dolphin/Source/Core/DolphinQt2/MainWindow.cpp
2015-12-30 19:03:13 -08:00

251 lines
6.5 KiB
C++

// Copyright 2015 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <QDir>
#include <QFile>
#include <QFileDialog>
#include <QIcon>
#include <QMessageBox>
#include "Core/BootManager.h"
#include "Core/Core.h"
#include "DolphinQt2/Host.h"
#include "DolphinQt2/MainWindow.h"
#include "DolphinQt2/Resources.h"
#include "DolphinQt2/Settings.h"
#include "DolphinQt2/Config/PathDialog.h"
#include "DolphinQt2/GameList/GameListModel.h"
MainWindow::MainWindow() : QMainWindow(nullptr)
{
setWindowTitle(tr("Dolphin"));
setWindowIcon(QIcon(Resources::GetMisc(Resources::LOGO_SMALL)));
MakeGameList();
MakeToolBar();
MakeRenderWidget();
MakeStack();
MakeMenuBar();
}
MainWindow::~MainWindow()
{
m_render_widget->deleteLater();
}
void MainWindow::MakeMenuBar()
{
m_menu_bar = new MenuBar(this);
setMenuBar(m_menu_bar);
connect(m_menu_bar, &MenuBar::Open, this, &MainWindow::Open);
connect(m_menu_bar, &MenuBar::Exit, this, &MainWindow::close);
connect(m_menu_bar, &MenuBar::ShowTable, m_game_list, &GameList::SetTableView);
connect(m_menu_bar, &MenuBar::ShowList, m_game_list, &GameList::SetListView);
}
void MainWindow::MakeToolBar()
{
m_tool_bar = new ToolBar(this);
addToolBar(m_tool_bar);
connect(m_tool_bar, &ToolBar::OpenPressed, this, &MainWindow::Open);
connect(m_tool_bar, &ToolBar::PlayPressed, this, &MainWindow::Play);
connect(m_tool_bar, &ToolBar::PausePressed, this, &MainWindow::Pause);
connect(m_tool_bar, &ToolBar::StopPressed, this, &MainWindow::Stop);
connect(m_tool_bar, &ToolBar::FullScreenPressed, this, &MainWindow::FullScreen);
connect(m_tool_bar, &ToolBar::ScreenShotPressed, this, &MainWindow::ScreenShot);
connect(m_tool_bar, &ToolBar::PathsPressed, this, &MainWindow::PathsConfig);
connect(this, &MainWindow::EmulationStarted, m_tool_bar, &ToolBar::EmulationStarted);
connect(this, &MainWindow::EmulationPaused, m_tool_bar, &ToolBar::EmulationPaused);
connect(this, &MainWindow::EmulationStopped, m_tool_bar, &ToolBar::EmulationStopped);
}
void MainWindow::MakeGameList()
{
m_game_list = new GameList(this);
connect(m_game_list, &GameList::GameSelected, this, &MainWindow::Play);
}
void MainWindow::MakeRenderWidget()
{
m_render_widget = new RenderWidget;
connect(m_render_widget, &RenderWidget::EscapePressed, this, &MainWindow::Stop);
connect(m_render_widget, &RenderWidget::Closed, this, &MainWindow::ForceStop);
m_render_widget->hide();
m_rendering_to_main = false;
}
void MainWindow::MakeStack()
{
m_stack = new QStackedWidget;
m_stack->setMinimumSize(800, 600);
m_stack->addWidget(m_game_list);
setCentralWidget(m_stack);
}
void MainWindow::Open()
{
QString file = QFileDialog::getOpenFileName(this,
tr("Select a File"),
QDir::currentPath(),
tr("All GC/Wii files (*.elf *.dol *.gcm *.iso *.wbfs *.ciso *.gcz *.wad);;"
"All Files (*)"));
if (!file.isEmpty())
StartGame(file);
}
void MainWindow::Play()
{
// If we're in a paused game, start it up again.
