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-rw-r--r--src/citra_qt/main.cpp68
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();