implement pause on system suspend (#8585)

This commit is contained in:
snek 2022-07-27 16:46:03 -07:00 committed by GitHub
parent ea861cc1c4
commit b7642cff36
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2 changed files with 43 additions and 1 deletions

View File

@ -386,6 +386,8 @@ GMainWindow::GMainWindow(bool has_broken_vulkan)
SDL_EnableScreenSaver();
#endif
SetupPrepareForSleep();
Common::Log::Start();
QStringList args = QApplication::arguments();
@ -1327,6 +1329,43 @@ void GMainWindow::OnDisplayTitleBars(bool show) {
}
}
void GMainWindow::SetupPrepareForSleep() {
#ifdef __linux__
auto bus = QDBusConnection::systemBus();
if (bus.isConnected()) {
const bool success = bus.connect(
QStringLiteral("org.freedesktop.login1"), QStringLiteral("/org/freedesktop/login1"),
QStringLiteral("org.freedesktop.login1.Manager"), QStringLiteral("PrepareForSleep"),
QStringLiteral("b"), this, SLOT(OnPrepareForSleep(bool)));
if (!success) {
LOG_WARNING(Frontend, "Couldn't register PrepareForSleep signal");
}
} else {
LOG_WARNING(Frontend, "QDBusConnection system bus is not connected");
}
#endif // __linux__
}
void GMainWindow::OnPrepareForSleep(bool prepare_sleep) {
if (emu_thread == nullptr) {
return;
}
if (prepare_sleep) {
if (emu_thread->IsRunning()) {
auto_paused = true;
OnPauseGame();
}
} else {
if (!emu_thread->IsRunning() && auto_paused) {
auto_paused = false;
RequestGameResume();
OnStartGame();
}
}
}
#ifdef __linux__
static std::optional<QDBusObjectPath> HoldWakeLockLinux(u32 window_id = 0) {
if (!QDBusConnection::sessionBus().isConnected()) {

View File

@ -204,7 +204,7 @@ private:
void ConnectMenuEvents();
void UpdateMenuState();
MultiplayerState* multiplayer_state = nullptr;
void SetupPrepareForSleep();
void PreventOSSleep();
void AllowOSSleep();
@ -265,6 +265,7 @@ private slots:
void OnPauseGame();
void OnPauseContinueGame();
void OnStopGame();
void OnPrepareForSleep(bool prepare_sleep);
void OnMenuReportCompatibility();
void OnOpenModsPage();
void OnOpenQuickstartGuide();
@ -355,6 +356,8 @@ private:
std::unique_ptr<DiscordRPC::DiscordInterface> discord_rpc;
std::shared_ptr<InputCommon::InputSubsystem> input_subsystem;
MultiplayerState* multiplayer_state = nullptr;
GRenderWindow* render_window;
GameList* game_list;
LoadingScreen* loading_screen;