dolphin/Source/Core/DolphinQt/MainWindow.cpp
MayImilae dcc10cff11 Remove Boot from DVD Backup
This should be a fairly easy merge, assuming I didn’t mess anything up. TL:DR no one uses it and it’s not great.

Boot from DVD Backup is an ancient feature with origins in the Megacommit. Back then, GameCube and Wii games were quite large relative to drives of the time. For example, in 2008, the most common hard drive sizes were 320GB and 512GB. On the 320GB drive I personally had at the time, as little as 42 Wii ISOs could have filled it entirely! And that’s ignoring any other files one might want to put onto a drive. Backup DVDs allowed users to burn relatively cheap DVD media and store their GameCube and Wii dumps in a Dolphin accessible way that didn’t eat into their precious HDD space. It had compromises, even then, but in 2008… I mean honestly users probably wouldn’t even notice those compromises with how Dolphin barely even worked at all back then.

Obviously, today the storage space concerns are not as big of an issue. According to seagate the average hard drive it sells today is 8TB. For typical laptops purchased now, the -minimum- selection for storage is usually 1TB. You can even buy a name brand 4TB external hard drive for $100. GC and Wii ISOs are not as big as they once were, relatively anyway. Plus flash drives and SD cards are super cheap and way faster than disc drives ever were. For anyone that has limited drive space, removable flash media can fulfill this offloading role far better than backup DVD media ever could.

Also no one has DVD drives anymore. That’s kind of an important detail.

But to see if Booting from DVD Backup even still worked, I decided to give it a try. I have an ASUS BW-16D1HT, a badass Bluray XL reading and burning drive, connected to my Windows 11 Threadripper 5975WX machine. A super fast drive on a super fast machine is as good as it possibly can get for this feature. So I bought a spindle of DVD-Rs, burned a couple of discs and gave it a try. Surprisingly, it does still work. However, as expected, it introduces a lot of stuttering. Testing Prime 1 and Prime 3, in both games stuttering was introduced whenever the DVD Drive had to suddenly seek. Spikes of 50ms occurred constantly, but I observed 150ms and even over 1000ms stutters! The worst was a three second stutter, when loading Elysia in Prime 3. I could even hear the stutters - any time the drive suddenly made a harsh seeking noise, the game would have a hard stutter. It worked but, it has some serious compromises.

Boot from DVD Backup isn’t great, using removable flash media or external hard drives is a FAR better option for anyone with limited storage space today, and no one can even use this feature anymore because their computers don’t even have disc drives. It’s time for Boot from DVD Backup to go!

So I did my best on the cleanup but I’m bound to have left some bits. Especially in translation - I didn’t get any warnings or anything there that could help point me to where to clean that up. Please review!
2023-01-16 18:32:43 -08:00

