yuzu-emu
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yuzu-mainline
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Qt: Move EmuThread ownership from render window to main window.

This commit is contained in:
bunnei 2015-04-16 18:35:09 -04:00
parent 4d30edc11e
commit 762c1a9ff5
6 changed files with 57 additions and 69 deletions

View File

@ -10,6 +10,7 @@
#include "common/common.h"
#include "bootmanager.h"
#include "main.h"
#include "core/core.h"
#include "core/settings.h"
@ -30,6 +31,7 @@ EmuThread::EmuThread(GRenderWindow* render_window) :
filename(""), exec_cpu_step(false), cpu_running(false),
stop_run(false), render_window(render_window)
{
connect(this, SIGNAL(started()), render_window, SLOT(moveContext()));
}
void EmuThread::SetFilename(std::string filename)
@ -133,13 +135,9 @@ private:
GRenderWindow* parent;
};
EmuThread& GRenderWindow::GetEmuThread()
{
return emu_thread;
}
GRenderWindow::GRenderWindow(QWidget* parent, GMainWindow& main_window) :
QWidget(parent), main_window(main_window), keyboard_id(0) {
GRenderWindow::GRenderWindow(QWidget* parent) : QWidget(parent), emu_thread(this), keyboard_id(0)
{
std::string window_title = Common::StringFromFormat("Citra | %s-%s", Common::g_scm_branch, Common::g_scm_desc);
setWindowTitle(QString::fromStdString(window_title));
@ -160,7 +158,6 @@ GRenderWindow::GRenderWindow(QWidget* parent) : QWidget(parent), emu_thread(this
layout->addWidget(child);
layout->setMargin(0);
setLayout(layout);
connect(&emu_thread, SIGNAL(started()), this, SLOT(moveContext()));
OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size);
@ -180,29 +177,17 @@ void GRenderWindow::moveContext()
// We need to move GL context to the swapping thread in Qt5
#if QT_VERSION > QT_VERSION_CHECK(5, 0, 0)
// If the thread started running, move the GL Context to the new thread. Otherwise, move it back.
child->context()->moveToThread((QThread::currentThread() == qApp->thread()) ? &emu_thread : qApp->thread());
auto thread = QThread::currentThread() == qApp->thread() ? main_window.GetEmuThread() : qApp->thread();
child->context()->moveToThread(thread);
#endif
}
GRenderWindow::~GRenderWindow()
{
if (emu_thread.isRunning())
emu_thread.Stop();
}
void GRenderWindow::SwapBuffers()
{
// MakeCurrent is already called in renderer_opengl
child->swapBuffers();
}
void GRenderWindow::closeEvent(QCloseEvent* event)
{
if (emu_thread.isRunning())
emu_thread.Stop();
QWidget::closeEvent(event);
}
void GRenderWindow::MakeCurrent()
{
child->makeCurrent();

View File

@ -14,6 +14,7 @@ class QScreen;
class QKeyEvent;
class GRenderWindow;
class GMainWindow;
class EmuThread : public QThread
{
@ -67,7 +68,7 @@ public slots:
void Stop();
private:
friend class GRenderWindow;
friend class GMainWindow;
EmuThread(GRenderWindow* render_window);
@ -100,10 +101,7 @@ class GRenderWindow : public QWidget, public EmuWindow
Q_OBJECT
public:
GRenderWindow(QWidget* parent = NULL);
~GRenderWindow();
void closeEvent(QCloseEvent*) override;
GRenderWindow(QWidget* parent, GMainWindow& main_window);
// EmuWindow implementation
void SwapBuffers() override;
@ -116,8 +114,6 @@ public:
void restoreGeometry(const QByteArray& geometry); // overridden
QByteArray saveGeometry(); // overridden
EmuThread& GetEmuThread();
void keyPressEvent(QKeyEvent* event) override;
void keyReleaseEvent(QKeyEvent* event) override;
@ -139,10 +135,10 @@ private:
QGLWidget* child;
EmuThread emu_thread;
QByteArray geometry;
GMainWindow& main_window;
/// Device id of keyboard for use with KeyMap
int keyboard_id;
};

