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@ -124,9 +124,13 @@ GMainWindow::GMainWindow() |
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connect(ui.action_Hotkeys, SIGNAL(triggered()), this, SLOT(OnOpenHotkeysDialog())); |
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// BlockingQueuedConnection is important here, it makes sure we've finished refreshing our views before the CPU continues
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connect(&render_window->GetEmuThread(), SIGNAL(CPUStepped()), disasmWidget, SLOT(OnCPUStepped()), Qt::BlockingQueuedConnection); |
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connect(&render_window->GetEmuThread(), SIGNAL(CPUStepped()), registersWidget, SLOT(OnCPUStepped()), Qt::BlockingQueuedConnection); |
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connect(&render_window->GetEmuThread(), SIGNAL(CPUStepped()), callstackWidget, SLOT(OnCPUStepped()), Qt::BlockingQueuedConnection); |
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connect(&render_window->GetEmuThread(), SIGNAL(DebugModeEntered()), disasmWidget, SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection); |
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connect(&render_window->GetEmuThread(), SIGNAL(DebugModeEntered()), registersWidget, SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection); |
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connect(&render_window->GetEmuThread(), SIGNAL(DebugModeEntered()), callstackWidget, SLOT(OnDebugModeEntered()), Qt::BlockingQueuedConnection); |
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connect(&render_window->GetEmuThread(), SIGNAL(DebugModeLeft()), disasmWidget, SLOT(OnDebugModeLeft()), Qt::BlockingQueuedConnection); |
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connect(&render_window->GetEmuThread(), SIGNAL(DebugModeLeft()), registersWidget, SLOT(OnDebugModeLeft()), Qt::BlockingQueuedConnection); |
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connect(&render_window->GetEmuThread(), SIGNAL(DebugModeLeft()), callstackWidget, SLOT(OnDebugModeLeft()), Qt::BlockingQueuedConnection); |
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// Setup hotkeys
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RegisterHotkey("Main Window", "Load File", QKeySequence::Open); |
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@ -167,8 +171,8 @@ void GMainWindow::BootGame(std::string filename) |
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} |
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disasmWidget->Init(); |
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registersWidget->OnCPUStepped(); |
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callstackWidget->OnCPUStepped(); |
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registersWidget->OnDebugModeEntered(); |
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callstackWidget->OnDebugModeEntered(); |
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render_window->GetEmuThread().SetFilename(filename); |
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render_window->GetEmuThread().start(); |
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