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@ -252,6 +252,7 @@ void GMainWindow::BootGame(const std::string& filename) {
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render_window->moveContext();
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render_window->moveContext();
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emu_thread->start();
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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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// 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()), disasmWidget, SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection);
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connect(emu_thread.get(), SIGNAL(DebugModeEntered()), registersWidget, SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection);
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connect(emu_thread.get(), SIGNAL(DebugModeEntered()), registersWidget, SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection);
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@ -284,6 +285,9 @@ void GMainWindow::ShutdownGame() {
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emu_thread->wait();
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emu_thread->wait();
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emu_thread = nullptr;
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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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// Update the GUI
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ui.action_Start->setEnabled(false);
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ui.action_Start->setEnabled(false);
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ui.action_Start->setText(tr("Start"));
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ui.action_Start->setText(tr("Start"));
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