View File

@ -4,6 +4,7 @@
#include "disassembler.h"
#include "../main.h"
#include "../bootmanager.h"
#include "../hotkeys.h"
@ -158,8 +159,9 @@ void DisassemblerModel::SetNextInstruction(unsigned int address) {
emit dataChanged(prev_index, prev_index);
}
DisassemblerWidget::DisassemblerWidget(QWidget* parent, EmuThread& emu_thread) : QDockWidget(parent), base_addr(0), emu_thread(emu_thread)
{
DisassemblerWidget::DisassemblerWidget(QWidget* parent, GMainWindow& main_window) :
QDockWidget(parent), main_window(main_window), base_addr(0) {
disasm_ui.setupUi(this);
model = new DisassemblerModel(this);
@ -199,7 +201,7 @@ void DisassemblerWidget::Init()
void DisassemblerWidget::OnContinue()
{
emu_thread.SetCpuRunning(true);
main_window.GetEmuThread()->SetCpuRunning(true);
}
void DisassemblerWidget::OnStep()
@ -209,13 +211,13 @@ void DisassemblerWidget::OnStep()
void DisassemblerWidget::OnStepInto()
{
emu_thread.SetCpuRunning(false);
emu_thread.ExecStep();
main_window.GetEmuThread()->SetCpuRunning(false);
main_window.GetEmuThread()->ExecStep();
}
void DisassemblerWidget::OnPause()
{
emu_thread.SetCpuRunning(false);
main_window.GetEmuThread()->SetCpuRunning(false);
// TODO: By now, the CPU might not have actually stopped...
if (Core::g_app_core) {
@ -225,7 +227,7 @@ void DisassemblerWidget::OnPause()
void DisassemblerWidget::OnToggleStartStop()
{
emu_thread.SetCpuRunning(!emu_thread.IsCpuRunning());
main_window.GetEmuThread()->SetCpuRunning(!main_window.GetEmuThread()->IsCpuRunning());
}
void DisassemblerWidget::OnDebugModeEntered()
@ -233,7 +235,7 @@ void DisassemblerWidget::OnDebugModeEntered()
ARMword next_instr = Core::g_app_core->GetPC();
if (model->GetBreakPoints().IsAddressBreakPoint(next_instr))
emu_thread.SetCpuRunning(false);
main_window.GetEmuThread()->SetCpuRunning(false);
model->SetNextInstruction(next_instr);

View File

@ -13,7 +13,7 @@
#include "common/break_points.h"
class QAction;
class EmuThread;
class GMainWindow;
class DisassemblerModel : public QAbstractListModel
{
@ -51,7 +51,7 @@ class DisassemblerWidget : public QDockWidget
Q_OBJECT
public:
DisassemblerWidget(QWidget* parent, EmuThread& emu_thread);
DisassemblerWidget(QWidget* parent, GMainWindow& main_window);
void Init();
@ -75,5 +75,5 @@ private:
u32 base_addr;
EmuThread& emu_thread;
GMainWindow& main_window;
};

