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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 <QThread>
#include <QGLWidget>
#include "common/common.h"
#include "common/emu_window.h"
class QScreen;
class QKeyEvent;
class GRenderWindow;
class GMainWindow;
class EmuThread : public QThread
{
Q_OBJECT
public:
/**
* Start emulation (on new thread)
*
* @warning Only call when not running!
*/
void run() override;
/**
* Allow the CPU to process a single instruction (if cpu is not running)
*
* @note This function is thread-safe
*/
void ExecStep() { exec_cpu_step = true; }
/**
* Allow the CPU to continue processing instructions without interruption
*
* @note This function is thread-safe
*/
void SetCpuRunning(bool running) { cpu_running = running; }
/**
* Allow the CPU to continue processing instructions without interruption
*
* @note This function is thread-safe
*/
bool IsCpuRunning() { return cpu_running; }
public slots:
/**
* Stop emulation and wait for the thread to finish.
*
* @details: This function will wait a second for the thread to finish; if it hasn't finished until then, we'll terminate() it and wait another second, hoping that it will be terminated by then.
* @note: This function is thread-safe.
*/
void Stop();
private:
friend class GMainWindow;
EmuThread(GRenderWindow* render_window);
bool exec_cpu_step;
bool cpu_running;
std::atomic<bool> stop_run;
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, GMainWindow& main_window);
// 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
private:
void OnMinimalClientAreaChangeRequest(const std::pair<unsigned,unsigned>& minimal_size) override;
QGLWidget* child;
QByteArray geometry;
GMainWindow& main_window;
/// Device id of keyboard for use with KeyMap
int keyboard_id;
};
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