dolphin/Source/Core/DolphinQt/MainWindow.cpp
Léo Lam 522cb6b137
IOS: Use less ambiguous names for classes
Some of the device names can be ambiguous and require fully or partly
qualifying the name (e.g. IOS::HLE::FS::) in a somewhat verbose way.

Additionally, insufficiently qualified names are prone to breaking.
Consider the example of IOS::HLE::FS:: (namespace) and
IOS::HLE::Device::FS (class). If we use FS::Foo in a file that doesn't
know about the class, everything will work fine. However, as soon as
Device::FS is declared via a header include or even just forward
declared, that code will cease to compile because FS:: now resolves
to Device::FS if FS::Foo was used in the Device namespace.

It also leads to having to write IOS::ES:: to access ES types and
utilities even for code that is already under the IOS namespace.

The fix for this is simple: rename the device classes and give them
a "device" suffix in their names if the existing ones may be ambiguous.
This makes it clear whether we're referring to the device class or to
something else.

This is not any longer to type, considering it lets us get rid of the
Device namespace, which is now wholly unnecessary.

There are no functional changes in this commit.

A future commit will fix unnecessarily qualified names.
2021-02-12 21:40:31 +01:00

1774 lines
56 KiB
C++

// Copyright 2015 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <QApplication>
#include <QCloseEvent>
#include <QDateTime>
#include <QDir>
#include <QDragEnterEvent>
#include <QDropEvent>
#include <QFileDialog>
#include <QFileInfo>
#include <QIcon>
#include <QMimeData>
#include <QStackedWidget>
#include <QVBoxLayout>
#include <QWindow>
#include <future>
#include <optional>
#include <variant>
#if defined(__unix__) || defined(__unix) || defined(__APPLE__)
#include <signal.h>
#include "QtUtils/SignalDaemon.h"
#endif
#ifndef _WIN32
#include <qpa/qplatformnativeinterface.h>
#endif
#include "Common/ScopeGuard.h"
#include "Common/Version.h"
#include "Common/WindowSystemInfo.h"
#include "Core/Boot/Boot.h"
#include "Core/BootManager.h"
#include "Core/CommonTitles.h"
#include "Core/Config/MainSettings.h"
#include "Core/Config/NetplaySettings.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/FreeLookManager.h"
#include "Core/HW/DVD/DVDInterface.h"
#include "Core/HW/GCKeyboard.h"
#include "Core/HW/GCPad.h"
#include "Core/HW/ProcessorInterface.h"
#include "Core/HW/SI/SI_Device.h"
#include "Core/HW/Wiimote.h"
#include "Core/HW/WiimoteEmu/WiimoteEmu.h"
#include "Core/HotkeyManager.h"
#include "Core/IOS/USB/Bluetooth/BTEmu.h"
#include "Core/IOS/USB/Bluetooth/WiimoteDevice.h"
#include "Core/Movie.h"
#include "Core/NetPlayClient.h"
#include "Core/NetPlayProto.h"
#include "Core/NetPlayServer.h"
#include "Core/State.h"
#include "DiscIO/NANDImporter.h"
#include "DolphinQt/AboutDialog.h"
#include "DolphinQt/CheatsManager.h"
#include "DolphinQt/Config/ControllersWindow.h"
#include "DolphinQt/Config/FreeLookWindow.h"
#include "DolphinQt/Config/Graphics/GraphicsWindow.h"
#include "DolphinQt/Config/LogConfigWidget.h"
#include "DolphinQt/Config/LogWidget.h"
#include "DolphinQt/Config/Mapping/MappingWindow.h"
#include "DolphinQt/Config/SettingsWindow.h"
#include "DolphinQt/Debugger/BreakpointWidget.h"
#include "DolphinQt/Debugger/CodeViewWidget.h"
#include "DolphinQt/Debugger/CodeWidget.h"
#include "DolphinQt/Debugger/JITWidget.h"
#include "DolphinQt/Debugger/MemoryWidget.h"
#include "DolphinQt/Debugger/NetworkWidget.h"
#include "DolphinQt/Debugger/RegisterWidget.h"
#include "DolphinQt/Debugger/ThreadWidget.h"
#include "DolphinQt/Debugger/WatchWidget.h"
#include "DolphinQt/DiscordHandler.h"
#include "DolphinQt/FIFO/FIFOPlayerWindow.h"
#include "DolphinQt/GCMemcardManager.h"
#include "DolphinQt/GameList/GameList.h"
#include "DolphinQt/Host.h"
#include "DolphinQt/HotkeyScheduler.h"
#include "DolphinQt/MainWindow.h"
#include "DolphinQt/MenuBar.h"
#include "DolphinQt/NKitWarningDialog.h"
#include "DolphinQt/NetPlay/NetPlayBrowser.h"
#include "DolphinQt/NetPlay/NetPlayDialog.h"
#include "DolphinQt/NetPlay/NetPlaySetupDialog.h"
#include "DolphinQt/QtUtils/FileOpenEventFilter.h"
#include "DolphinQt/QtUtils/ModalMessageBox.h"
#include "DolphinQt/QtUtils/ParallelProgressDialog.h"
#include "DolphinQt/QtUtils/QueueOnObject.h"
#include "DolphinQt/QtUtils/RunOnObject.h"
#include "DolphinQt/QtUtils/WindowActivationEventFilter.h"
#include "DolphinQt/RenderWidget.h"
#include "DolphinQt/ResourcePackManager.h"
#include "DolphinQt/Resources.h"
#include "DolphinQt/SearchBar.h"
#include "DolphinQt/Settings.h"
#include "DolphinQt/TAS/GCTASInputWindow.h"
#include "DolphinQt/TAS/WiiTASInputWindow.h"
#include "DolphinQt/ToolBar.h"
#include "DolphinQt/WiiUpdate.h"
#include "InputCommon/ControllerInterface/ControllerInterface.h"
#include "UICommon/DiscordPresence.h"
#include "UICommon/GameFile.h"
#include "UICommon/ResourcePack/Manager.h"
#include "UICommon/ResourcePack/Manifest.h"
#include "UICommon/ResourcePack/ResourcePack.h"
#include "UICommon/UICommon.h"
#include "VideoCommon/NetPlayChatUI.h"
#include "VideoCommon/VideoConfig.h"
#if defined(HAVE_XRANDR) && HAVE_XRANDR
#include "UICommon/X11Utils.h"
// This #define within X11/X.h conflicts with our WiimoteSource enum.
#undef None
#endif
#if defined(__unix__) || defined(__unix) || defined(__APPLE__)
void MainWindow::OnSignal()
{
close();
}
static void InstallSignalHandler()
{
struct sigaction sa;
sa.sa_handler = &SignalDaemon::HandleInterrupt;
sigemptyset(&sa.sa_mask);
sa.sa_flags = SA_RESETHAND;
sigaction(SIGINT, &sa, nullptr);
sigaction(SIGTERM, &sa, nullptr);
}
#endif
static WindowSystemType GetWindowSystemType()
{
// Determine WSI type based on Qt platform.
QString platform_name = QGuiApplication::platformName();
if (platform_name == QStringLiteral("windows"))
return WindowSystemType::Windows;
else if (platform_name == QStringLiteral("cocoa"))
return WindowSystemType::MacOS;
else if (platform_name == QStringLiteral("xcb"))
return WindowSystemType::X11;
else if (platform_name == QStringLiteral("wayland"))
return WindowSystemType::Wayland;
else if (platform_name == QStringLiteral("haiku"))
return WindowSystemType::Haiku;
ModalMessageBox::critical(
nullptr, QStringLiteral("Error"),
QString::asprintf("Unknown Qt platform: %s", platform_name.toStdString().c_str()));
return WindowSystemType::Headless;
}
static WindowSystemInfo GetWindowSystemInfo(QWindow* window)
{
WindowSystemInfo wsi;
wsi.type = GetWindowSystemType();
// Our Win32 Qt external doesn't have the private API.
