Exemple #1
0
void GMainWindow::BootGame(std::string filename) {
    LOG_INFO(Frontend, "Citra starting...\n");

    // Initialize the core emulation
    System::Init(render_window);

    // Load the game
    if (Loader::ResultStatus::Success != Loader::LoadFile(filename)) {
        LOG_CRITICAL(Frontend, "Failed to load ROM!");
        System::Shutdown();
        return;
    }

    // Create and start the emulation thread
    emu_thread = Common::make_unique<EmuThread>(render_window);
    emit EmulationStarting(emu_thread.get());
    emu_thread->start();

    // 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);
    connect(emu_thread.get(), SIGNAL(DebugModeEntered()), callstackWidget, SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection);
    connect(emu_thread.get(), SIGNAL(DebugModeLeft()), disasmWidget, SLOT(OnDebugModeLeft()), Qt::BlockingQueuedConnection);
    connect(emu_thread.get(), SIGNAL(DebugModeLeft()), registersWidget, SLOT(OnDebugModeLeft()), Qt::BlockingQueuedConnection);
    connect(emu_thread.get(), SIGNAL(DebugModeLeft()), callstackWidget, SLOT(OnDebugModeLeft()), Qt::BlockingQueuedConnection);

    // Update the GUI
    registersWidget->OnDebugModeEntered();
    callstackWidget->OnDebugModeEntered();
    render_window->show();

    OnStartGame();
}
Exemple #2
0
void GMainWindow::BootGame(const QString& filename) {
    LOG_INFO(Frontend, "Citra starting...");
    StoreRecentFile(filename); // Put the filename on top of the list

    if (!LoadROM(filename))
        return;

    // Create and start the emulation thread
    emu_thread = std::make_unique<EmuThread>(render_window);
    emit EmulationStarting(emu_thread.get());
    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);
    connect(emu_thread.get(), SIGNAL(DebugModeEntered()), callstackWidget,
            SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection);
    connect(emu_thread.get(), SIGNAL(DebugModeEntered()), waitTreeWidget,
            SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection);
    connect(emu_thread.get(), SIGNAL(DebugModeLeft()), disasmWidget, SLOT(OnDebugModeLeft()),
            Qt::BlockingQueuedConnection);
    connect(emu_thread.get(), SIGNAL(DebugModeLeft()), registersWidget, SLOT(OnDebugModeLeft()),
            Qt::BlockingQueuedConnection);
    connect(emu_thread.get(), SIGNAL(DebugModeLeft()), callstackWidget, SLOT(OnDebugModeLeft()),
            Qt::BlockingQueuedConnection);
    connect(emu_thread.get(), SIGNAL(DebugModeLeft()), waitTreeWidget, SLOT(OnDebugModeLeft()),
            Qt::BlockingQueuedConnection);

    // Update the GUI
    registersWidget->OnDebugModeEntered();
    callstackWidget->OnDebugModeEntered();
    if (ui.action_Single_Window_Mode->isChecked()) {
        game_list->hide();
    }
    status_bar_update_timer.start(2000);

    render_window->show();
    render_window->setFocus();

    emulation_running = true;
    OnStartGame();
}
Exemple #3
0
void GMainWindow::BootGame(const std::string& filename) {
    LOG_INFO(Frontend, "Citra starting...\n");

    // Shutdown previous session if the emu thread is still active...
    if (emu_thread != nullptr)
        ShutdownGame();

    // Initialize the core emulation
    System::Init(render_window);

    // Load the game
    if (Loader::ResultStatus::Success != Loader::LoadFile(filename)) {
        LOG_CRITICAL(Frontend, "Failed to load ROM!");
        System::Shutdown();
        return;
    }

    // Create and start the emulation thread
    emu_thread = Common::make_unique<EmuThread>(render_window);
    emit EmulationStarting(emu_thread.get());
    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);
    connect(emu_thread.get(), SIGNAL(DebugModeEntered()), callstackWidget, SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection);
    connect(emu_thread.get(), SIGNAL(DebugModeLeft()), disasmWidget, SLOT(OnDebugModeLeft()), Qt::BlockingQueuedConnection);
    connect(emu_thread.get(), SIGNAL(DebugModeLeft()), registersWidget, SLOT(OnDebugModeLeft()), Qt::BlockingQueuedConnection);
    connect(emu_thread.get(), SIGNAL(DebugModeLeft()), callstackWidget, SLOT(OnDebugModeLeft()), Qt::BlockingQueuedConnection);

    // Update the GUI
    registersWidget->OnDebugModeEntered();
    callstackWidget->OnDebugModeEntered();
    if (ui.action_Single_Window_Mode->isChecked()) {
        game_list->hide();
    }
    render_window->show();

    emulation_running = true;
    OnStartGame();
}