Qt: Create emu thread on bootup, kill it on shutdown.
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d5665fea89
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@ -30,21 +30,19 @@
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EmuThread::EmuThread(GRenderWindow* render_window) :
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EmuThread::EmuThread(GRenderWindow* render_window) :
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exec_cpu_step(false), cpu_running(false), stop_run(false), render_window(render_window) {
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exec_cpu_step(false), cpu_running(false), stop_run(false), render_window(render_window) {
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shutdown_event.Reset();
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connect(this, SIGNAL(started()), render_window, SLOT(moveContext()));
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connect(this, SIGNAL(started()), render_window, SLOT(moveContext()));
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}
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}
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void EmuThread::run()
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void EmuThread::run() {
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{
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stop_run = false;
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stop_run = false;
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// holds whether the cpu was running during the last iteration,
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// holds whether the cpu was running during the last iteration,
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// so that the DebugModeLeft signal can be emitted before the
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// so that the DebugModeLeft signal can be emitted before the
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// next execution step
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// next execution step
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bool was_active = false;
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bool was_active = false;
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while (!stop_run)
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while (!stop_run) {
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{
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if (cpu_running) {
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if (cpu_running)
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{
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if (!was_active)
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if (!was_active)
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emit DebugModeLeft();
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emit DebugModeLeft();
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@ -53,9 +51,7 @@ void EmuThread::run()
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was_active = cpu_running || exec_cpu_step;
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was_active = cpu_running || exec_cpu_step;
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if (!was_active)
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if (!was_active)
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emit DebugModeEntered();
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emit DebugModeEntered();
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}
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} else if (exec_cpu_step) {
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else if (exec_cpu_step)
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{
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if (!was_active)
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if (!was_active)
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emit DebugModeLeft();
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emit DebugModeLeft();
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@ -67,15 +63,14 @@ void EmuThread::run()
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was_active = false;
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was_active = false;
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}
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}
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}
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}
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render_window->moveContext();
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render_window->moveContext();
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Core::Stop();
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shutdown_event.Set();
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}
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}
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void EmuThread::Stop()
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void EmuThread::Stop() {
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{
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if (!isRunning()) {
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if (!isRunning())
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{
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LOG_WARNING(Frontend, "EmuThread::Stop called while emu thread wasn't running, returning...");
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LOG_WARNING(Frontend, "EmuThread::Stop called while emu thread wasn't running, returning...");
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return;
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return;
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}
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}
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@ -88,23 +83,19 @@ void EmuThread::Stop()
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// TODO: Waiting here is just a bad workaround for retarded shutdown logic.
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// TODO: Waiting here is just a bad workaround for retarded shutdown logic.
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wait(1000);
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wait(1000);
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if (isRunning())
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if (isRunning()) {
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{
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LOG_WARNING(Frontend, "EmuThread still running, terminating...");
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LOG_WARNING(Frontend, "EmuThread still running, terminating...");
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quit();
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quit();
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// TODO: Waiting 50 seconds can be necessary if the logging subsystem has a lot of spam
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// TODO: Waiting 50 seconds can be necessary if the logging subsystem has a lot of spam
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// queued... This should be fixed.
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// queued... This should be fixed.