#if defined(WIN32) || defined(__APPLE__) || defined(__HAIKU__)
wsi.render_window = window ? reinterpret_cast<void*>(window->winId()) : nullptr;
wsi.render_surface = wsi.render_window;
#else
QPlatformNativeInterface* pni = QGuiApplication::platformNativeInterface();
wsi.display_connection = pni->nativeResourceForWindow("display", window);
if (wsi.type == WindowSystemType::Wayland)
wsi.render_window = window ? pni->nativeResourceForWindow("surface", window) : nullptr;
else
wsi.render_window = window ? reinterpret_cast<void*>(window->winId()) : nullptr;
wsi.render_surface = wsi.render_window;
#endif
wsi.render_surface_scale = window ? static_cast<float>(window->devicePixelRatio()) : 1.0f;
return wsi;
}
static std::vector<std::string> StringListToStdVector(QStringList list)
{
std::vector<std::string> result;
result.reserve(list.size());
for (const QString& s : list)
result.push_back(s.toStdString());
return result;
}
MainWindow::MainWindow(std::unique_ptr<BootParameters> boot_parameters,
const std::string& movie_path)
: QMainWindow(nullptr)
{
setWindowTitle(QString::fromStdString(Common::scm_rev_str));
setWindowIcon(Resources::GetAppIcon());
setUnifiedTitleAndToolBarOnMac(true);
setAcceptDrops(true);
setAttribute(Qt::WA_NativeWindow);
InitControllers();
CreateComponents();
ConnectGameList();
ConnectHost();
ConnectToolBar();
ConnectRenderWidget();
ConnectStack();
ConnectMenuBar();
ConnectHotkeys();
InitCoreCallbacks();
NetPlayInit();
#if defined(__unix__) || defined(__unix) || defined(__APPLE__)
auto* daemon = new SignalDaemon(this);
connect(daemon, &SignalDaemon::InterruptReceived, this, &MainWindow::OnSignal);
InstallSignalHandler();
#endif
if (boot_parameters)
{
m_pending_boot = std::move(boot_parameters);
if (!movie_path.empty())
{
if (Movie::PlayInput(movie_path, &m_pending_boot->savestate_path))
emit RecordingStatusChanged(true);
}
}
QSettings& settings = Settings::GetQSettings();
restoreState(settings.value(QStringLiteral("mainwindow/state")).toByteArray());
restoreGeometry(settings.value(QStringLiteral("mainwindow/geometry")).toByteArray());
m_render_widget_geometry = settings.value(QStringLiteral("renderwidget/geometry")).toByteArray();
// Restoring of window states can sometimes go wrong, resulting in widgets being visible when they
// shouldn't be so we have to reapply all our rules afterwards.
Settings::Instance().RefreshWidgetVisibility();
if (!ResourcePack::Init())
ModalMessageBox::critical(this, tr("Error"),
tr("Error occured while loading some texture packs"));
for (auto& pack : ResourcePack::GetPacks())
{
if (!pack.IsValid())
{
ModalMessageBox::critical(this, tr("Error"),
tr("Invalid Pack %1 provided: %2")
.arg(QString::fromStdString(pack.GetPath()))
.arg(QString::fromStdString(pack.GetError())));
return;
}
}
}
MainWindow::~MainWindow()
{
// Shut down NetPlay first to avoid race condition segfault
Settings::Instance().ResetNetPlayClient();
Settings::Instance().ResetNetPlayServer();
delete m_render_widget;
delete m_netplay_dialog;
for (int i = 0; i < 4; i++)
{
delete m_gc_tas_input_windows[i];
delete m_wii_tas_input_windows[i];
}
ShutdownControllers();
QSettings& settings = Settings::GetQSettings();
settings.setValue(QStringLiteral("mainwindow/state"), saveState());
settings.setValue(QStringLiteral("mainwindow/geometry"), saveGeometry());
settings.setValue(QStringLiteral("renderwidget/geometry"), m_render_widget_geometry);
Config::Save();
}
void MainWindow::InitControllers()
{
if (g_controller_interface.IsInit())
return;
g_controller_interface.Initialize(GetWindowSystemInfo(windowHandle()));
Pad::Initialize();
Keyboard::Initialize();
Wiimote::Initialize(Wiimote::InitializeMode::DO_NOT_WAIT_FOR_WIIMOTES);
FreeLook::Initialize();
m_hotkey_scheduler = new HotkeyScheduler();
m_hotkey_scheduler->Start();
// Defaults won't work reliabily without loading and saving the config first
Wiimote::LoadConfig();
Wiimote::GetConfig()->SaveConfig();
Pad::LoadConfig();
Pad::GetConfig()->SaveConfig();
Keyboard::LoadConfig();
Keyboard::GetConfig()->SaveConfig();
FreeLook::LoadInputConfig();
FreeLook::GetInputConfig()->SaveConfig();
}
void MainWindow::ShutdownControllers()
{
m_hotkey_scheduler->Stop();
Pad::Shutdown();
Keyboard::Shutdown();
Wiimote::Shutdown();
HotkeyManagerEmu::Shutdown();
FreeLook::Shutdown();
g_controller_interface.Shutdown();
m_hotkey_scheduler->deleteLater();
}
void MainWindow::InitCoreCallbacks()
{
connect(&Settings::Instance(), &Settings::EmulationStateChanged, this, [=](Core::State state) {
if (state == Core::State::Uninitialized)
OnStopComplete();
if (state != Core::State::Uninitialized && NetPlay::IsNetPlayRunning() && m_controllers_window)
m_controllers_window->reject();
if (state == Core::State::Running && m_fullscreen_requested)
{
FullScreen();
m_fullscreen_requested = false;
}
});
installEventFilter(this);
m_render_widget->installEventFilter(this);
// Handle file open events
auto* filter = new FileOpenEventFilter(QGuiApplication::instance());
connect(filter, &FileOpenEventFilter::fileOpened, this, [=](const QString& file_name) {
StartGame(BootParameters::GenerateFromFile(file_name.toStdString()));
});
}
static void InstallHotkeyFilter(QWidget* dialog)
{
auto* filter = new WindowActivationEventFilter(dialog);
dialog->installEventFilter(filter);
filter->connect(filter, &WindowActivationEventFilter::windowDeactivated,
[] { HotkeyManagerEmu::Enable(true); });
filter->connect(filter, &WindowActivationEventFilter::windowActivated,
[] { HotkeyManagerEmu::Enable(false); });
}
void MainWindow::CreateComponents()
{
m_menu_bar = new MenuBar(this);
m_tool_bar = new ToolBar(this);
m_search_bar = new SearchBar(this);
m_game_list = new GameList(this);
m_render_widget = new RenderWidget;
m_stack = new QStackedWidget(this);
for (int i = 0; i < 4; i++)
{
m_gc_tas_input_windows[i] = new GCTASInputWindow(nullptr, i);
m_wii_tas_input_windows[i] = new WiiTASInputWindow(nullptr, i);
}
Movie::SetGCInputManip([this](GCPadStatus* pad_status, int controller_id) {
m_gc_tas_input_windows[controller_id]->GetValues(pad_status);
});
Movie::SetWiiInputManip([this](WiimoteCommon::DataReportBuilder& rpt, int controller_id, int ext,
const WiimoteEmu::EncryptionKey& key) {
m_wii_tas_input_windows[controller_id]->GetValues(rpt, ext, key);
});
m_jit_widget = new JITWidget(this);
m_log_widget = new LogWidget(this);
m_log_config_widget = new LogConfigWidget(this);
m_memory_widget = new MemoryWidget(this);
m_network_widget = new NetworkWidget(this);
m_register_widget = new RegisterWidget(this);
m_thread_widget = new ThreadWidget(this);
m_watch_widget = new WatchWidget(this);
m_breakpoint_widget = new BreakpointWidget(this);
m_code_widget = new CodeWidget(this);
m_cheats_manager = new CheatsManager(m_game_list->GetGameListModel(), this);
const auto request_watch = [this](QString name, u32 addr) {
m_watch_widget->AddWatch(name, addr);
};
