Core::SetState: Avoid Global System Accessor
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c23562b7b5
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@ -247,13 +247,13 @@ JNIEXPORT void JNICALL Java_org_dolphinemu_dolphinemu_NativeLibrary_UnPauseEmula
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jclass)
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{
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HostThreadLock guard;
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Core::SetState(Core::State::Running);
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Core::SetState(Core::System::GetInstance(), Core::State::Running);
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}
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JNIEXPORT void JNICALL Java_org_dolphinemu_dolphinemu_NativeLibrary_PauseEmulation(JNIEnv*, jclass)
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{
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HostThreadLock guard;
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Core::SetState(Core::State::Paused);
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Core::SetState(Core::System::GetInstance(), Core::State::Paused);
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}
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JNIEXPORT void JNICALL Java_org_dolphinemu_dolphinemu_NativeLibrary_StopEmulation(JNIEnv*, jclass)
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@ -469,7 +469,7 @@ JNIEXPORT void JNICALL Java_org_dolphinemu_dolphinemu_NativeLibrary_SurfaceDestr
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}
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if (Core::GetState(Core::System::GetInstance()) == Core::State::Running)
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Core::SetState(Core::State::Paused);
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Core::SetState(Core::System::GetInstance(), Core::State::Paused);
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}
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std::lock_guard surface_guard(s_surface_lock);
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@ -354,9 +354,9 @@ static void CPUSetInitialExecutionState(bool force_paused = false)
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{
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// The CPU starts in stepping state, and will wait until a new state is set before executing.
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// SetState must be called on the host thread, so we defer it for later.
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QueueHostJob([force_paused](Core::System&) {
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QueueHostJob([force_paused](Core::System& system) {
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bool paused = SConfig::GetInstance().bBootToPause || force_paused;
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SetState(paused ? State::Paused : State::Running);
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SetState(system, paused ? State::Paused : State::Running);
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Host_UpdateDisasmDialog();
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Host_UpdateMainFrame();
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Host_Message(HostMessageID::WMUserCreate);
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@ -700,13 +700,12 @@ static void EmuThread(Core::System& system, std::unique_ptr<BootParameters> boot
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// Set or get the running state
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void SetState(State state, bool report_state_change)
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void SetState(Core::System& system, State state, bool report_state_change)
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{
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// State cannot be controlled until the CPU Thread is operational
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if (!IsRunningAndStarted())
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return;
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auto& system = Core::System::GetInstance();
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switch (state)
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{
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case State::Paused:
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@ -1061,12 +1060,12 @@ void DoFrameStep(Core::System& system)
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// if already paused, frame advance for 1 frame
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s_stop_frame_step = false;
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s_frame_step = true;
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SetState(State::Running, false);
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SetState(system, State::Running, false);
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}
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else if (!s_frame_step)
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{
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// if not paused yet, pause immediately instead
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SetState(State::Paused);
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SetState(system, State::Paused);
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}
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}
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@ -143,7 +143,7 @@ bool IsHostThread();
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bool WantsDeterminism();
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// [NOT THREADSAFE] For use by Host only
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void SetState(State state, bool report_state_change = true);
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void SetState(Core::System& system, State state, bool report_state_change = true);
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State GetState(Core::System& system);
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void SaveScreenShot();
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@ -44,9 +44,9 @@
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{
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auto& system = Core::System::GetInstance();
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if (Core::GetState(system) == Core::State::Running)
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Core::SetState(Core::State::Paused);
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Core::SetState(system, Core::State::Paused);
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else
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Core::SetState(Core::State::Running);
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Core::SetState(system, Core::State::Running);
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}
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- (void)saveScreenShot
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@ -203,13 +203,13 @@ void PlatformX11::ProcessEvents()
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{
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if (Config::Get(Config::MAIN_SHOW_CURSOR) == Config::ShowCursor::Never)
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XUndefineCursor(m_display, m_window);
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Core::SetState(Core::State::Paused);
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Core::SetState(Core::System::GetInstance(), Core::State::Paused);
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}
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else
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{
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if (Config::Get(Config::MAIN_SHOW_CURSOR) == Config::ShowCursor::Never)
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XDefineCursor(m_display, m_window, m_blank_cursor);
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Core::SetState(Core::State::Running);
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Core::SetState(Core::System::GetInstance(), Core::State::Running);
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}
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}
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else if ((key == XK_Return) && (event.xkey.state & Mod1Mask))
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@ -825,7 +825,7 @@ void MainWindow::Play(const std::optional<std::string>& savestate_path)
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// Otherwise, prompt for a new game.
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if (Core::GetState(Core::System::GetInstance()) == Core::State::Paused)
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{
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Core::SetState(Core::State::Running);
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Core::SetState(Core::System::GetInstance(), Core::State::Running);
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}
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else
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{
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@ -853,7 +853,7 @@ void MainWindow::Play(const std::optional<std::string>& savestate_path)
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void MainWindow::Pause()
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{
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Core::SetState(Core::State::Paused);
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Core::SetState(Core::System::GetInstance(), Core::State::Paused);
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}
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void MainWindow::TogglePause()
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@ -932,7 +932,7 @@ bool MainWindow::RequestStop()
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bool pause = !Settings::Instance().GetNetPlayClient();
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if (pause)
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Core::SetState(Core::State::Paused);
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Core::SetState(Core::System::GetInstance(), Core::State::Paused);
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if (rendered_widget_was_active)
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{
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@ -962,7 +962,7 @@ bool MainWindow::RequestStop()
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m_render_widget->SetWaitingForMessageBox(false);
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if (pause)
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Core::SetState(state);
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Core::SetState(Core::System::GetInstance(), state);
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return false;
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}
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@ -984,7 +984,7 @@ bool MainWindow::RequestStop()
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// Unpause because gracefully shutting down needs the game to actually request a shutdown.
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// TODO: Do not unpause in debug mode to allow debugging until the complete shutdown.
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if (Core::GetState(Core::System::GetInstance()) == Core::State::Paused)
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Core::SetState(Core::State::Running);
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Core::SetState(Core::System::GetInstance(), Core::State::Running);
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// Tell NetPlay about the power event
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if (NetPlay::IsNetPlayRunning())
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@ -424,7 +424,7 @@ bool RenderWidget::event(QEvent* event)
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if (m_should_unpause_on_focus &&
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Core::GetState(Core::System::GetInstance()) == Core::State::Paused)
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{
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Core::SetState(Core::State::Running);
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Core::SetState(Core::System::GetInstance(), Core::State::Running);
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}
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m_should_unpause_on_focus = false;
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@ -457,7 +457,7 @@ bool RenderWidget::event(QEvent* event)
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if (!Core::IsCPUThread() && !Core::IsGPUThread())
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{
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m_should_unpause_on_focus = true;
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Core::SetState(Core::State::Paused);
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Core::SetState(Core::System::GetInstance(), Core::State::Paused);
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}
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}
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