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https://github.com/Lime3DS/Lime3DS.git
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221a9b023d
The view is scaled to be as large as possible, without changing the aspect, within the bounds of the window. On "retina" displays, or other displays where window units != pixels, the view should no longer draw incorrectly.
126 lines
3.1 KiB
C++
126 lines
3.1 KiB
C++
#include <QThread>
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#include <QGLWidget>
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#include <atomic>
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#include "common/common.h"
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#include "common/emu_window.h"
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class GRenderWindow;
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class QKeyEvent;
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class EmuThread : public QThread
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{
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Q_OBJECT
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public:
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/**
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* Set image filename
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*
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* @param filename
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* @warning Only call when not running!
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*/
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void SetFilename(std::string filename);
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/**
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* Start emulation (on new thread)
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*
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* @warning Only call when not running!
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*/
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void run() override;
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/**
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* Allow the CPU to process a single instruction (if cpu is not running)
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*
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* @note This function is thread-safe
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*/
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void ExecStep() { exec_cpu_step = true; }
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/**
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* Allow the CPU to continue processing instructions without interruption
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*
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* @note This function is thread-safe
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*/
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void SetCpuRunning(bool running) { cpu_running = running; }
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/**
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* Allow the CPU to continue processing instructions without interruption
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*
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* @note This function is thread-safe
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*/
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bool IsCpuRunning() { return cpu_running; }
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public slots:
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/**
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* Stop emulation and wait for the thread to finish.
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*
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* @details: This function will wait a second for the thread to finish; if it hasn't finished until then, we'll terminate() it and wait another second, hoping that it will be terminated by then.
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* @note: This function is thread-safe.
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*/
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void Stop();
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private:
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friend class GRenderWindow;
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EmuThread(GRenderWindow* render_window);
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std::string filename;
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bool exec_cpu_step;
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bool cpu_running;
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std::atomic<bool> stop_run;
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GRenderWindow* render_window;
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signals:
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/**
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* Emitted when CPU when we've finished processing a single Gekko instruction
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*
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* @warning This will only be emitted when the CPU is not running (SetCpuRunning(false))
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* @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)
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*/
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void CPUStepped();
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};
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class GRenderWindow : public QWidget, public EmuWindow
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{
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Q_OBJECT
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public:
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GRenderWindow(QWidget* parent = NULL);
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~GRenderWindow();
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void closeEvent(QCloseEvent*) override;
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// EmuWindow implementation
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void SwapBuffers() override;
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void MakeCurrent() override;
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void DoneCurrent() override;
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void PollEvents() override;
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void GetFramebufferSize(int* fbWidth, int* fbHeight) override;
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void BackupGeometry();
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void RestoreGeometry();
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void restoreGeometry(const QByteArray& geometry); // overridden
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QByteArray saveGeometry(); // overridden
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EmuThread& GetEmuThread();
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void keyPressEvent(QKeyEvent* event) override;
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void keyReleaseEvent(QKeyEvent* event) override;
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void ReloadSetKeymaps() override;
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public slots:
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void moveContext();
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private:
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QGLWidget* child;
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EmuThread emu_thread;
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QByteArray geometry;
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/// Device id of keyboard for use with KeyMap
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int keyboard_id;
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};
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