const auto request_breakpoint = [this](u32 addr) { m_breakpoint_widget->AddBP(addr); };
const auto request_memory_breakpoint = [this](u32 addr) {
m_breakpoint_widget->AddAddressMBP(addr);
};
const auto request_view_in_memory = [this](u32 addr) { m_memory_widget->SetAddress(addr); };
const auto request_view_in_code = [this](u32 addr) {
m_code_widget->SetAddress(addr, CodeViewWidget::SetAddressUpdate::WithUpdate);
};
connect(m_watch_widget, &WatchWidget::RequestMemoryBreakpoint, request_memory_breakpoint);
connect(m_register_widget, &RegisterWidget::RequestMemoryBreakpoint, request_memory_breakpoint);
connect(m_register_widget, &RegisterWidget::RequestViewInMemory, request_view_in_memory);
connect(m_register_widget, &RegisterWidget::RequestViewInCode, request_view_in_code);
connect(m_thread_widget, &ThreadWidget::RequestBreakpoint, request_breakpoint);
connect(m_thread_widget, &ThreadWidget::RequestMemoryBreakpoint, request_memory_breakpoint);
connect(m_thread_widget, &ThreadWidget::RequestWatch, request_watch);
connect(m_thread_widget, &ThreadWidget::RequestViewInMemory, request_view_in_memory);
connect(m_thread_widget, &ThreadWidget::RequestViewInCode, request_view_in_code);
connect(m_code_widget, &CodeWidget::BreakpointsChanged, m_breakpoint_widget,
&BreakpointWidget::Update);
connect(m_code_widget, &CodeWidget::RequestPPCComparison, m_jit_widget, &JITWidget::Compare);
connect(m_code_widget, &CodeWidget::ShowMemory, m_memory_widget, &MemoryWidget::SetAddress);
connect(m_memory_widget, &MemoryWidget::BreakpointsChanged, m_breakpoint_widget,
&BreakpointWidget::Update);
connect(m_memory_widget, &MemoryWidget::ShowCode, m_code_widget, [this](u32 address) {
m_code_widget->SetAddress(address, CodeViewWidget::SetAddressUpdate::WithUpdate);
});
connect(m_breakpoint_widget, &BreakpointWidget::BreakpointsChanged, m_code_widget,
&CodeWidget::Update);
connect(m_breakpoint_widget, &BreakpointWidget::BreakpointsChanged, m_memory_widget,
&MemoryWidget::Update);
connect(m_breakpoint_widget, &BreakpointWidget::SelectedBreakpoint, [this](u32 address) {
if (Core::GetState() == Core::State::Paused)
m_code_widget->SetAddress(address, CodeViewWidget::SetAddressUpdate::WithUpdate);
});
}
void MainWindow::ConnectMenuBar()
{
setMenuBar(m_menu_bar);
// File
connect(m_menu_bar, &MenuBar::Open, this, &MainWindow::Open);
connect(m_menu_bar, &MenuBar::Exit, this, &MainWindow::close);
connect(m_menu_bar, &MenuBar::EjectDisc, this, &MainWindow::EjectDisc);
connect(m_menu_bar, &MenuBar::ChangeDisc, this, &MainWindow::ChangeDisc);
connect(m_menu_bar, &MenuBar::BootDVDBackup, this,
[this](const QString& drive) { StartGame(drive, ScanForSecondDisc::No); });
// Emulation
connect(m_menu_bar, &MenuBar::Pause, this, &MainWindow::Pause);
connect(m_menu_bar, &MenuBar::Play, this, [this]() { Play(); });
connect(m_menu_bar, &MenuBar::Stop, this, &MainWindow::RequestStop);
connect(m_menu_bar, &MenuBar::Reset, this, &MainWindow::Reset);
connect(m_menu_bar, &MenuBar::Fullscreen, this, &MainWindow::FullScreen);
connect(m_menu_bar, &MenuBar::FrameAdvance, this, &MainWindow::FrameAdvance);
connect(m_menu_bar, &MenuBar::Screenshot, this, &MainWindow::ScreenShot);
connect(m_menu_bar, &MenuBar::StateLoad, this, &MainWindow::StateLoad);
connect(m_menu_bar, &MenuBar::StateSave, this, &MainWindow::StateSave);
connect(m_menu_bar, &MenuBar::StateLoadSlot, this, &MainWindow::StateLoadSlot);
connect(m_menu_bar, &MenuBar::StateSaveSlot, this, &MainWindow::StateSaveSlot);
connect(m_menu_bar, &MenuBar::StateLoadSlotAt, this, &MainWindow::StateLoadSlotAt);
connect(m_menu_bar, &MenuBar::StateSaveSlotAt, this, &MainWindow::StateSaveSlotAt);
connect(m_menu_bar, &MenuBar::StateLoadUndo, this, &MainWindow::StateLoadUndo);
connect(m_menu_bar, &MenuBar::StateSaveUndo, this, &MainWindow::StateSaveUndo);
connect(m_menu_bar, &MenuBar::StateSaveOldest, this, &MainWindow::StateSaveOldest);
connect(m_menu_bar, &MenuBar::SetStateSlot, this, &MainWindow::SetStateSlot);
// Options
connect(m_menu_bar, &MenuBar::Configure, this, &MainWindow::ShowSettingsWindow);
connect(m_menu_bar, &MenuBar::ConfigureGraphics, this, &MainWindow::ShowGraphicsWindow);
connect(m_menu_bar, &MenuBar::ConfigureAudio, this, &MainWindow::ShowAudioWindow);
connect(m_menu_bar, &MenuBar::ConfigureControllers, this, &MainWindow::ShowControllersWindow);
connect(m_menu_bar, &MenuBar::ConfigureHotkeys, this, &MainWindow::ShowHotkeyDialog);
connect(m_menu_bar, &MenuBar::ConfigureFreelook, this, &MainWindow::ShowFreeLookWindow);
// Tools
connect(m_menu_bar, &MenuBar::ShowMemcardManager, this, &MainWindow::ShowMemcardManager);
connect(m_menu_bar, &MenuBar::ShowResourcePackManager, this,
&MainWindow::ShowResourcePackManager);
connect(m_menu_bar, &MenuBar::ShowCheatsManager, this, &MainWindow::ShowCheatsManager);
connect(m_menu_bar, &MenuBar::BootGameCubeIPL, this, &MainWindow::OnBootGameCubeIPL);
connect(m_menu_bar, &MenuBar::ImportNANDBackup, this, &MainWindow::OnImportNANDBackup);
connect(m_menu_bar, &MenuBar::PerformOnlineUpdate, this, &MainWindow::PerformOnlineUpdate);
connect(m_menu_bar, &MenuBar::BootWiiSystemMenu, this, &MainWindow::BootWiiSystemMenu);
connect(m_menu_bar, &MenuBar::StartNetPlay, this, &MainWindow::ShowNetPlaySetupDialog);
connect(m_menu_bar, &MenuBar::BrowseNetPlay, this, &MainWindow::ShowNetPlayBrowser);
connect(m_menu_bar, &MenuBar::ShowFIFOPlayer, this, &MainWindow::ShowFIFOPlayer);
connect(m_menu_bar, &MenuBar::ConnectWiiRemote, this, &MainWindow::OnConnectWiiRemote);
// Movie
connect(m_menu_bar, &MenuBar::PlayRecording, this, &MainWindow::OnPlayRecording);
connect(m_menu_bar, &MenuBar::StartRecording, this, &MainWindow::OnStartRecording);
connect(m_menu_bar, &MenuBar::StopRecording, this, &MainWindow::OnStopRecording);
connect(m_menu_bar, &MenuBar::ExportRecording, this, &MainWindow::OnExportRecording);
connect(m_menu_bar, &MenuBar::ShowTASInput, this, &MainWindow::ShowTASInput);
// View
connect(m_menu_bar, &MenuBar::ShowList, m_game_list, &GameList::SetListView);
connect(m_menu_bar, &MenuBar::ShowGrid, m_game_list, &GameList::SetGridView);
connect(m_menu_bar, &MenuBar::PurgeGameListCache, m_game_list, &GameList::PurgeCache);
connect(m_menu_bar, &MenuBar::ShowSearch, m_search_bar, &SearchBar::Show);
connect(m_menu_bar, &MenuBar::ColumnVisibilityToggled, m_game_list,
&GameList::OnColumnVisibilityToggled);
connect(m_menu_bar, &MenuBar::GameListPlatformVisibilityToggled, m_game_list,
&GameList::OnGameListVisibilityChanged);
connect(m_menu_bar, &MenuBar::GameListRegionVisibilityToggled, m_game_list,
&GameList::OnGameListVisibilityChanged);
connect(m_menu_bar, &MenuBar::ShowAboutDialog, this, &MainWindow::ShowAboutDialog);
connect(m_game_list, &GameList::SelectionChanged, m_menu_bar, &MenuBar::SelectionChanged);
connect(this, &MainWindow::ReadOnlyModeChanged, m_menu_bar, &MenuBar::ReadOnlyModeChanged);
connect(this, &MainWindow::RecordingStatusChanged, m_menu_bar, &MenuBar::RecordingStatusChanged);
