qt: continue event loop during game close
This commit is contained in:
parent
1b11e0f0d3
commit
053ad04d3f
@ -1550,8 +1550,9 @@ void GMainWindow::AllowOSSleep() {
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bool GMainWindow::LoadROM(const QString& filename, u64 program_id, std::size_t program_index) {
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bool GMainWindow::LoadROM(const QString& filename, u64 program_id, std::size_t program_index) {
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// Shutdown previous session if the emu thread is still active...
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// Shutdown previous session if the emu thread is still active...
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if (emu_thread != nullptr)
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if (emu_thread != nullptr) {
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ShutdownGame();
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ShutdownGame();
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}
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if (!render_window->InitRenderTarget()) {
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if (!render_window->InitRenderTarget()) {
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return false;
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return false;
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@ -1779,7 +1780,7 @@ void GMainWindow::BootGame(const QString& filename, u64 program_id, std::size_t
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OnStartGame();
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OnStartGame();
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}
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}
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void GMainWindow::ShutdownGame() {
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void GMainWindow::OnShutdownBegin() {
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if (!emulation_running) {
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if (!emulation_running) {
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return;
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return;
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}
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}
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@ -1802,13 +1803,41 @@ void GMainWindow::ShutdownGame() {
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emit EmulationStopping();
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emit EmulationStopping();
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// Wait for emulation thread to complete and delete it
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shutdown_timer.setSingleShot(true);
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if (system->DebuggerEnabled() || !emu_thread->wait(5000)) {
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shutdown_timer.start(system->DebuggerEnabled() ? 0 : 5000);
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connect(&shutdown_timer, &QTimer::timeout, this, &GMainWindow::OnEmulationStopTimeExpired);
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connect(emu_thread.get(), &QThread::finished, this, &GMainWindow::OnEmulationStopped);
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// Disable everything to prevent anything from being triggered here
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ui->action_Pause->setEnabled(false);
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ui->action_Restart->setEnabled(false);
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ui->action_Stop->setEnabled(false);
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}
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void GMainWindow::OnShutdownBeginDialog() {
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shutdown_dialog =
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new OverlayDialog(render_window, *system, QString{}, tr("Closing software..."), QString{},
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QString{}, Qt::AlignHCenter | Qt::AlignVCenter);
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shutdown_dialog->open();
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}
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void GMainWindow::OnEmulationStopTimeExpired() {
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if (emu_thread) {
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emu_thread->ForceStop();
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emu_thread->ForceStop();
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emu_thread->wait();
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}
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}
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}
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void GMainWindow::OnEmulationStopped() {
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shutdown_timer.stop();
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emu_thread->disconnect();
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emu_thread->wait();
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emu_thread = nullptr;
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emu_thread = nullptr;
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if (shutdown_dialog) {
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shutdown_dialog->deleteLater();
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shutdown_dialog = nullptr;
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}
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emulation_running = false;
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emulation_running = false;
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discord_rpc->Update();
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discord_rpc->Update();
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@ -1854,6 +1883,20 @@ void GMainWindow::ShutdownGame() {
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// When closing the game, destroy the GLWindow to clear the context after the game is closed
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// When closing the game, destroy the GLWindow to clear the context after the game is closed
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render_window->ReleaseRenderTarget();
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render_window->ReleaseRenderTarget();
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Settings::RestoreGlobalState(system->IsPoweredOn());
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system->HIDCore().ReloadInputDevices();
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UpdateStatusButtons();
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}
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void GMainWindow::ShutdownGame() {
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if (!emulation_running) {
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return;
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}
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OnShutdownBegin();
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OnEmulationStopTimeExpired();
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OnEmulationStopped();
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}
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}
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void GMainWindow::StoreRecentFile(const QString& filename) {
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void GMainWindow::StoreRecentFile(const QString& filename) {
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@ -2956,11 +2999,8 @@ void GMainWindow::OnStopGame() {
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return;
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return;
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}
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}
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ShutdownGame();
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OnShutdownBegin();
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OnShutdownBeginDialog();
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Settings::RestoreGlobalState(system->IsPoweredOn());
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system->HIDCore().ReloadInputDevices();
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UpdateStatusButtons();
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}
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}
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void GMainWindow::OnLoadComplete() {
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void GMainWindow::OnLoadComplete() {
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@ -4047,10 +4087,6 @@ void GMainWindow::closeEvent(QCloseEvent* event) {
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// Shutdown session if the emu thread is active...
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// Shutdown session if the emu thread is active...
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if (emu_thread != nullptr) {
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if (emu_thread != nullptr) {
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ShutdownGame();
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ShutdownGame();
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Settings::RestoreGlobalState(system->IsPoweredOn());
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system->HIDCore().ReloadInputDevices();
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UpdateStatusButtons();
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}
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}
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render_window->close();
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render_window->close();
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@ -29,6 +29,7 @@ class GImageInfo;
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class GRenderWindow;
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class GRenderWindow;
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class LoadingScreen;
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class LoadingScreen;
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class MicroProfileDialog;
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class MicroProfileDialog;
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class OverlayDialog;
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class ProfilerWidget;
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class ProfilerWidget;
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class ControllerDialog;
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class ControllerDialog;
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class QLabel;
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class QLabel;
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@ -335,6 +336,10 @@ private slots:
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void OnReinitializeKeys(ReinitializeKeyBehavior behavior);
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void OnReinitializeKeys(ReinitializeKeyBehavior behavior);
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void OnLanguageChanged(const QString& locale);
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void OnLanguageChanged(const QString& locale);
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void OnMouseActivity();
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void OnMouseActivity();
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void OnShutdownBegin();
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void OnShutdownBeginDialog();
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void OnEmulationStopped();
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void OnEmulationStopTimeExpired();
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private:
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private:
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QString GetGameListErrorRemoving(InstalledEntryType type) const;
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QString GetGameListErrorRemoving(InstalledEntryType type) const;
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@ -384,6 +389,8 @@ private:
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GRenderWindow* render_window;
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GRenderWindow* render_window;
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GameList* game_list;
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GameList* game_list;
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LoadingScreen* loading_screen;
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LoadingScreen* loading_screen;
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QTimer shutdown_timer;
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OverlayDialog* shutdown_dialog;
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GameListPlaceholder* game_list_placeholder;
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GameListPlaceholder* game_list_placeholder;
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@ -259,3 +259,9 @@ void OverlayDialog::InputThread() {
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std::this_thread::sleep_for(std::chrono::milliseconds(50));
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std::this_thread::sleep_for(std::chrono::milliseconds(50));
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}
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}
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}
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}
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void OverlayDialog::keyPressEvent(QKeyEvent* e) {
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if (!ui->buttonsDialog->isHidden() || e->key() != Qt::Key_Escape) {
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QDialog::keyPressEvent(e);
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}
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}
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@ -94,6 +94,7 @@ private:
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/// The thread where input is being polled and processed.
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/// The thread where input is being polled and processed.
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void InputThread();
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void InputThread();
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void keyPressEvent(QKeyEvent* e) override;
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std::unique_ptr<Ui::OverlayDialog> ui;
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std::unique_ptr<Ui::OverlayDialog> ui;
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