// Otherwise, play the selected game, if there is one.
// Otherwise, play the default game.
// Otherwise, play the last played game, if there is one.
// Otherwise, prompt for a new game.
if (Core::GetState() == Core::CORE_PAUSE)
{
Core::SetState(Core::CORE_RUN);
emit EmulationStarted();
}
else
{
QString selection = m_game_list->GetSelectedGame();
if (selection.length() > 0)
{
StartGame(selection);
}
else
{
QString default_path = Settings().GetDefaultGame();
if (!default_path.isEmpty() && QFile::exists(default_path))
{
StartGame(default_path);
}
else
{
QString last_path = Settings().GetLastGame();
if (!last_path.isEmpty() && QFile::exists(last_path))
StartGame(last_path);
else
Open();
}
}
}
}
void MainWindow::Pause()
{
Core::SetState(Core::CORE_PAUSE);
emit EmulationPaused();
}
bool MainWindow::Stop()
{
bool stop = true;
if (Settings().GetConfirmStop())
{
// We could pause the game here and resume it if they say no.
QMessageBox::StandardButton confirm;
confirm = QMessageBox::question(m_render_widget, tr("Confirm"), tr("Stop emulation?"));
stop = (confirm == QMessageBox::Yes);
}
if (stop)
ForceStop();
return stop;
}
void MainWindow::ForceStop()
{
BootManager::Stop();
HideRenderWidget();
emit EmulationStopped();
}
void MainWindow::FullScreen()
{
// If the render widget is fullscreen we want to reset it to whatever is in
// settings. If it's set to be fullscreen then it just remakes the window,
// which probably isn't ideal.
bool was_fullscreen = m_render_widget->isFullScreen();
HideRenderWidget();
if (was_fullscreen)
ShowRenderWidget();
else
m_render_widget->showFullScreen();
}
void MainWindow::ScreenShot()
{
Core::SaveScreenShot();
}
void MainWindow::PathsConfig()
{
PathDialog* paths = new PathDialog(this);
connect(paths, &PathDialog::PathAdded, m_game_list, &GameList::DirectoryAdded);
connect(paths, &PathDialog::PathRemoved, m_game_list, &GameList::DirectoryRemoved);
paths->exec();
}
void MainWindow::StartGame(const QString& path)
{
// If we're running, only start a new game once we've stopped the last.
if (Core::GetState() != Core::CORE_UNINITIALIZED)
{
if (!Stop())
return;
}
// Boot up, show an error if it fails to load the game.
if (!BootManager::BootCore(path.toStdString()))
{
QMessageBox::critical(this, tr("Error"), tr("Failed to init core"), QMessageBox::Ok);
return;
}
Settings().SetLastGame(path);
ShowRenderWidget();
emit EmulationStarted();
}
void MainWindow::ShowRenderWidget()
{
Settings settings;
if (settings.GetRenderToMain())
{
// If we're rendering to main, add it to the stack and update our title when necessary.
m_rendering_to_main = true;
m_stack->setCurrentIndex(m_stack->addWidget(m_render_widget));
connect(Host::GetInstance(), &Host::RequestTitle, this, &MainWindow::setWindowTitle);
}
else
{
// Otherwise, just show it.
m_rendering_to_main = false;
if (settings.GetFullScreen())
{
m_render_widget->showFullScreen();
}
else
{
m_render_widget->setFixedSize(settings.GetRenderWindowSize());
m_render_widget->showNormal();
}
}
}
void MainWindow::HideRenderWidget()
{
if (m_rendering_to_main)
{
// Remove the widget from the stack and reparent it to nullptr, so that it can draw
// itself in a new window if it wants. Disconnect the title updates.
m_stack->removeWidget(m_render_widget);
m_render_widget->setParent(nullptr);
m_rendering_to_main = false;
disconnect(Host::GetInstance(), &Host::RequestTitle, this, &MainWindow::setWindowTitle);
setWindowTitle(tr("Dolphin"));
}
m_render_widget->hide();
}