// Copyright 2014 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include #include #include #include "common/emu_window.h" #include "common/thread.h" class QScreen; class QKeyEvent; class GRenderWindow; class GMainWindow; class EmuThread : public QThread { Q_OBJECT public: EmuThread(GRenderWindow* render_window); /** * Start emulation (on new thread) * @warning Only call when not running! */ void run() override; /** * Steps the emulation thread by a single CPU instruction (if the CPU is not already running) * @note This function is thread-safe */ void ExecStep() { exec_step = true; running_cv.notify_all(); } /** * Sets whether the emulation thread is running or not * @param running Boolean value, set the emulation thread to running if true * @note This function is thread-safe */ void SetRunning(bool running) { std::unique_lock lock(running_mutex); this->running = running; lock.unlock(); running_cv.notify_all(); } /** * Check if the emulation thread is running or not * @return True if the emulation thread is running, otherwise false * @note This function is thread-safe */ bool IsRunning() { return running; } /** * Requests for the emulation thread to stop running */ void RequestStop() { stop_run = true; SetRunning(false); }; private: bool exec_step; bool running; std::atomic stop_run; std::mutex running_mutex; std::condition_variable running_cv; GRenderWindow* render_window; signals: /** * Emitted when the CPU has halted execution * * @warning When connecting to this signal from other threads, make sure to specify either Qt::QueuedConnection (invoke slot within the destination object's message thread) or even Qt::BlockingQueuedConnection (additionally block source thread until slot returns) */ void DebugModeEntered(); /** * Emitted right before the CPU continues execution * * @warning When connecting to this signal from other threads, make sure to specify either Qt::QueuedConnection (invoke slot within the destination object's message thread) or even Qt::BlockingQueuedConnection (additionally block source thread until slot returns) */ void DebugModeLeft(); }; class GRenderWindow : public QWidget, public EmuWindow { Q_OBJECT public: GRenderWindow(QWidget* parent, EmuThread* emu_thread); // EmuWindow implementation void SwapBuffers() override; void MakeCurrent() override; void DoneCurrent() override; void PollEvents() override; void BackupGeometry(); void RestoreGeometry(); void restoreGeometry(const QByteArray& geometry); // overridden QByteArray saveGeometry(); // overridden void keyPressEvent(QKeyEvent* event) override; void keyReleaseEvent(QKeyEvent* event) override; void mousePressEvent(QMouseEvent *event) override; void mouseMoveEvent(QMouseEvent *event) override; void mouseReleaseEvent(QMouseEvent *event) override; void ReloadSetKeymaps() override; void OnClientAreaResized(unsigned width, unsigned height); void OnFramebufferSizeChanged(); public slots: void moveContext(); // overridden void OnEmulationStarting(EmuThread* emu_thread); void OnEmulationStopping(); private: void OnMinimalClientAreaChangeRequest(const std::pair& minimal_size) override; QGLWidget* child; QByteArray geometry; /// Device id of keyboard for use with KeyMap int keyboard_id; EmuThread* emu_thread; };