1896 lines
62 KiB
C++

// Copyright 2015 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "DolphinQt/MainWindow.h"
#include <QApplication>
#include <QCloseEvent>
#include <QDateTime>
#include <QDesktopServices>
#include <QDir>
#include <QDragEnterEvent>
#include <QDropEvent>
#include <QFileInfo>
#include <QIcon>
#include <QMimeData>
#include <QStackedWidget>
#include <QVBoxLayout>
#include <QWindow>
#include <fmt/format.h>
#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/Config/WiimoteSettings.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/FreeLookManager.h"
#include "Core/HW/DVD/DVDInterface.h"
#include "Core/HW/GBAPad.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 "Core/System.h"
#include "Core/WiiUtils.h"
#include "DiscIO/DirectoryBlob.h"
#include "DiscIO/NANDImporter.h"
#include "DiscIO/RiivolutionPatcher.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/MenuBar.h"
#include "DolphinQt/NKitWarningDialog.h"
#include "DolphinQt/NetPlay/NetPlayBrowser.h"
#include "DolphinQt/NetPlay/NetPlayDialog.h"
#include "DolphinQt/NetPlay/NetPlaySetupDialog.h"
#include "DolphinQt/QtUtils/DolphinFileDialog.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/RiivolutionBootWidget.h"
#include "DolphinQt/SearchBar.h"
#include "DolphinQt/Settings.h"
#include "DolphinQt/TAS/GBATASInputWindow.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 "InputCommon/GCAdapter.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"
#ifdef 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::GetScmRevStr()));
setWindowIcon(Resources::GetAppIcon());
setUnifiedTitleAndToolBarOnMac(true);
setAcceptDrops(true);
setAttribute(Qt::WA_NativeWindow);
InitControllers();
CreateComponents();
ConnectGameList();
ConnectHost();
ConnectToolBar();
ConnectRenderWidget();
ConnectStack();
ConnectMenuBar();
ConnectHotkeys();
connect(m_cheats_manager, &CheatsManager::OpenGeneralSettings, this,
&MainWindow::ShowGeneralWindow);
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())
{
std::optional<std::string> savestate_path;
if (Movie::PlayInput(movie_path, &savestate_path))
{
m_pending_boot->boot_session_data.SetSavestateData(std::move(savestate_path),
DeleteSavestateAfterBoot::No);
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 occurred 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;
}
}
Host::GetInstance()->SetMainWindowHandle(reinterpret_cast<void*>(winId()));
}
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_gba_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;
UICommon::InitControllers(GetWindowSystemInfo(windowHandle()));
m_hotkey_scheduler = new HotkeyScheduler();
m_hotkey_scheduler->Start();
// Defaults won't work reliably without loading and saving the config first
Wiimote::LoadConfig();
Wiimote::GetConfig()->SaveConfig();
Pad::LoadConfig();
Pad::GetConfig()->SaveConfig();
Pad::LoadGBAConfig();
Pad::GetGBAConfig()->SaveConfig();
Keyboard::LoadConfig();
Keyboard::GetConfig()->SaveConfig();
FreeLook::LoadInputConfig();
FreeLook::GetInputConfig()->SaveConfig();
}
void MainWindow::ShutdownControllers()
{
m_hotkey_scheduler->Stop();
Settings::Instance().UnregisterDevicesChangedCallback();
UICommon::ShutdownControllers();
m_hotkey_scheduler->deleteLater();
}
void MainWindow::InitCoreCallbacks()
{
connect(&Settings::Instance(), &Settings::EmulationStateChanged, this, [this](Core::State state) {
if (state == Core::State::Uninitialized)
OnStopComplete();
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, [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_gba_tas_input_windows[i] = new GBATASInputWindow(nullptr, i);
m_wii_tas_input_windows[i] = new WiiTASInputWindow(nullptr, i);
}
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(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::WithDetailedUpdate);
};
connect(m_watch_widget, &WatchWidget::RequestMemoryBreakpoint, request_memory_breakpoint);
connect(m_watch_widget, &WatchWidget::ShowMemory, m_memory_widget, &MemoryWidget::SetAddress);
connect(m_register_widget, &RegisterWidget::RequestMemoryBreakpoint, request_memory_breakpoint);
connect(m_register_widget, &RegisterWidget::RequestWatch, request_watch);
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::WithDetailedUpdate);
});
connect(m_memory_widget, &MemoryWidget::RequestWatch, request_watch);
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::ShowCode, [this](u32 address) {
if (Core::GetState() == Core::State::Paused)
m_code_widget->SetAddress(address, CodeViewWidget::SetAddressUpdate::WithDetailedUpdate);
});
connect(m_breakpoint_widget, &BreakpointWidget::ShowMemory, m_memory_widget,
&MemoryWidget::SetAddress);
connect(m_cheats_manager, &CheatsManager::ShowMemory, m_memory_widget, &MemoryWidget::SetAddress);
connect(m_cheats_manager, &CheatsManager::RequestWatch, request_watch);
}
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::OpenUserFolder, this, &MainWindow::OpenUserFolder);
// 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::UnlockCursor, this, &MainWindow::UnlockCursor);
