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// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <atomic>
#include <condition_variable>
#include <mutex>
#include <QThread>
#include <QGLWidget>
#include "common/emu_window.h"
#include "common/thread.h"
class QScreen;
class QKeyEvent;
class GRenderWindow;
class GMainWindow;
class EmuThread : public QThread
{
Q_OBJECT
public:
EmuThread(GRenderWindow* render_window);
/**
* Start emulation (on new thread)
* @warning Only call when not running!
*/
void run() override;
/**
* Steps the emulation thread by a single CPU instruction (if the CPU is not already running)
* @note This function is thread-safe
*/
void ExecStep() {
exec_step = true;
running_cv.notify_all();
}
/**
* Sets whether the emulation thread is running or not
* @param running Boolean value, set the emulation thread to running if true
* @note This function is thread-safe
*/
void SetRunning(bool running) {
std::unique_lock<std::mutex> lock(running_mutex);
this->running = running;
lock.unlock();
running_cv.notify_all();
}
/**
* Check if the emulation thread is running or not
* @return True if the emulation thread is running, otherwise false
* @note This function is thread-safe
*/
bool IsRunning() { return running; }
/**
* Requests for the emulation thread to stop running
*/
void RequestStop() {
stop_run = true;
SetRunning(false);
};
private:
bool exec_step;
bool running;
std::atomic<bool> stop_run;
std::mutex running_mutex;
std::condition_variable running_cv;
GRenderWindow* render_window;
signals:
/**
* Emitted when the CPU has halted execution
*
* @warning When connecting to this signal from other threads, make sure to specify either Qt::QueuedConnection (invoke slot within the destination object's message thread) or even Qt::BlockingQueuedConnection (additionally block source thread until slot returns)
*/
void DebugModeEntered();
/**
* Emitted right before the CPU continues execution
*
* @warning When connecting to this signal from other threads, make sure to specify either Qt::QueuedConnection (invoke slot within the destination object's message thread) or even Qt::BlockingQueuedConnection (additionally block source thread until slot returns)
*/
void DebugModeLeft();
};
class GRenderWindow : public QWidget, public EmuWindow
{
Q_OBJECT
public:
GRenderWindow(QWidget* parent, EmuThread* emu_thread);
// EmuWindow implementation
void SwapBuffers() override;
void MakeCurrent() override;
void DoneCurrent() override;
void PollEvents() override;
void BackupGeometry();
void RestoreGeometry();
void restoreGeometry(const QByteArray& geometry); // overridden
QByteArray saveGeometry(); // overridden
void keyPressEvent(QKeyEvent* event) override;
void keyReleaseEvent(QKeyEvent* event) override;
void mousePressEvent(QMouseEvent *event) override;
void mouseMoveEvent(QMouseEvent *event) override;
void mouseReleaseEvent(QMouseEvent *event) override;
void ReloadSetKeymaps() override;
void OnClientAreaResized(unsigned width, unsigned height);
void OnFramebufferSizeChanged();
public slots:
void moveContext(); // overridden
void OnEmulationStarting(EmuThread* emu_thread);
void OnEmulationStopping();
private:
void OnMinimalClientAreaChangeRequest(const std::pair<unsigned,unsigned>& minimal_size) override;
QGLWidget* child;
QByteArray geometry;
/// Device id of keyboard for use with KeyMap
int keyboard_id;
EmuThread* emu_thread;
};
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