// Symbols
connect(m_menu_bar, &MenuBar::NotifySymbolsUpdated, [this] {
m_code_widget->UpdateSymbols();
m_code_widget->Update();
});
}
void MainWindow::ConnectHotkeys()
{
connect(m_hotkey_scheduler, &HotkeyScheduler::Open, this, &MainWindow::Open);
connect(m_hotkey_scheduler, &HotkeyScheduler::ChangeDisc, this, &MainWindow::ChangeDisc);
connect(m_hotkey_scheduler, &HotkeyScheduler::EjectDisc, this, &MainWindow::EjectDisc);
connect(m_hotkey_scheduler, &HotkeyScheduler::ExitHotkey, this, &MainWindow::close);
connect(m_hotkey_scheduler, &HotkeyScheduler::TogglePauseHotkey, this, &MainWindow::TogglePause);
connect(m_hotkey_scheduler, &HotkeyScheduler::ActivateChat, this, &MainWindow::OnActivateChat);
connect(m_hotkey_scheduler, &HotkeyScheduler::RequestGolfControl, this,
&MainWindow::OnRequestGolfControl);
connect(m_hotkey_scheduler, &HotkeyScheduler::RefreshGameListHotkey, this,
&MainWindow::RefreshGameList);
connect(m_hotkey_scheduler, &HotkeyScheduler::StopHotkey, this, &MainWindow::RequestStop);
connect(m_hotkey_scheduler, &HotkeyScheduler::ResetHotkey, this, &MainWindow::Reset);
connect(m_hotkey_scheduler, &HotkeyScheduler::ScreenShotHotkey, this, &MainWindow::ScreenShot);
connect(m_hotkey_scheduler, &HotkeyScheduler::FullScreenHotkey, this, &MainWindow::FullScreen);
connect(m_hotkey_scheduler, &HotkeyScheduler::StateLoadSlot, this, &MainWindow::StateLoadSlotAt);
connect(m_hotkey_scheduler, &HotkeyScheduler::StateSaveSlot, this, &MainWindow::StateSaveSlotAt);
connect(m_hotkey_scheduler, &HotkeyScheduler::StateLoadLastSaved, this,
&MainWindow::StateLoadLastSavedAt);
connect(m_hotkey_scheduler, &HotkeyScheduler::StateLoadUndo, this, &MainWindow::StateLoadUndo);
connect(m_hotkey_scheduler, &HotkeyScheduler::StateSaveUndo, this, &MainWindow::StateSaveUndo);
connect(m_hotkey_scheduler, &HotkeyScheduler::StateSaveOldest, this,
&MainWindow::StateSaveOldest);
connect(m_hotkey_scheduler, &HotkeyScheduler::StateSaveFile, this, &MainWindow::StateSave);
connect(m_hotkey_scheduler, &HotkeyScheduler::StateLoadFile, this, &MainWindow::StateLoad);
connect(m_hotkey_scheduler, &HotkeyScheduler::StateLoadSlotHotkey, this,
&MainWindow::StateLoadSlot);
connect(m_hotkey_scheduler, &HotkeyScheduler::StateSaveSlotHotkey, this,
&MainWindow::StateSaveSlot);
connect(m_hotkey_scheduler, &HotkeyScheduler::SetStateSlotHotkey, this,
&MainWindow::SetStateSlot);
connect(m_hotkey_scheduler, &HotkeyScheduler::StartRecording, this,
&MainWindow::OnStartRecording);
connect(m_hotkey_scheduler, &HotkeyScheduler::ExportRecording, this,
&MainWindow::OnExportRecording);
connect(m_hotkey_scheduler, &HotkeyScheduler::ConnectWiiRemote, this,
&MainWindow::OnConnectWiiRemote);
connect(m_hotkey_scheduler, &HotkeyScheduler::ToggleReadOnlyMode, [this] {
bool read_only = !Movie::IsReadOnly();
Movie::SetReadOnly(read_only);
emit ReadOnlyModeChanged(read_only);
});
connect(m_hotkey_scheduler, &HotkeyScheduler::Step, m_code_widget, &CodeWidget::Step);
connect(m_hotkey_scheduler, &HotkeyScheduler::StepOver, m_code_widget, &CodeWidget::StepOver);
connect(m_hotkey_scheduler, &HotkeyScheduler::StepOut, m_code_widget, &CodeWidget::StepOut);
connect(m_hotkey_scheduler, &HotkeyScheduler::Skip, m_code_widget, &CodeWidget::Skip);
connect(m_hotkey_scheduler, &HotkeyScheduler::ShowPC, m_code_widget, &CodeWidget::ShowPC);
connect(m_hotkey_scheduler, &HotkeyScheduler::SetPC, m_code_widget, &CodeWidget::SetPC);
connect(m_hotkey_scheduler, &HotkeyScheduler::ToggleBreakpoint, m_code_widget,
&CodeWidget::ToggleBreakpoint);
connect(m_hotkey_scheduler, &HotkeyScheduler::AddBreakpoint, m_code_widget,
&CodeWidget::AddBreakpoint);
}
void MainWindow::ConnectToolBar()
{
addToolBar(m_tool_bar);
connect(m_tool_bar, &ToolBar::OpenPressed, this, &MainWindow::Open);
connect(m_tool_bar, &ToolBar::RefreshPressed, this, &MainWindow::RefreshGameList);
connect(m_tool_bar, &ToolBar::PlayPressed, this, [this]() { Play(); });
connect(m_tool_bar, &ToolBar::PausePressed, this, &MainWindow::Pause);
connect(m_tool_bar, &ToolBar::StopPressed, this, &MainWindow::RequestStop);
connect(m_tool_bar, &ToolBar::FullScreenPressed, this, &MainWindow::FullScreen);
connect(m_tool_bar, &ToolBar::ScreenShotPressed, this, &MainWindow::ScreenShot);
connect(m_tool_bar, &ToolBar::SettingsPressed, this, &MainWindow::ShowSettingsWindow);
connect(m_tool_bar, &ToolBar::ControllersPressed, this, &MainWindow::ShowControllersWindow);
connect(m_tool_bar, &ToolBar::GraphicsPressed, this, &MainWindow::ShowGraphicsWindow);
connect(m_tool_bar, &ToolBar::StepPressed, m_code_widget, &CodeWidget::Step);
connect(m_tool_bar, &ToolBar::StepOverPressed, m_code_widget, &CodeWidget::StepOver);
connect(m_tool_bar, &ToolBar::StepOutPressed, m_code_widget, &CodeWidget::StepOut);
connect(m_tool_bar, &ToolBar::SkipPressed, m_code_widget, &CodeWidget::Skip);
connect(m_tool_bar, &ToolBar::ShowPCPressed, m_code_widget, &CodeWidget::ShowPC);
connect(m_tool_bar, &ToolBar::SetPCPressed, m_code_widget, &CodeWidget::SetPC);
}
void MainWindow::ConnectGameList()
{
connect(m_game_list, &GameList::GameSelected, this, [this]() { Play(); });
connect(m_game_list, &GameList::NetPlayHost, this, &MainWindow::NetPlayHost);
connect(m_game_list, &GameList::OpenGeneralSettings, this, &MainWindow::ShowGeneralWindow);
}
void MainWindow::ConnectRenderWidget()
{
m_rendering_to_main = false;
m_render_widget->hide();
connect(m_render_widget, &RenderWidget::Closed, this, &MainWindow::ForceStop);
connect(m_render_widget, &RenderWidget::FocusChanged, this, [this](bool focus) {
if (m_render_widget->isFullScreen())
SetFullScreenResolution(focus);
});
}
void MainWindow::ConnectHost()
{
connect(Host::GetInstance(), &Host::RequestStop, this, &MainWindow::RequestStop);
}
void MainWindow::ConnectStack()
{
auto* widget = new QWidget;
auto* layout = new QVBoxLayout;
widget->setLayout(layout);
layout->addWidget(m_game_list);
layout->addWidget(m_search_bar);
layout->setContentsMargins(0, 0, 0, 0);
connect(m_search_bar, &SearchBar::Search, m_game_list, &GameList::SetSearchTerm);
m_stack->addWidget(widget);
setCentralWidget(m_stack);
setDockOptions(DockOption::AllowNestedDocks | DockOption::AllowTabbedDocks);
setTabPosition(Qt::LeftDockWidgetArea | Qt::RightDockWidgetArea, QTabWidget::North);
addDockWidget(Qt::LeftDockWidgetArea, m_log_widget);
addDockWidget(Qt::LeftDockWidgetArea, m_log_config_widget);
addDockWidget(Qt::LeftDockWidgetArea, m_code_widget);
addDockWidget(Qt::LeftDockWidgetArea, m_register_widget);
addDockWidget(Qt::LeftDockWidgetArea, m_thread_widget);
addDockWidget(Qt::LeftDockWidgetArea, m_watch_widget);
addDockWidget(Qt::LeftDockWidgetArea, m_breakpoint_widget);
addDockWidget(Qt::LeftDockWidgetArea, m_memory_widget);
addDockWidget(Qt::LeftDockWidgetArea, m_network_widget);
addDockWidget(Qt::LeftDockWidgetArea, m_jit_widget);
tabifyDockWidget(m_log_widget, m_log_config_widget);