View File

@ -46,7 +46,7 @@
#include "version.h"
GMainWindow::GMainWindow()
GMainWindow::GMainWindow() : emu_thread(nullptr)
{
Pica::g_debug_context = Pica::DebugContext::Construct();
@ -55,14 +55,15 @@ GMainWindow::GMainWindow()
ui.setupUi(this);
statusBar()->hide();
render_window = new GRenderWindow;
render_window = new GRenderWindow(this, *this);
render_window->hide();
emu_thread = new EmuThread(render_window);
profilerWidget = new ProfilerWidget(this);
addDockWidget(Qt::BottomDockWidgetArea, profilerWidget);
profilerWidget->hide();
disasmWidget = new DisassemblerWidget(this, render_window->GetEmuThread());
disasmWidget = new DisassemblerWidget(this, *this);
addDockWidget(Qt::BottomDockWidgetArea, disasmWidget);
disasmWidget->hide();
@ -139,13 +140,13 @@ GMainWindow::GMainWindow()
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(&render_window->GetEmuThread(), SIGNAL(DebugModeEntered()), disasmWidget, SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection);
connect(&render_window->GetEmuThread(), SIGNAL(DebugModeEntered()), registersWidget, SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection);
connect(&render_window->GetEmuThread(), SIGNAL(DebugModeEntered()), callstackWidget, SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection);
connect(&render_window->GetEmuThread(), SIGNAL(DebugModeLeft()), disasmWidget, SLOT(OnDebugModeLeft()), Qt::BlockingQueuedConnection);
connect(&render_window->GetEmuThread(), SIGNAL(DebugModeLeft()), registersWidget, SLOT(OnDebugModeLeft()), Qt::BlockingQueuedConnection);
connect(&render_window->GetEmuThread(), SIGNAL(DebugModeLeft()), callstackWidget, SLOT(OnDebugModeLeft()), Qt::BlockingQueuedConnection);
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);
// Setup hotkeys
RegisterHotkey("Main Window", "Load File", QKeySequence::Open);
@ -210,8 +211,8 @@ void GMainWindow::BootGame(std::string filename)
registersWidget->OnDebugModeEntered();
callstackWidget->OnDebugModeEntered();
render_window->GetEmuThread().SetFilename(filename);
render_window->GetEmuThread().start();
emu_thread->SetFilename(filename);
emu_thread->start();
render_window->show();
OnStartGame();
@ -232,7 +233,7 @@ void GMainWindow::OnMenuLoadSymbolMap() {
void GMainWindow::OnStartGame()
{
render_window->GetEmuThread().SetCpuRunning(true);
emu_thread->SetCpuRunning(true);
ui.action_Start->setEnabled(false);
ui.action_Pause->setEnabled(true);
@ -241,7 +242,7 @@ void GMainWindow::OnStartGame()
void GMainWindow::OnPauseGame()
{
render_window->GetEmuThread().SetCpuRunning(false);
emu_thread->SetCpuRunning(false);
ui.action_Start->setEnabled(true);
ui.action_Pause->setEnabled(false);
@ -250,7 +251,7 @@ void GMainWindow::OnPauseGame()
void GMainWindow::OnStopGame()
{
render_window->GetEmuThread().SetCpuRunning(false);
emu_thread->SetCpuRunning(false);
// TODO: Shutdown core
ui.action_Start->setEnabled(true);
@ -265,24 +266,22 @@ void GMainWindow::OnOpenHotkeysDialog()
}
void GMainWindow::ToggleWindowMode()
{
bool enable = ui.action_Single_Window_Mode->isChecked();
if (!enable && render_window->parent() != nullptr)
{
ui.horizontalLayout->removeWidget(render_window);
render_window->setParent(nullptr);
render_window->setVisible(true);
render_window->RestoreGeometry();
render_window->setFocusPolicy(Qt::NoFocus);
}
else if (enable && render_window->parent() == nullptr)
{
void GMainWindow::ToggleWindowMode() {
if (ui.action_Single_Window_Mode->isChecked()) {
// Render in the main window...
render_window->BackupGeometry();
ui.horizontalLayout->addWidget(render_window);
render_window->setVisible(true);
render_window->setFocusPolicy(Qt::ClickFocus);
render_window->setFocus();
} else {
// Render in a separate window...
ui.horizontalLayout->removeWidget(render_window);
render_window->setParent(nullptr);
render_window->setVisible(true);
render_window->RestoreGeometry();
render_window->setFocusPolicy(Qt::NoFocus);
}
}

View File

@ -11,6 +11,7 @@
class GImageInfo;
class GRenderWindow;
class EmuThread;
class ProfilerWidget;
class DisassemblerWidget;
class RegistersWidget;
@ -34,6 +35,10 @@ public:
GMainWindow();
~GMainWindow();
EmuThread* GetEmuThread() {
return emu_thread;
}
private:
void BootGame(std::string filename);
@ -54,6 +59,7 @@ private:
Ui::MainWindow ui;
GRenderWindow* render_window;
EmuThread* emu_thread;
ProfilerWidget* profilerWidget;
DisassemblerWidget* disasmWidget;