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Qt: Implement safe shutdown
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@ -2,6 +2,7 @@
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <QCloseEvent>
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#include <QDir>
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#include <QFileDialog>
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#include <QIcon>
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@ -37,6 +38,8 @@
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#include "InputCommon/ControllerInterface/ControllerInterface.h"
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#include "UICommon/UICommon.h"
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MainWindow::MainWindow() : QMainWindow(nullptr)
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{
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setWindowTitle(QString::fromStdString(scm_rev_str));
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@ -92,6 +95,8 @@ void MainWindow::ShutdownControllers()
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void MainWindow::InitCoreCallbacks()
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{
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Core::SetOnStoppedCallback([this] { emit EmulationStopped(); });
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installEventFilter(this);
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m_render_widget->installEventFilter(this);
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}
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static void InstallHotkeyFilter(QWidget* dialog)
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@ -198,6 +203,11 @@ void MainWindow::ConnectToolBar()
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connect(this, &MainWindow::EmulationStarted, m_tool_bar, &ToolBar::EmulationStarted);
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connect(this, &MainWindow::EmulationPaused, m_tool_bar, &ToolBar::EmulationPaused);
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connect(this, &MainWindow::EmulationStopped, m_tool_bar, &ToolBar::EmulationStopped);
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connect(this, &MainWindow::EmulationStopped, [this] {
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m_stop_requested = false;
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m_render_widget->hide();
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});
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}
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void MainWindow::ConnectGameList()
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@ -272,25 +282,54 @@ void MainWindow::Pause()
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bool MainWindow::Stop()
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{
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bool stop = true;
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if (!Core::IsRunning())
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return true;
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if (Settings::Instance().GetConfirmStop())
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{
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// We could pause the game here and resume it if they say no.
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const Core::State state = Core::GetState();
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// Set to false when Netplay is running as a CPU thread
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bool pause = true;
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if (pause)
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Core::SetState(Core::State::Paused);
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QMessageBox::StandardButton confirm;
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confirm = QMessageBox::question(m_render_widget, tr("Confirm"), tr("Stop emulation?"));
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stop = (confirm == QMessageBox::Yes);
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confirm = QMessageBox::question(m_render_widget, tr("Confirm"),
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m_stop_requested ?
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tr("A shutdown is already in progress. Unsaved data "
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"may be lost if you stop the current emulation "
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"before it completes. Force stop?") :
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tr("Do you want to stop the current emulation?"));
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if (confirm != QMessageBox::Yes)
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return false;
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if (pause)
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Core::SetState(state);
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}
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if (stop)
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// TODO: Add Movie shutdown
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// TODO: Add Debugger shutdown
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if (!m_stop_requested && UICommon::TriggerSTMPowerEvent())
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{
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ForceStop();
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m_stop_requested = true;
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// Unpause because gracefully shutting down needs the game to actually request a shutdown.
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// Do not unpause in debug mode to allow debugging until the complete shutdown.
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if (Core::GetState() == Core::State::Paused)
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Core::SetState(Core::State::Running);
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return false;
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}
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ForceStop();
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#ifdef Q_OS_WIN
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// Allow windows to idle or turn off display again
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SetThreadExecutionState(ES_CONTINUOUS);
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// Allow windows to idle or turn off display again
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SetThreadExecutionState(ES_CONTINUOUS);
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#endif
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}
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return stop;
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return true;
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}
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void MainWindow::ForceStop()
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@ -480,3 +519,14 @@ void MainWindow::SetStateSlot(int slot)
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Settings::Instance().SetStateSlot(slot);
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m_state_slot = slot;
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}
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bool MainWindow::eventFilter(QObject* object, QEvent* event)
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{
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if (event->type() == QEvent::Close && !Stop())
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{
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static_cast<QCloseEvent*>(event)->ignore();
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return true;
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}
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return false;
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}
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@ -27,6 +27,8 @@ public:
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explicit MainWindow();
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~MainWindow();
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bool eventFilter(QObject* object, QEvent* event) override;
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signals:
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void EmulationStarted();
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void EmulationPaused();
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@ -86,6 +88,7 @@ private:
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GameList* m_game_list;
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RenderWidget* m_render_widget;
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bool m_rendering_to_main;
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bool m_stop_requested = false;
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int m_state_slot = 1;
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HotkeyScheduler* m_hotkey_scheduler;
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