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