paused = true;
m_was_fullscreen = false;
}
bool QtHost::IsVMValid()
{
return s_vm_valid;
}
bool QtHost::IsVMPaused()
{
return s_vm_paused;
}