FrameAdvance: Fix continuous frame advancing while the debug UI is open. Blocks signals from being spammed to update the UI.

This commit is contained in:
TryTwo 2024-05-17 21:16:59 -07:00
parent 2aec195ec8
commit f29fe15d77
4 changed files with 28 additions and 1 deletions

View File

@ -250,6 +250,9 @@ void Host_YieldToUI()
void Host_UpdateDisasmDialog()
{
if (Settings::Instance().GetIsContinuouslyFrameStepping())
return;
QueueOnObject(QApplication::instance(), [] { emit Host::GetInstance()->UpdateDisasmDialog(); });
}

View File

@ -113,6 +113,8 @@ static void HandleFrameStepHotkeys()
if ((frame_step_count == 0 || frame_step_count == FRAME_STEP_DELAY) && !frame_step_hold)
{
if (frame_step_count > 0)
Settings::Instance().SetIsContinuouslyFrameStepping(true);
Core::QueueHostJob([](auto& system) { Core::DoFrameStep(system); });
frame_step_hold = true;
}
@ -138,6 +140,8 @@ static void HandleFrameStepHotkeys()
frame_step_count = 0;
frame_step_hold = false;
frame_step_delay_count = 0;
Settings::Instance().SetIsContinuouslyFrameStepping(false);
emit Settings::Instance().EmulationStateChanged(Core::GetState(Core::System::GetInstance()));
}
}

View File

@ -59,7 +59,12 @@ Settings::Settings()
{
qRegisterMetaType<Core::State>();
Core::AddOnStateChangedCallback([this](Core::State new_state) {
QueueOnObject(this, [this, new_state] { emit EmulationStateChanged(new_state); });
QueueOnObject(this, [this, new_state] {
// Avoid signal spam while continuously frame stepping. Will still send a signal for the first
// and last framestep.
if (!m_continuously_frame_stepping)
emit EmulationStateChanged(new_state);
});
});
Config::AddConfigChangedCallback([this] {
@ -827,3 +832,13 @@ void Settings::SetUSBKeyboardConnected(bool connected)
emit USBKeyboardConnectionChanged(connected);
}
}
void Settings::SetIsContinuouslyFrameStepping(bool is_stepping)
{
m_continuously_frame_stepping = is_stepping;
}
bool Settings::GetIsContinuouslyFrameStepping() const
{
return m_continuously_frame_stepping;
}

View File

@ -120,6 +120,9 @@ public:
bool IsUSBKeyboardConnected() const;
void SetUSBKeyboardConnected(bool connected);
void SetIsContinuouslyFrameStepping(bool is_stepping);
bool GetIsContinuouslyFrameStepping() const;
// Graphics
Config::ShowCursor GetCursorVisibility() const;
bool GetLockCursor() const;
@ -228,6 +231,8 @@ private:
Settings();
bool m_batch = false;
std::atomic<bool> m_continuously_frame_stepping = false;
std::shared_ptr<NetPlay::NetPlayClient> m_client;
std::shared_ptr<NetPlay::NetPlayServer> m_server;
ControllerInterface::HotplugCallbackHandle m_hotplug_callback_handle;