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::IncrementSelectedStateSlotHotkey, this,
&MainWindow::IncrementSelectedStateSlot);
connect(m_hotkey_scheduler, &HotkeyScheduler::DecrementSelectedStateSlotHotkey, this,
&MainWindow::DecrementSelectedStateSlot);
connect(m_hotkey_scheduler, &HotkeyScheduler::StartRecording, this,
&MainWindow::OnStartRecording);
connect(m_hotkey_scheduler, &HotkeyScheduler::PlayRecording, this, &MainWindow::OnPlayRecording);
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::OnStartWithRiivolution, this,
&MainWindow::ShowRiivolutionBootWidget);
connect(m_game_list, &GameList::OpenGeneralSettings, this, &MainWindow::ShowGeneralWindow);
connect(m_game_list, &GameList::OpenGraphicsSettings, this, &MainWindow::ShowGraphicsWindow);
}
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 = DolphinFileDialog::getOpenFileNames(
this, tr("Select a File"),
settings.value(QStringLiteral("mainwindow/lastdir"), QString{}).toString(),
QStringLiteral("%1 (*.elf *.dol *.gcm *.iso *.tgc *.wbfs *.ciso *.gcz *.wia *.rvz "
"hif_000000.nfs *.wad *.dff *.m3u *.json);;%2 (*)")
.arg(tr("All GC/Wii files"))
.arg(tr("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::OpenUserFolder()
{
std::string path = File::GetUserPath(D_USER_IDX);
QUrl url = QUrl::fromLocalFile(QString::fromStdString(path));
QDesktopServices::openUrl(url);
}
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,
std::make_unique<BootSessionData>(savestate_path, DeleteSavestateAfterBoot::No));
}
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,
std::make_unique<BootSessionData>(savestate_path, DeleteSavestateAfterBoot::No));
}
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(!m_exit_requested, m_exit_requested);
#ifdef USE_DISCORD_PRESENCE
if (!m_netplay_dialog->isVisible())
Discord::UpdateDiscordPresence();
#endif
SetFullScreenResolution(false);
if (m_exit_requested || Settings::Instance().IsBatchModeEnabled())
QGuiApplication::exit(0);
// 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;
}
const bool rendered_widget_was_active =
m_render_widget->isActiveWindow() && !m_render_widget->isFullScreen();
QWidget* confirm_parent = (!m_rendering_to_main && rendered_widget_was_active) ?
m_render_widget :
static_cast<QWidget*>(this);
const bool was_cursor_locked = m_render_widget->IsCursorLocked();
if (!m_render_widget->isFullScreen())
m_render_widget_geometry = m_render_widget->saveGeometry();
else
FullScreen();
if (Config::Get(Config::MAIN_CONFIRM_ON_STOP))
{
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);
if (rendered_widget_was_active)
{
// We have to do this before creating the message box, otherwise we might receive the window
// activation event before we know we need to lock the cursor again.
m_render_widget->SetCursorLockedOnNextActivation(was_cursor_locked);
}
// This is to avoid any "race conditions" between the "Window Activate" message and the
// message box returning, which could break cursor locking depending on the order
m_render_widget->SetWaitingForMessageBox(true);
auto confirm = ModalMessageBox::question(
confirm_parent, 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 a user confirmed stopping the emulation, we do not capture the cursor again,
// even if the render widget will stay alive for a while.
// If a used rejected stopping the emulation, we instead capture the cursor again,
// and let them continue playing as if nothing had happened
// (assuming cursor locking is on).
if (confirm != QMessageBox::Yes)
{
m_render_widget->SetWaitingForMessageBox(false);
if (pause)
Core::SetState(state);
return false;
}
else
{
m_render_widget->SetCursorLockedOnNextActivation(false);
// This needs to be after SetCursorLockedOnNextActivation(false) as it depends on it
m_render_widget->SetWaitingForMessageBox(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);
auto& system = Core::System::GetInstance();
system.GetProcessorInterface().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::UnlockCursor()
{
if (!m_render_widget->isFullScreen())
m_render_widget->SetCursorLocked(false);
}
void MainWindow::ScreenShot()
{
Core::SaveScreenShot();
}
void MainWindow::ScanForSecondDiscAndStartGame(const UICommon::GameFile& game,
std::unique_ptr<BootSessionData> boot_session_data)
{
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, std::move(boot_session_data));
}
void MainWindow::StartGame(const QString& path, ScanForSecondDisc scan,
std::unique_ptr<BootSessionData> boot_session_data)
{
StartGame(path.toStdString(), scan, std::move(boot_session_data));
}
void MainWindow::StartGame(const std::string& path, ScanForSecondDisc scan,
std::unique_ptr<BootSessionData> boot_session_data)
{
if (scan == ScanForSecondDisc::Yes)
{
std::shared_ptr<const UICommon::GameFile> game = m_game_list->FindGame(path);
if (game != nullptr)
{
ScanForSecondDiscAndStartGame(*game, std::move(boot_session_data));
return;
}
}
StartGame(BootParameters::GenerateFromFile(