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wait(50000);
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wait(50000);
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if (isRunning())
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if (isRunning()) {
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{
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LOG_CRITICAL(Frontend, "EmuThread STILL running, something is wrong here...");
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LOG_CRITICAL(Frontend, "EmuThread STILL running, something is wrong here...");
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terminate();
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terminate();
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}
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}
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}
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}
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LOG_INFO(Frontend, "EmuThread stopped");
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LOG_INFO(Frontend, "EmuThread stopped");
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System::Shutdown();
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}
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}
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@ -9,6 +9,7 @@
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#include "common/common.h"
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#include "common/common.h"
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#include "common/emu_window.h"
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#include "common/emu_window.h"
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#include "common/thread.h"
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class QScreen;
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class QScreen;
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class QKeyEvent;
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class QKeyEvent;
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@ -37,20 +38,31 @@ public:
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void ExecStep() { exec_cpu_step = true; }
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void ExecStep() { exec_cpu_step = true; }
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/**
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/**
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* Allow the CPU to continue processing instructions without interruption
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* Sets whether the CPU is running
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*
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*
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* @note This function is thread-safe
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* @note This function is thread-safe
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*/
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*/
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void SetCpuRunning(bool running) { cpu_running = running; }
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void SetCpuRunning(bool running) { cpu_running = running; }
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/**
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/**
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* Allow the CPU to continue processing instructions without interruption
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* Allow the CPU to continue processing instructions without interruption
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*
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*
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* @note This function is thread-safe
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* @note This function is thread-safe
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*/
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*/
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bool IsCpuRunning() { return cpu_running; }
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bool IsCpuRunning() { return cpu_running; }
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/**
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* Shutdown (permantently stops) the CPU
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*/
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void ShutdownCpu() { stop_run = true; };
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/**
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* Waits for the CPU shutdown to complete
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*/
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void WaitForCpuShutdown() { shutdown_event.Wait(); }
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public slots:
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public slots:
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/**
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/**
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* Stop emulation and wait for the thread to finish.
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* Stop emulation and wait for the thread to finish.
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@ -71,6 +83,8 @@ private:
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GRenderWindow* render_window;
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GRenderWindow* render_window;
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Common::Event shutdown_event;
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signals:
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signals:
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/**
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/**
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* Emitted when the CPU has halted execution
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* Emitted when the CPU has halted execution
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@ -57,7 +57,6 @@ GMainWindow::GMainWindow() : emu_thread(nullptr)
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render_window = new GRenderWindow(this, *this);
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render_window = new GRenderWindow(this, *this);
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render_window->hide();
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render_window->hide();
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emu_thread = new EmuThread(render_window);
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profilerWidget = new ProfilerWidget(this);
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profilerWidget = new ProfilerWidget(this);
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addDockWidget(Qt::BottomDockWidgetArea, profilerWidget);
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addDockWidget(Qt::BottomDockWidgetArea, profilerWidget);
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@ -197,9 +196,9 @@ void GMainWindow::OnDisplayTitleBars(bool show)
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}
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}
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}
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}
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void GMainWindow::BootGame(std::string filename)
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void GMainWindow::BootGame(std::string filename) {
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{
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LOG_INFO(Frontend, "Citra starting...\n");
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LOG_INFO(Frontend, "Citra starting...\n");
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System::Init(render_window);
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System::Init(render_window);
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// Load a game or die...
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// Load a game or die...
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@ -211,6 +210,7 @@ void GMainWindow::BootGame(std::string filename)
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registersWidget->OnDebugModeEntered();
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registersWidget->OnDebugModeEntered();
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callstackWidget->OnDebugModeEntered();
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callstackWidget->OnDebugModeEntered();
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emu_thread = new EmuThread(render_window);
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emu_thread->start();
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emu_thread->start();
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render_window->show();
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render_window->show();
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@ -248,14 +248,22 @@ void GMainWindow::OnPauseGame()
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ui.action_Stop->setEnabled(true);
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ui.action_Stop->setEnabled(true);
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}
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}
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void GMainWindow::OnStopGame()
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void GMainWindow::OnStopGame() {
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{
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emu_thread->SetCpuRunning(false);
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emu_thread->SetCpuRunning(false);
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// TODO: Shutdown core
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emu_thread->ShutdownCpu();
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emu_thread->WaitForCpuShutdown();
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emu_thread->Stop();
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delete emu_thread;
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System::Shutdown();
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ui.action_Start->setEnabled(true);
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ui.action_Start->setEnabled(true);
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ui.action_Pause->setEnabled(false);
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ui.action_Pause->setEnabled(false);
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ui.action_Stop->setEnabled(false);
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ui.action_Stop->setEnabled(false);
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render_window->hide();
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}
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}
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void GMainWindow::OnOpenHotkeysDialog()
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void GMainWindow::OnOpenHotkeysDialog()
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