tabifyDockWidget(m_log_widget, m_code_widget);
tabifyDockWidget(m_log_widget, m_register_widget);
tabifyDockWidget(m_log_widget, m_thread_widget);
tabifyDockWidget(m_log_widget, m_watch_widget);
tabifyDockWidget(m_log_widget, m_breakpoint_widget);
tabifyDockWidget(m_log_widget, m_memory_widget);
tabifyDockWidget(m_log_widget, m_network_widget);
tabifyDockWidget(m_log_widget, m_jit_widget);
}
void MainWindow::RefreshGameList()
{
Settings::Instance().ReloadTitleDB();
Settings::Instance().RefreshGameList();
}
QStringList MainWindow::PromptFileNames()
{
auto& settings = Settings::Instance().GetQSettings();
QStringList paths = QFileDialog::getOpenFileNames(
this, tr("Select a File"),
settings.value(QStringLiteral("mainwindow/lastdir"), QString{}).toString(),
tr("All GC/Wii files (*.elf *.dol *.gcm *.iso *.tgc *.wbfs *.ciso *.gcz *.wia *.rvz *.wad "
"*.dff *.m3u);;All Files (*)"));
if (!paths.isEmpty())
{
settings.setValue(QStringLiteral("mainwindow/lastdir"),
QFileInfo(paths.front()).absoluteDir().absolutePath());
}
return paths;
}
void MainWindow::ChangeDisc()
{
std::vector<std::string> paths = StringListToStdVector(PromptFileNames());
if (!paths.empty())
Core::RunAsCPUThread([&paths] { DVDInterface::ChangeDisc(paths); });
}
void MainWindow::EjectDisc()
{
Core::RunAsCPUThread([] { DVDInterface::EjectDisc(DVDInterface::EjectCause::User); });
}
void MainWindow::Open()
{
QStringList files = PromptFileNames();
if (!files.isEmpty())
StartGame(StringListToStdVector(files));
}
void MainWindow::Play(const std::optional<std::string>& savestate_path)
{
// 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::State::Paused)
{
Core::SetState(Core::State::Running);
}
else
{
std::shared_ptr<const UICommon::GameFile> selection = m_game_list->GetSelectedGame();
if (selection)
{
StartGame(selection->GetFilePath(), ScanForSecondDisc::Yes, savestate_path);
}
else
{
const QString default_path = QString::fromStdString(Config::Get(Config::MAIN_DEFAULT_ISO));
if (!default_path.isEmpty() && QFile::exists(default_path))
{
StartGame(default_path, ScanForSecondDisc::Yes, savestate_path);
}
else
{
Open();
}
}
}
}
void MainWindow::Pause()
{
Core::SetState(Core::State::Paused);
}
void MainWindow::TogglePause()
{
if (Core::GetState() == Core::State::Paused)
{
Play();
}
else
{
Pause();
}
}
void MainWindow::OnStopComplete()
{
m_stop_requested = false;
HideRenderWidget();
#ifdef USE_DISCORD_PRESENCE
if (!m_netplay_dialog->isVisible())
Discord::UpdateDiscordPresence();
#endif
SetFullScreenResolution(false);
if (m_exit_requested || Settings::Instance().IsBatchModeEnabled())
QGuiApplication::instance()->quit();
// If the current emulation prevented the booting of another, do that now
if (m_pending_boot != nullptr)
{
StartGame(std::move(m_pending_boot));
m_pending_boot.reset();
}
}
bool MainWindow::RequestStop()
{
if (!Core::IsRunning())
{
Core::QueueHostJob([this] { OnStopComplete(); }, true);
return true;
}
if (!m_render_widget->isFullScreen())
m_render_widget_geometry = m_render_widget->saveGeometry();
else
FullScreen();
if (SConfig::GetInstance().bConfirmStop)
{
if (std::exchange(m_stop_confirm_showing, true))
return true;
Common::ScopeGuard confirm_lock([this] { m_stop_confirm_showing = false; });
const Core::State state = Core::GetState();
// Only pause the game, if NetPlay is not running
bool pause = !Settings::Instance().GetNetPlayClient();
if (pause)
Core::SetState(Core::State::Paused);
auto confirm = ModalMessageBox::question(
m_rendering_to_main ? static_cast<QWidget*>(this) : m_render_widget, tr("Confirm"),
m_stop_requested ? tr("A shutdown is already in progress. Unsaved data "
"may be lost if you stop the current emulation "
"before it completes. Force stop?") :
tr("Do you want to stop the current emulation?"),
QMessageBox::Yes | QMessageBox::No, QMessageBox::NoButton, Qt::ApplicationModal);
if (confirm != QMessageBox::Yes)
{
if (pause)
Core::SetState(state);
return false;
}
}
OnStopRecording();
// TODO: Add Debugger shutdown
if (!m_stop_requested && UICommon::TriggerSTMPowerEvent())
{
m_stop_requested = true;
// Unpause because gracefully shutting down needs the game to actually request a shutdown.
// TODO: Do not unpause in debug mode to allow debugging until the complete shutdown.
if (Core::GetState() == Core::State::Paused)
Core::SetState(Core::State::Running);
// Tell NetPlay about the power event
if (NetPlay::IsNetPlayRunning())
NetPlay::SendPowerButtonEvent();
return true;
}
ForceStop();
#ifdef Q_OS_WIN
// Allow windows to idle or turn off display again
SetThreadExecutionState(ES_CONTINUOUS);
#endif
return true;
}
void MainWindow::ForceStop()
{
Core::Stop();
}
void MainWindow::Reset()
{
if (Movie::IsRecordingInput())
Movie::SetReset(true);
ProcessorInterface::ResetButton_Tap();
}
void MainWindow::FrameAdvance()
{
Core::DoFrameStep();
}
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();
if (!was_fullscreen)
m_render_widget_geometry = m_render_widget->saveGeometry();
HideRenderWidget(false);
SetFullScreenResolution(!was_fullscreen);
if (was_fullscreen)
{
ShowRenderWidget();
}
else
{
m_render_widget->showFullScreen();
}
}
void MainWindow::ScreenShot()
{
Core::SaveScreenShot();
}
void MainWindow::ScanForSecondDiscAndStartGame(const UICommon::GameFile& game,
const std::optional<std::string>& savestate_path)
{
auto second_game = m_game_list->FindSecondDisc(game);
std::vector<std::string> paths = {game.GetFilePath()};
if (second_game != nullptr)
paths.push_back(second_game->GetFilePath());
StartGame(paths, savestate_path);
}
void MainWindow::StartGame(const QString& path, ScanForSecondDisc scan,
const std::optional<std::string>& savestate_path)
{
StartGame(path.toStdString(), scan, savestate_path);
}
void MainWindow::StartGame(const std::string& path, ScanForSecondDisc scan,
const std::optional<std::string>& savestate_path)
{
if (scan == ScanForSecondDisc::Yes)
{
std::shared_ptr<const UICommon::GameFile> game = m_game_list->FindGame(path);
if (game != nullptr)
{
ScanForSecondDiscAndStartGame(*game, savestate_path);
return;
}
}
StartGame(BootParameters::GenerateFromFile(path, savestate_path));
}
void MainWindow::StartGame(const std::vector<std::string>& paths,
const std::optional<std::string>& savestate_path)
{
StartGame(BootParameters::GenerateFromFile(paths, savestate_path));
}
void MainWindow::StartGame(std::unique_ptr<BootParameters>&& parameters)
{
if (parameters && std::holds_alternative<BootParameters::Disc>(parameters->parameters))
{
if (std::get<BootParameters::Disc>(parameters->parameters).volume->IsNKit())
{
if (!NKitWarningDialog::ShowUnlessDisabled())
return;
}
}
// If we're running, only start a new game once we've stopped the last.
if (Core::GetState() != Core::State::Uninitialized)
{
if (!RequestStop())
return;
// As long as the shutdown isn't complete, we can't boot, so let's boot later
m_pending_boot = std::move(parameters);
return;
}
// We need the render widget before booting.