path, boot_session_data ? std::move(*boot_session_data) : BootSessionData()));
}
void MainWindow::StartGame(const std::vector<std::string>& paths,
std::unique_ptr<BootSessionData> boot_session_data)
{
StartGame(BootParameters::GenerateFromFile(
paths, boot_session_data ? std::move(*boot_session_data) : BootSessionData()));
}
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, bool is_exit)
{
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::GetScmRevStr()));
}
// 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,
is_exit ? ControllerInterface::WindowChangeReason::Exit :
ControllerInterface::WindowChangeReason::Other);
}
}
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)
{
#ifdef 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;
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 =
DolphinFileDialog::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 =
DolphinFileDialog::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(fmt::format("Selected slot {} - {}", m_state_slot,
State::GetInfoStringOfSlot(m_state_slot, false)),
2500);
}
void MainWindow::IncrementSelectedStateSlot()
{
int state_slot = m_state_slot + 1;
if (state_slot > State::NUM_STATES)
state_slot = 1;
m_menu_bar->SetStateSlot(state_slot);
}
void MainWindow::DecrementSelectedStateSlot()
{
int state_slot = m_state_slot - 1;
if (state_slot < 1)
state_slot = State::NUM_STATES;
m_menu_bar->SetStateSlot(state_slot);
}
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,
[this](const std::string& path, std::unique_ptr<BootSessionData> boot_session_data) {
StartGame(path, ScanForSecondDisc::Yes, std::move(boot_session_data));
});
#ifdef USE_DISCORD_PRESENCE
m_netplay_discord = new DiscordHandler(this);
#endif
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, tr("Error"),
tr("Can't start a NetPlay Session while a game is still running!"));
return false;
}
if (m_netplay_dialog->isVisible())
{
ModalMessageBox::critical(nullptr, tr("Error"),
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, tr("Error"),
tr("Can't start a NetPlay Session while a game is still running!"));
return false;
}
if (m_netplay_dialog->isVisible())
{
ModalMessageBox::critical(nullptr, tr("Error"),
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, tr("Failed to open server"),
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;
#ifdef HAVE_X11
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 =
DolphinFileDialog::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 DolphinFileDialog::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 = DolphinFileDialog::getOpenFileName(
this, tr("Select the Recording File to Play"), 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);
}
Movie::ControllerTypeArray controllers{};
Movie::WiimoteEnabledArray wiimotes{};
for (int i = 0; i < 4; i++)
{
const SerialInterface::SIDevices si_device = Config::Get(Config::GetInfoForSIDevice(i));
if (si_device == SerialInterface::SIDEVICE_GC_GBA_EMULATED)
controllers[i] = Movie::ControllerType::GBA;
else if (SerialInterface::SIDevice_IsGCController(si_device))
controllers[i] = Movie::ControllerType::GC;
else
controllers[i] = Movie::ControllerType::None;
wiimotes[i] = Config::Get(Config::GetInfoForWiimoteSource(i)) != WiimoteSource::None;
}
if (Movie::BeginRecordingInput(controllers, wiimotes))
{
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()
{
Core::RunAsCPUThread([this] {
QString dtm_file = DolphinFileDialog::getSaveFileName(
this, tr("Save Recording File As"), QString(), tr("Dolphin TAS Movies (*.dtm)"));
if (!dtm_file.isEmpty())
Movie::SaveRecording(dtm_file.toStdString());
});
}
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++)
{
const auto si_device = Config::Get(Config::GetInfoForSIDevice(i));
if (si_device == SerialInterface::SIDEVICE_GC_GBA_EMULATED)
{
m_gba_tas_input_windows[i]->show();
m_gba_tas_input_windows[i]->raise();
m_gba_tas_input_windows[i]->activateWindow();
}
else if (si_device != SerialInterface::SIDEVICE_NONE &&
si_device != 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 (Config::Get(Config::GetInfoForWiimoteSource(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)
{
Core::RunAsCPUThread([&] {
if (const auto bt = WiiUtils::GetBluetoothEmuDevice())
{
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::ShowRiivolutionBootWidget(const UICommon::GameFile& game)
{
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());
std::unique_ptr<BootParameters> boot_params = BootParameters::GenerateFromFile(paths);
if (!boot_params)
return;
if (!std::holds_alternative<BootParameters::Disc>(boot_params->parameters))
return;
auto& disc = std::get<BootParameters::Disc>(boot_params->parameters);
RiivolutionBootWidget w(disc.volume->GetGameID(), disc.volume->GetRevision(),
disc.volume->GetDiscNumber(), game.GetFilePath(), this);
w.exec();
if (!w.ShouldBoot())
return;
AddRiivolutionPatches(boot_params.get(), std::move(w.GetPatches()));
StartGame(std::move(boot_params));
}
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();
}
}