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synced 2024-12-27 05:36:42 +00:00
implement pause on system suspend (#8585)
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@ -386,6 +386,8 @@ GMainWindow::GMainWindow(bool has_broken_vulkan)
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SDL_EnableScreenSaver();
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#endif
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SetupPrepareForSleep();
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Common::Log::Start();
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QStringList args = QApplication::arguments();
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@ -1327,6 +1329,43 @@ void GMainWindow::OnDisplayTitleBars(bool show) {
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}
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}
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void GMainWindow::SetupPrepareForSleep() {
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#ifdef __linux__
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auto bus = QDBusConnection::systemBus();
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if (bus.isConnected()) {
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const bool success = bus.connect(
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QStringLiteral("org.freedesktop.login1"), QStringLiteral("/org/freedesktop/login1"),
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QStringLiteral("org.freedesktop.login1.Manager"), QStringLiteral("PrepareForSleep"),
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QStringLiteral("b"), this, SLOT(OnPrepareForSleep(bool)));
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if (!success) {
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LOG_WARNING(Frontend, "Couldn't register PrepareForSleep signal");
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}
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} else {
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LOG_WARNING(Frontend, "QDBusConnection system bus is not connected");
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}
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#endif // __linux__
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}
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void GMainWindow::OnPrepareForSleep(bool prepare_sleep) {
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if (emu_thread == nullptr) {
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return;
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}
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if (prepare_sleep) {
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if (emu_thread->IsRunning()) {
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auto_paused = true;
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OnPauseGame();
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}
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} else {
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if (!emu_thread->IsRunning() && auto_paused) {
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auto_paused = false;
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RequestGameResume();
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OnStartGame();
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}
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}
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}
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#ifdef __linux__
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static std::optional<QDBusObjectPath> HoldWakeLockLinux(u32 window_id = 0) {
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if (!QDBusConnection::sessionBus().isConnected()) {
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@ -204,7 +204,7 @@ private:
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void ConnectMenuEvents();
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void UpdateMenuState();
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MultiplayerState* multiplayer_state = nullptr;
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void SetupPrepareForSleep();
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void PreventOSSleep();
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void AllowOSSleep();
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@ -265,6 +265,7 @@ private slots:
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void OnPauseGame();
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void OnPauseContinueGame();
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void OnStopGame();
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void OnPrepareForSleep(bool prepare_sleep);
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void OnMenuReportCompatibility();
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void OnOpenModsPage();
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void OnOpenQuickstartGuide();
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@ -355,6 +356,8 @@ private:
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std::unique_ptr<DiscordRPC::DiscordInterface> discord_rpc;
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std::shared_ptr<InputCommon::InputSubsystem> input_subsystem;
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MultiplayerState* multiplayer_state = nullptr;
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GRenderWindow* render_window;
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GameList* game_list;
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LoadingScreen* loading_screen;
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