Stop emulation when render window is closed
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parent
f5a49df679
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86e29ac281
@ -223,6 +223,11 @@ QByteArray GRenderWindow::saveGeometry()
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return geometry;
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}
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void GRenderWindow::closeEvent(QCloseEvent* event) {
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emit Closed();
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QWidget::closeEvent(event);
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}
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void GRenderWindow::keyPressEvent(QKeyEvent* event)
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{
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this->KeyPressed({event->key(), keyboard_id});
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@ -110,6 +110,8 @@ public:
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void restoreGeometry(const QByteArray& geometry); // overridden
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QByteArray saveGeometry(); // overridden
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void closeEvent(QCloseEvent* event) override;
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void keyPressEvent(QKeyEvent* event) override;
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void keyReleaseEvent(QKeyEvent* event) override;
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@ -129,6 +131,10 @@ public slots:
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void OnEmulationStarting(EmuThread* emu_thread);
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void OnEmulationStopping();
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signals:
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/// Emitted when the window is closed
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void Closed();
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private:
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void OnMinimalClientAreaChangeRequest(const std::pair<unsigned,unsigned>& minimal_size) override;
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@ -251,6 +251,7 @@ void GMainWindow::BootGame(const std::string& filename) {
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render_window->moveContext();
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emu_thread->start();
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connect(render_window, SIGNAL(Closed()), this, SLOT(OnStopGame()));
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// BlockingQueuedConnection is important here, it makes sure we've finished refreshing our views before the CPU continues
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connect(emu_thread.get(), SIGNAL(DebugModeEntered()), disasmWidget, SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection);
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connect(emu_thread.get(), SIGNAL(DebugModeEntered()), registersWidget, SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection);
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@ -283,6 +284,9 @@ void GMainWindow::ShutdownGame() {
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emu_thread->wait();
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emu_thread = nullptr;
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// The emulation is stopped, so closing the window or not does not matter anymore
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disconnect(render_window, SIGNAL(Closed()), this, SLOT(OnStopGame()));
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// Update the GUI
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ui.action_Start->setEnabled(false);
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ui.action_Start->setText(tr("Start"));
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