ShowRenderWidget();
// Boot up, show an error if it fails to load the game.
if (!BootManager::BootCore(std::move(parameters),
GetWindowSystemInfo(m_render_widget->windowHandle())))
{
ModalMessageBox::critical(this, tr("Error"), tr("Failed to init core"), QMessageBox::Ok);
HideRenderWidget();
return;
}
#ifdef USE_DISCORD_PRESENCE
if (!NetPlay::IsNetPlayRunning())
Discord::UpdateDiscordPresence();
#endif
if (Config::Get(Config::MAIN_FULLSCREEN))
m_fullscreen_requested = true;
}
void MainWindow::SetFullScreenResolution(bool fullscreen)
{
if (Config::Get(Config::MAIN_FULLSCREEN_DISPLAY_RES) == "Auto")
return;
#ifdef _WIN32
if (!fullscreen)
{
ChangeDisplaySettings(nullptr, CDS_FULLSCREEN);
return;
}
DEVMODE screen_settings;
memset(&screen_settings, 0, sizeof(screen_settings));
screen_settings.dmSize = sizeof(screen_settings);
sscanf(Config::Get(Config::MAIN_FULLSCREEN_DISPLAY_RES).c_str(), "%dx%d",
&screen_settings.dmPelsWidth, &screen_settings.dmPelsHeight);
screen_settings.dmBitsPerPel = 32;
screen_settings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
ChangeDisplaySettings(&screen_settings, CDS_FULLSCREEN);
#elif defined(HAVE_XRANDR) && HAVE_XRANDR
if (m_xrr_config)
m_xrr_config->ToggleDisplayMode(fullscreen);
#endif
}
void MainWindow::ShowRenderWidget()
{
SetFullScreenResolution(false);
Host::GetInstance()->SetRenderFullscreen(false);
if (Config::Get(Config::MAIN_RENDER_TO_MAIN))
{
// 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);
m_stack->setSizePolicy(QSizePolicy::Ignored, QSizePolicy::Ignored);
m_stack->repaint();
Host::GetInstance()->SetRenderFocus(isActiveWindow());
}
else
{
// Otherwise, just show it.
m_rendering_to_main = false;
m_render_widget->showNormal();
m_render_widget->restoreGeometry(m_render_widget_geometry);
}
}
void MainWindow::HideRenderWidget(bool reinit)
{
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;
m_stack->setSizePolicy(QSizePolicy::Preferred, QSizePolicy::Preferred);
disconnect(Host::GetInstance(), &Host::RequestTitle, this, &MainWindow::setWindowTitle);
setWindowTitle(QString::fromStdString(Common::scm_rev_str));
}
// The following code works around a driver bug that would lead to Dolphin crashing when changing
// graphics backends (e.g. OpenGL to Vulkan). To avoid this the render widget is (safely)
// recreated
if (reinit)
{
m_render_widget->hide();
disconnect(m_render_widget, &RenderWidget::Closed, this, &MainWindow::ForceStop);
m_render_widget->removeEventFilter(this);
m_render_widget->deleteLater();
m_render_widget = new RenderWidget;
m_render_widget->installEventFilter(this);
connect(m_render_widget, &RenderWidget::Closed, this, &MainWindow::ForceStop);
connect(m_render_widget, &RenderWidget::FocusChanged, this, [this](bool focus) {
if (m_render_widget->isFullScreen())
SetFullScreenResolution(focus);
});
// The controller interface will still be registered to the old render widget, if the core
// has booted. Therefore, we should re-bind it to the main window for now. When the core
// is next started, it will be swapped back to the new render widget.
g_controller_interface.ChangeWindow(GetWindowSystemInfo(windowHandle()).render_window);
}
}
void MainWindow::ShowControllersWindow()
{
if (!m_controllers_window)
{
m_controllers_window = new ControllersWindow(this);
InstallHotkeyFilter(m_controllers_window);
}
m_controllers_window->show();
m_controllers_window->raise();
m_controllers_window->activateWindow();
}
void MainWindow::ShowFreeLookWindow()
{
if (!m_freelook_window)
{
m_freelook_window = new FreeLookWindow(this);
InstallHotkeyFilter(m_freelook_window);
}
m_freelook_window->show();
m_freelook_window->raise();
m_freelook_window->activateWindow();
}
void MainWindow::ShowSettingsWindow()
{
if (!m_settings_window)
{
m_settings_window = new SettingsWindow(this);
InstallHotkeyFilter(m_settings_window);
}
m_settings_window->show();
m_settings_window->raise();
m_settings_window->activateWindow();
}
void MainWindow::ShowAudioWindow()
{
ShowSettingsWindow();
m_settings_window->SelectAudioPane();
}
void MainWindow::ShowGeneralWindow()
{
ShowSettingsWindow();
m_settings_window->SelectGeneralPane();
}
void MainWindow::ShowAboutDialog()
{
AboutDialog about{this};
about.exec();
}
void MainWindow::ShowHotkeyDialog()
{
if (!m_hotkey_window)
{
m_hotkey_window = new MappingWindow(this, MappingWindow::Type::MAPPING_HOTKEYS, 0);
InstallHotkeyFilter(m_hotkey_window);
}
m_hotkey_window->show();
m_hotkey_window->raise();
m_hotkey_window->activateWindow();
}
void MainWindow::ShowGraphicsWindow()
{
if (!m_graphics_window)
{
#if defined(HAVE_XRANDR) && HAVE_XRANDR
if (GetWindowSystemType() == WindowSystemType::X11)
{
m_xrr_config = std::make_unique<X11Utils::XRRConfiguration>(
static_cast<Display*>(QGuiApplication::platformNativeInterface()->nativeResourceForWindow(
"display", windowHandle())),
winId());
}
m_graphics_window = new GraphicsWindow(m_xrr_config.get(), this);
#else
m_graphics_window = new GraphicsWindow(nullptr, this);
#endif
InstallHotkeyFilter(m_graphics_window);
}
m_graphics_window->show();
m_graphics_window->raise();
m_graphics_window->activateWindow();
}
void MainWindow::ShowNetPlaySetupDialog()
{
m_netplay_setup_dialog->show();
m_netplay_setup_dialog->raise();
m_netplay_setup_dialog->activateWindow();
}
void MainWindow::ShowNetPlayBrowser()
{
auto* browser = new NetPlayBrowser(this);
browser->setAttribute(Qt::WA_DeleteOnClose, true);
connect(browser, &NetPlayBrowser::Join, this, &MainWindow::NetPlayJoin);
browser->exec();
}
void MainWindow::ShowFIFOPlayer()
{
if (!m_fifo_window)
{
m_fifo_window = new FIFOPlayerWindow(this);
connect(m_fifo_window, &FIFOPlayerWindow::LoadFIFORequested, this,
[this](const QString& path) { StartGame(path, ScanForSecondDisc::No); });
}
m_fifo_window->show();
m_fifo_window->raise();
m_fifo_window->activateWindow();
}
void MainWindow::StateLoad()
{
QString path = QFileDialog::getOpenFileName(this, tr("Select a File"), QDir::currentPath(),
tr("All Save States (*.sav *.s##);; All Files (*)"));
State::LoadAs(path.toStdString());
}
void MainWindow::StateSave()
{
QString path = QFileDialog::getSaveFileName(this, tr("Select a File"), QDir::currentPath(),
tr("All Save States (*.sav *.s##);; All Files (*)"));
State::SaveAs(path.toStdString());
}
void MainWindow::StateLoadSlot()
{
State::Load(m_state_slot);
}
void MainWindow::StateSaveSlot()
{
State::Save(m_state_slot);
}
void MainWindow::StateLoadSlotAt(int slot)
{
State::Load(slot);
}
void MainWindow::StateLoadLastSavedAt(int slot)
{
State::LoadLastSaved(slot);
}
void MainWindow::StateSaveSlotAt(int slot)
{
State::Save(slot);
}
void MainWindow::StateLoadUndo()
{
State::UndoLoadState();
}
void MainWindow::StateSaveUndo()
{
State::UndoSaveState();
}
void MainWindow::StateSaveOldest()
{
State::SaveFirstSaved();
}
void MainWindow::SetStateSlot(int slot)
{
Settings::Instance().SetStateSlot(slot);
m_state_slot = slot;
Core::DisplayMessage(StringFromFormat("Selected slot %d - %s", m_state_slot,
State::GetInfoStringOfSlot(m_state_slot, false).c_str()),
2500);
}
void MainWindow::PerformOnlineUpdate(const std::string& region)
{
WiiUpdate::PerformOnlineUpdate(region, this);
// Since the update may have installed a newer system menu, trigger a refresh.
