qt: exit properly on guest-initiated close
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parent
1b11e0f0d3
commit
60ce34aa80
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@ -78,7 +78,6 @@ void EmuThread::run() {
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gpu.Start();
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gpu.Start();
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m_system.GetCpuManager().OnGpuReady();
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m_system.GetCpuManager().OnGpuReady();
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m_system.RegisterExitCallback([this] { m_stop_source.request_stop(); });
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if (m_system.DebuggerEnabled()) {
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if (m_system.DebuggerEnabled()) {
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m_system.InitializeDebugger();
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m_system.InitializeDebugger();
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@ -1710,6 +1710,11 @@ void GMainWindow::BootGame(const QString& filename, u64 program_id, std::size_t
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system->RegisterExecuteProgramCallback(
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system->RegisterExecuteProgramCallback(
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[this](std::size_t program_index_) { render_window->ExecuteProgram(program_index_); });
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[this](std::size_t program_index_) { render_window->ExecuteProgram(program_index_); });
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system->RegisterExitCallback([this] {
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emu_thread->ForceStop();
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render_window->Exit();
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});
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connect(render_window, &GRenderWindow::Closed, this, &GMainWindow::OnStopGame);
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connect(render_window, &GRenderWindow::Closed, this, &GMainWindow::OnStopGame);
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connect(render_window, &GRenderWindow::MouseActivity, this, &GMainWindow::OnMouseActivity);
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connect(render_window, &GRenderWindow::MouseActivity, this, &GMainWindow::OnMouseActivity);
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// BlockingQueuedConnection is important here, it makes sure we've finished refreshing our views
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// BlockingQueuedConnection is important here, it makes sure we've finished refreshing our views
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@ -4143,6 +4148,10 @@ bool GMainWindow::ConfirmForceLockedExit() {
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}
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}
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void GMainWindow::RequestGameExit() {
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void GMainWindow::RequestGameExit() {
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if (!system->IsPoweredOn()) {
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return;
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}
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auto& sm{system->ServiceManager()};
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auto& sm{system->ServiceManager()};
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auto applet_oe = sm.GetService<Service::AM::AppletOE>("appletOE");
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auto applet_oe = sm.GetService<Service::AM::AppletOE>("appletOE");
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auto applet_ae = sm.GetService<Service::AM::AppletAE>("appletAE");
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auto applet_ae = sm.GetService<Service::AM::AppletAE>("appletAE");
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