Merge pull request #5315 from sepalani/debug-pause
DoStop() shouldn't unpause in debug mode
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commit
7a615afe17
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@ -806,15 +806,16 @@ void CFrame::DoStop()
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std::lock_guard<std::recursive_mutex> lk(keystate_lock);
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wxMutexGuiEnter();
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#endif
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// Pause the state during confirmation and restore it afterwards
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Core::State state = Core::GetState();
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// Ask for confirmation in case the user accidentally clicked Stop / Escape
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if (SConfig::GetInstance().bConfirmStop)
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{
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// Exit fullscreen to ensure it does not cover the stop dialog.
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DoFullscreen(false);
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// Pause the state during confirmation and restore it afterwards
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Core::State state = Core::GetState();
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// Do not pause if netplay is running as CPU thread might be blocked
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// waiting on inputs
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bool should_pause = !NetPlayDialog::GetNetPlayClient();
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@ -853,6 +854,7 @@ void CFrame::DoStop()
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g_pCodeWindow->GetPanel<CBreakPointWindow>()->NotifyUpdate();
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g_symbolDB.Clear();
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Host_NotifyMapLoaded();
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Core::SetState(state);
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}
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// TODO: Show the author/description dialog here
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@ -881,8 +883,9 @@ bool CFrame::TriggerSTMPowerEvent()
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return false;
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Core::DisplayMessage("Shutting down", 30000);
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// Unpause because gracefully shutting down needs the game to actually request a shutdown
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if (Core::GetState() == Core::State::Paused)
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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 && !UseDebugger)
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DoPause();
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ProcessorInterface::PowerButton_Tap();
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m_confirmStop = false;
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