Settings::Instance().NANDRefresh();
}
void MainWindow::BootWiiSystemMenu()
{
StartGame(std::make_unique<BootParameters>(BootParameters::NANDTitle{Titles::SYSTEM_MENU}));
}
void MainWindow::NetPlayInit()
{
const auto& game_list_model = m_game_list->GetGameListModel();
m_netplay_setup_dialog = new NetPlaySetupDialog(game_list_model, this);
m_netplay_dialog = new NetPlayDialog(game_list_model);
#ifdef USE_DISCORD_PRESENCE
m_netplay_discord = new DiscordHandler(this);
#endif
connect(m_netplay_dialog, &NetPlayDialog::Boot, this,
[this](const QString& path) { StartGame(path, ScanForSecondDisc::Yes); });
connect(m_netplay_dialog, &NetPlayDialog::Stop, this, &MainWindow::ForceStop);
connect(m_netplay_dialog, &NetPlayDialog::rejected, this, &MainWindow::NetPlayQuit);
connect(m_netplay_setup_dialog, &NetPlaySetupDialog::Join, this, &MainWindow::NetPlayJoin);
connect(m_netplay_setup_dialog, &NetPlaySetupDialog::Host, this, &MainWindow::NetPlayHost);
#ifdef USE_DISCORD_PRESENCE
connect(m_netplay_discord, &DiscordHandler::Join, this, &MainWindow::NetPlayJoin);
Discord::InitNetPlayFunctionality(*m_netplay_discord);
m_netplay_discord->Start();
#endif
connect(&Settings::Instance(), &Settings::ConfigChanged, this,
&MainWindow::UpdateScreenSaverInhibition);
connect(&Settings::Instance(), &Settings::EmulationStateChanged, this,
&MainWindow::UpdateScreenSaverInhibition);
}
bool MainWindow::NetPlayJoin()
{
if (Core::IsRunning())
{
ModalMessageBox::critical(
nullptr, QObject::tr("Error"),
QObject::tr("Can't start a NetPlay Session while a game is still running!"));
return false;
}
if (m_netplay_dialog->isVisible())
{
ModalMessageBox::critical(nullptr, QObject::tr("Error"),
QObject::tr("A NetPlay Session is already in progress!"));
return false;
}
auto server = Settings::Instance().GetNetPlayServer();
// Settings
const std::string traversal_choice = Config::Get(Config::NETPLAY_TRAVERSAL_CHOICE);
const bool is_traversal = traversal_choice == "traversal";
std::string host_ip;
u16 host_port;
if (server)
{
host_ip = "127.0.0.1";
host_port = server->GetPort();
}
else
{
host_ip = is_traversal ? Config::Get(Config::NETPLAY_HOST_CODE) :
Config::Get(Config::NETPLAY_ADDRESS);
host_port = Config::Get(Config::NETPLAY_CONNECT_PORT);
}
const std::string traversal_host = Config::Get(Config::NETPLAY_TRAVERSAL_SERVER);
const u16 traversal_port = Config::Get(Config::NETPLAY_TRAVERSAL_PORT);
const std::string nickname = Config::Get(Config::NETPLAY_NICKNAME);
const std::string network_mode = Config::Get(Config::NETPLAY_NETWORK_MODE);
const bool host_input_authority = network_mode == "hostinputauthority" || network_mode == "golf";
if (server)
{
server->SetHostInputAuthority(host_input_authority);
server->AdjustPadBufferSize(Config::Get(Config::NETPLAY_BUFFER_SIZE));
}
// Create Client
const bool is_hosting_netplay = server != nullptr;
Settings::Instance().ResetNetPlayClient(new NetPlay::NetPlayClient(
host_ip, host_port, m_netplay_dialog, nickname,
NetPlay::NetTraversalConfig{is_hosting_netplay ? false : is_traversal, traversal_host,
traversal_port}));
if (!Settings::Instance().GetNetPlayClient()->IsConnected())
{
NetPlayQuit();
return false;
}
m_netplay_setup_dialog->close();
m_netplay_dialog->show(nickname, is_traversal);
return true;
}
bool MainWindow::NetPlayHost(const UICommon::GameFile& game)
{
if (Core::IsRunning())
{
ModalMessageBox::critical(
nullptr, QObject::tr("Error"),
QObject::tr("Can't start a NetPlay Session while a game is still running!"));
return false;
}
if (m_netplay_dialog->isVisible())
{
ModalMessageBox::critical(nullptr, QObject::tr("Error"),
QObject::tr("A NetPlay Session is already in progress!"));
return false;
}
// Settings
u16 host_port = Config::Get(Config::NETPLAY_HOST_PORT);
const std::string traversal_choice = Config::Get(Config::NETPLAY_TRAVERSAL_CHOICE);
const bool is_traversal = traversal_choice == "traversal";
const bool use_upnp = Config::Get(Config::NETPLAY_USE_UPNP);
const std::string traversal_host = Config::Get(Config::NETPLAY_TRAVERSAL_SERVER);
const u16 traversal_port = Config::Get(Config::NETPLAY_TRAVERSAL_PORT);
if (is_traversal)
host_port = Config::Get(Config::NETPLAY_LISTEN_PORT);
// Create Server
Settings::Instance().ResetNetPlayServer(new NetPlay::NetPlayServer(
host_port, use_upnp, m_netplay_dialog,
NetPlay::NetTraversalConfig{is_traversal, traversal_host, traversal_port}));
if (!Settings::Instance().GetNetPlayServer()->is_connected)
{
ModalMessageBox::critical(
nullptr, QObject::tr("Failed to open server"),
QObject::tr(
"Failed to listen on port %1. Is another instance of the NetPlay server running?")
