diff options
Diffstat (limited to '')
-rw-r--r-- | src/citra_qt/main.cpp | 68 |
1 files changed, 46 insertions, 22 deletions
diff --git a/src/citra_qt/main.cpp b/src/citra_qt/main.cpp index dd180baa4..7de2bf8ba 100644 --- a/src/citra_qt/main.cpp +++ b/src/citra_qt/main.cpp @@ -15,6 +15,7 @@ #include "common/logging/log.h" #include "common/logging/backend.h" #include "common/logging/filter.h" +#include "common/make_unique.h" #include "common/platform.h" #include "common/scope_exit.h" @@ -55,14 +56,14 @@ GMainWindow::GMainWindow() : emu_thread(nullptr) ui.setupUi(this); statusBar()->hide(); - render_window = new GRenderWindow(this, *this); + render_window = new GRenderWindow(this, emu_thread.get()); render_window->hide(); profilerWidget = new ProfilerWidget(this); addDockWidget(Qt::BottomDockWidgetArea, profilerWidget); profilerWidget->hide(); - disasmWidget = new DisassemblerWidget(this, *this); + disasmWidget = new DisassemblerWidget(this, emu_thread.get()); addDockWidget(Qt::BottomDockWidgetArea, disasmWidget); disasmWidget->hide(); @@ -138,14 +139,10 @@ GMainWindow::GMainWindow() : emu_thread(nullptr) connect(ui.action_Single_Window_Mode, SIGNAL(triggered(bool)), this, SLOT(ToggleWindowMode())); connect(ui.action_Hotkeys, SIGNAL(triggered()), this, SLOT(OnOpenHotkeysDialog())); - // BlockingQueuedConnection is important here, it makes sure we've finished refreshing our views before the CPU continues - connect(emu_thread, SIGNAL(DebugModeEntered()), disasmWidget, SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection); - connect(emu_thread, SIGNAL(DebugModeEntered()), registersWidget, SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection); - connect(emu_thread, SIGNAL(DebugModeEntered()), callstackWidget, SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection); - - connect(emu_thread, SIGNAL(DebugModeLeft()), disasmWidget, SLOT(OnDebugModeLeft()), Qt::BlockingQueuedConnection); - connect(emu_thread, SIGNAL(DebugModeLeft()), registersWidget, SLOT(OnDebugModeLeft()), Qt::BlockingQueuedConnection); - connect(emu_thread, SIGNAL(DebugModeLeft()), callstackWidget, SLOT(OnDebugModeLeft()), Qt::BlockingQueuedConnection); + connect(this, SIGNAL(EmulationStarted(EmuThread*)), disasmWidget, SLOT(OnEmulationStarted(EmuThread*))); + connect(this, SIGNAL(EmulationStopped()), disasmWidget, SLOT(OnEmulationStopped())); + connect(this, SIGNAL(EmulationStarted(EmuThread*)), render_window, SLOT(OnEmulationStarted(EmuThread*))); + connect(this, SIGNAL(EmulationStopped()), render_window, SLOT(OnEmulationStopped())); // Setup hotkeys RegisterHotkey("Main Window", "Load File", QKeySequence::Open); @@ -199,35 +196,62 @@ void GMainWindow::OnDisplayTitleBars(bool show) void GMainWindow::BootGame(std::string filename) { LOG_INFO(Frontend, "Citra starting...\n"); + // Initialize the core emulation System::Init(render_window); - // Load a game or die... + // Load the game if (Loader::ResultStatus::Success != Loader::LoadFile(filename)) { LOG_CRITICAL(Frontend, "Failed to load ROM!"); + System::Shutdown(); + return; } - disasmWidget->Init(); - registersWidget->OnDebugModeEntered(); - callstackWidget->OnDebugModeEntered(); - - emu_thread = new EmuThread(render_window); + // Create and start the emulation thread + emu_thread = Common::make_unique<EmuThread>(render_window); + emit EmulationStarted(emu_thread.get()); emu_thread->start(); + // BlockingQueuedConnection is important here, it makes sure we've finished refreshing our views before the CPU continues + connect(emu_thread.get(), SIGNAL(DebugModeEntered()), disasmWidget, SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection); + connect(emu_thread.get(), SIGNAL(DebugModeEntered()), registersWidget, SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection); + connect(emu_thread.get(), SIGNAL(DebugModeEntered()), callstackWidget, SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection); + connect(emu_thread.get(), SIGNAL(DebugModeLeft()), disasmWidget, SLOT(OnDebugModeLeft()), Qt::BlockingQueuedConnection); + connect(emu_thread.get(), SIGNAL(DebugModeLeft()), registersWidget, SLOT(OnDebugModeLeft()), Qt::BlockingQueuedConnection); + connect(emu_thread.get(), SIGNAL(DebugModeLeft()), callstackWidget, SLOT(OnDebugModeLeft()), Qt::BlockingQueuedConnection); + + // Update the GUI + registersWidget->OnDebugModeEntered(); + callstackWidget->OnDebugModeEntered(); render_window->show(); + OnStartGame(); } void GMainWindow::ShutdownGame() { - // Shutdown the emulation thread and wait for it to complete - emu_thread->SetRunning(false); - emu_thread->Shutdown(); - emu_thread->wait(); - delete emu_thread; - emu_thread = nullptr; + // Shutdown the emulation thread + emu_thread->RequestShutdown(); + + // Disconnect signals that are attached to the current emulation thread + disconnect(emu_thread.get(), SIGNAL(DebugModeEntered()), disasmWidget, SLOT(OnDebugModeEntered())); + disconnect(emu_thread.get(), SIGNAL(DebugModeEntered()), registersWidget, SLOT(OnDebugModeEntered())); + disconnect(emu_thread.get(), SIGNAL(DebugModeEntered()), callstackWidget, SLOT(OnDebugModeEntered())); + disconnect(emu_thread.get(), SIGNAL(DebugModeLeft()), disasmWidget, SLOT(OnDebugModeLeft())); + disconnect(emu_thread.get(), SIGNAL(DebugModeLeft()), registersWidget, SLOT(OnDebugModeLeft())); + disconnect(emu_thread.get(), SIGNAL(DebugModeLeft()), callstackWidget, SLOT(OnDebugModeLeft())); // Release emu threads from any breakpoints + // This belongs after RequestShutdown() and before wait() because if emulation stops on a GPU + // breakpoint after (or before) RequestShutdown() is called, the emulation would never be able + // to continue out to the main loop and terminate. Thus wait() would hang forever. + // TODO(bunnei): This function is not thread safe, but it's being used as if it were Pica::g_debug_context->ClearBreakpoints(); + emit EmulationStopped(); + + // Wait for emulation thread to complete and delete it + emu_thread->wait(); + emu_thread = nullptr; + // Shutdown the core emulation System::Shutdown(); |