early-access version 3240

This commit is contained in:
pineappleEA 2022-12-22 20:16:51 +01:00
parent 3ff418065e
commit 3b9e1ccd4b
6 changed files with 4 additions and 12 deletions

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@ -1,7 +1,7 @@
yuzu emulator early access yuzu emulator early access
============= =============
This is the source code for early-access 3239. This is the source code for early-access 3240.
## Legal Notice ## Legal Notice

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dist/yuzu.ico vendored

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dist/yuzu.svg vendored
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@ -78,6 +78,7 @@ void EmuThread::run() {
gpu.Start(); gpu.Start();
m_system.GetCpuManager().OnGpuReady(); m_system.GetCpuManager().OnGpuReady();
m_system.RegisterExitCallback([this] { m_stop_source.request_stop(); });
if (m_system.DebuggerEnabled()) { if (m_system.DebuggerEnabled()) {
m_system.InitializeDebugger(); m_system.InitializeDebugger();

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@ -38,7 +38,7 @@ void DiscordImpl::Update() {
system.GetAppLoader().ReadTitle(title); system.GetAppLoader().ReadTitle(title);
} }
DiscordRichPresence presence{}; DiscordRichPresence presence{};
presence.largeImageKey = "yuzu_logo_ea"; presence.largeImageKey = "yuzu_logo";
presence.largeImageText = "yuzu is an emulator for the Nintendo Switch"; presence.largeImageText = "yuzu is an emulator for the Nintendo Switch";
if (system.IsPoweredOn()) { if (system.IsPoweredOn()) {
presence.state = title.c_str(); presence.state = title.c_str();

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@ -1710,11 +1710,6 @@ void GMainWindow::BootGame(const QString& filename, u64 program_id, std::size_t
system->RegisterExecuteProgramCallback( system->RegisterExecuteProgramCallback(
[this](std::size_t program_index_) { render_window->ExecuteProgram(program_index_); }); [this](std::size_t program_index_) { render_window->ExecuteProgram(program_index_); });
system->RegisterExitCallback([this] {
emu_thread->ForceStop();
render_window->Exit();
});
connect(render_window, &GRenderWindow::Closed, this, &GMainWindow::OnStopGame); connect(render_window, &GRenderWindow::Closed, this, &GMainWindow::OnStopGame);
connect(render_window, &GRenderWindow::MouseActivity, this, &GMainWindow::OnMouseActivity); connect(render_window, &GRenderWindow::MouseActivity, this, &GMainWindow::OnMouseActivity);
// BlockingQueuedConnection is important here, it makes sure we've finished refreshing our views // BlockingQueuedConnection is important here, it makes sure we've finished refreshing our views
@ -4182,10 +4177,6 @@ bool GMainWindow::ConfirmForceLockedExit() {
} }
void GMainWindow::RequestGameExit() { void GMainWindow::RequestGameExit() {
if (!system->IsPoweredOn()) {
return;
}
auto& sm{system->ServiceManager()}; auto& sm{system->ServiceManager()};
auto applet_oe = sm.GetService<Service::AM::AppletOE>("appletOE"); auto applet_oe = sm.GetService<Service::AM::AppletOE>("appletOE");
auto applet_ae = sm.GetService<Service::AM::AppletAE>("appletAE"); auto applet_ae = sm.GetService<Service::AM::AppletAE>("appletAE");