.arg(host_port));
NetPlayQuit();
return false;
}
Settings::Instance().GetNetPlayServer()->ChangeGame(game.GetSyncIdentifier(),
m_game_list->GetNetPlayName(game));
// Join our local server
return NetPlayJoin();
}
void MainWindow::NetPlayQuit()
{
Settings::Instance().ResetNetPlayClient();
Settings::Instance().ResetNetPlayServer();
#ifdef USE_DISCORD_PRESENCE
Discord::UpdateDiscordPresence();
#endif
}
void MainWindow::UpdateScreenSaverInhibition()
{
const bool inhibit =
Config::Get(Config::MAIN_DISABLE_SCREENSAVER) && (Core::GetState() == Core::State::Running);
if (inhibit == m_is_screensaver_inhibited)
return;
m_is_screensaver_inhibited = inhibit;
#if defined(HAVE_XRANDR) && HAVE_XRANDR
if (GetWindowSystemType() == WindowSystemType::X11)
UICommon::InhibitScreenSaver(winId(), inhibit);
#else
UICommon::InhibitScreenSaver(inhibit);
#endif
}
bool MainWindow::eventFilter(QObject* object, QEvent* event)
{
if (event->type() == QEvent::Close)
{
if (RequestStop() && object == this)
m_exit_requested = true;
static_cast<QCloseEvent*>(event)->ignore();
return true;
}
return false;
}
void MainWindow::dragEnterEvent(QDragEnterEvent* event)
{
if (event->mimeData()->hasUrls() && event->mimeData()->urls().size() == 1)
event->acceptProposedAction();
}
void MainWindow::dropEvent(QDropEvent* event)
{
const QList<QUrl>& urls = event->mimeData()->urls();
if (urls.empty())
return;
QStringList files;
QStringList folders;
for (const QUrl& url : urls)
{
QFileInfo file_info(url.toLocalFile());
QString path = file_info.filePath();
if (!file_info.exists() || !file_info.isReadable())
{
ModalMessageBox::critical(this, tr("Error"), tr("Failed to open '%1'").arg(path));
return;
}
(file_info.isFile() ? files : folders).append(path);
}
if (!files.isEmpty())
{
StartGame(StringListToStdVector(files));
}
else
{
Settings& settings = Settings::Instance();
const bool show_confirm = !settings.GetPaths().empty();
for (const QString& folder : folders)
{
if (show_confirm)
{
if (ModalMessageBox::question(
this, tr("Confirm"),
tr("Do you want to add \"%1\" to the list of Game Paths?").arg(folder)) !=
QMessageBox::Yes)
return;
}
settings.AddPath(folder);
}
}
}
QSize MainWindow::sizeHint() const
{
return QSize(800, 600);
}
void MainWindow::OnBootGameCubeIPL(DiscIO::Region region)
{
StartGame(std::make_unique<BootParameters>(BootParameters::IPL{region}));
}
void MainWindow::OnImportNANDBackup()
{
auto response = ModalMessageBox::question(
this, tr("Question"),
tr("Merging a new NAND over your currently selected NAND will overwrite any channels "
"and savegames that already exist. This process is not reversible, so it is "
"recommended that you keep backups of both NANDs. Are you sure you want to "
"continue?"));
if (response == QMessageBox::No)
return;
QString file = QFileDialog::getOpenFileName(this, tr("Select the save file"), QDir::currentPath(),
tr("BootMii NAND backup file (*.bin);;"
"All Files (*)"));
if (file.isEmpty())
return;
ParallelProgressDialog dialog(this);
dialog.GetRaw()->setMinimum(0);
dialog.GetRaw()->setMaximum(0);
dialog.GetRaw()->setLabelText(tr("Importing NAND backup"));
dialog.GetRaw()->setCancelButton(nullptr);
auto beginning = QDateTime::currentDateTime().toMSecsSinceEpoch();
std::future<void> result = std::async(std::launch::async, [&] {
DiscIO::NANDImporter().ImportNANDBin(
file.toStdString(),
[&dialog, beginning] {
dialog.SetLabelText(
tr("Importing NAND backup\n Time elapsed: %1s")
.arg((QDateTime::currentDateTime().toMSecsSinceEpoch() - beginning) / 1000));
},
[this] {
std::optional<std::string> keys_file = RunOnObject(this, [this] {
return QFileDialog::getOpenFileName(this, tr("Select the keys file (OTP/SEEPROM dump)"),
QDir::currentPath(),
tr("BootMii keys file (*.bin);;"
"All Files (*)"))
.toStdString();
});
if (keys_file)
return *keys_file;
return std::string("");
});
dialog.Reset();
});
dialog.GetRaw()->exec();
result.wait();
m_menu_bar->UpdateToolsMenu(Core::IsRunning());
}
void MainWindow::OnPlayRecording()
{
QString dtm_file = QFileDialog::getOpenFileName(this, tr("Select the Recording File"), QString(),
tr("Dolphin TAS Movies (*.dtm)"));
if (dtm_file.isEmpty())
return;
if (!Movie::IsReadOnly())
{
// let's make the read-only flag consistent at the start of a movie.
Movie::SetReadOnly(true);
emit ReadOnlyModeChanged(true);
}
std::optional<std::string> savestate_path;
if (Movie::PlayInput(dtm_file.toStdString(), &savestate_path))
{
emit RecordingStatusChanged(true);
Play(savestate_path);
}
}
void MainWindow::OnStartRecording()
{
if ((!Core::IsRunningAndStarted() && Core::IsRunning()) || Movie::IsRecordingInput() ||
Movie::IsPlayingInput())
return;
if (Movie::IsReadOnly())
{
// The user just chose to record a movie, so that should take precedence
Movie::SetReadOnly(false);
emit ReadOnlyModeChanged(true);
}
int controllers = 0;
for (int i = 0; i < 4; i++)
{
if (SerialInterface::SIDevice_IsGCController(SConfig::GetInstance().m_SIDevice[i]))
controllers |= (1 << i);
if (WiimoteCommon::GetSource(i) != WiimoteSource::None)
controllers |= (1 << (i + 4));
}
if (Movie::BeginRecordingInput(controllers))
{
emit RecordingStatusChanged(true);
if (!Core::IsRunning())
Play();
}
}
void MainWindow::OnStopRecording()
{
if (Movie::IsRecordingInput())
OnExportRecording();
if (Movie::IsMovieActive())
Movie::EndPlayInput(false);
emit RecordingStatusChanged(false);
}
void MainWindow::OnExportRecording()
{
bool was_paused = Core::GetState() == Core::State::Paused;
if (!was_paused)
Core::SetState(Core::State::Paused);
QString dtm_file = QFileDialog::getSaveFileName(this, tr("Select the Recording File"), QString(),
tr("Dolphin TAS Movies (*.dtm)"));
if (!dtm_file.isEmpty())
Movie::SaveRecording(dtm_file.toStdString());
if (!was_paused)
Core::SetState(Core::State::Running);
}
void MainWindow::OnActivateChat()
{
if (g_netplay_chat_ui)
g_netplay_chat_ui->Activate();
}
void MainWindow::OnRequestGolfControl()
{
auto client = Settings::Instance().GetNetPlayClient();
if (client)
client->RequestGolfControl();
}
void MainWindow::ShowTASInput()
{
for (int i = 0; i < num_gc_controllers; i++)
{
if (SConfig::GetInstance().m_SIDevice[i] != SerialInterface::SIDEVICE_NONE &&
SConfig::GetInstance().m_SIDevice[i] != SerialInterface::SIDEVICE_GC_GBA)
{
m_gc_tas_input_windows[i]->show();
m_gc_tas_input_windows[i]->raise();
m_gc_tas_input_windows[i]->activateWindow();
}
}
for (int i = 0; i < num_wii_controllers; i++)
{
if (WiimoteCommon::GetSource(i) == WiimoteSource::Emulated &&
(!Core::IsRunning() || SConfig::GetInstance().bWii))
{
m_wii_tas_input_windows[i]->show();
m_wii_tas_input_windows[i]->raise();
m_wii_tas_input_windows[i]->activateWindow();
}
}
}
void MainWindow::OnConnectWiiRemote(int id)
{
const auto ios = IOS::HLE::GetIOS();
if (!ios || SConfig::GetInstance().m_bt_passthrough_enabled)
return;
Core::RunAsCPUThread([&] {
if (const auto bt = std::static_pointer_cast<IOS::HLE::BluetoothEmuDevice>(
ios->GetDeviceByName("/dev/usb/oh1/57e/305")))
{
const auto wm = bt->AccessWiimoteByIndex(id);
wm->Activate(!wm->IsConnected());
}
});
}
void MainWindow::ShowMemcardManager()
{
GCMemcardManager manager(this);
manager.exec();
}
void MainWindow::ShowResourcePackManager()
{
ResourcePackManager manager(this);
manager.exec();
}
void MainWindow::ShowCheatsManager()
{
m_cheats_manager->show();
}
void MainWindow::Show()
{
if (!Settings::Instance().IsBatchModeEnabled())
QWidget::show();
// If the booting of a game was requested on start up, do that now
if (m_pending_boot != nullptr)
{
StartGame(std::move(m_pending_boot));
m_pending_boot.reset();
}
}