Fix some pause screen issues

This commit is contained in:
Henrik Rydgård committed 2026-07-30 18:44:44 +02:00
1 parent cab9a4fcd7
commit ecce9baffa
2 files changed
+17 -24

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+10 -19
View File
@@ -1429,7 +1429,7 @@ static int sceUtilityGameSharingUpdate(int animSpeed) {
return hleLogWarning(Log::sceUtility, SCE_ERROR_UTILITY_WRONG_TYPE, "wrong dialog type");
}
return hleLogError(Log::sceUtility, 0, "UNIMPL sceUtilityGameSharingUpdate(%i)", animSpeed);
return hleLogError(Log::sceUtility, 0, "UNIMPL");
}
static int sceUtilityGameSharingGetStatus() {
@@ -1441,30 +1441,21 @@ static int sceUtilityGameSharingGetStatus() {
return hleLogError(Log::sceUtility, 0, "UNIMPL");
}
static u32 sceUtilityLoadUsbModule(u32 module)
{
if (module < 1 || module > 5)
{
ERROR_LOG(Log::sceUtility, "sceUtilityLoadUsbModule(%i): invalid module id", module);
static u32 sceUtilityLoadUsbModule(u32 module) {
if (module < 1 || module > 5) {
return hleLogError(Log::sceUtility, 0, "invalid module id");
}
ERROR_LOG_REPORT(Log::sceUtility, "UNIMPL sceUtilityLoadUsbModule(%i)", module);
return hleNoLog(0);
return hleLogWarning(Log::sceUtility, 0, "UNIMPL");
}
static u32 sceUtilityUnloadUsbModule(u32 module)
{
if (module < 1 || module > 5)
{
ERROR_LOG(Log::sceUtility, "sceUtilityUnloadUsbModule(%i): invalid module id", module);
static u32 sceUtilityUnloadUsbModule(u32 module) {
if (module < 1 || module > 5) {
return hleLogError(Log::sceUtility, 0, "invalid module id");
}
ERROR_LOG_REPORT(Log::sceUtility, "UNIMPL sceUtilityUnloadUsbModule(%i)", module);
return hleNoLog(0);
return hleLogWarning(Log::sceUtility, 0, "UNIMPL");
}
const HLEFunction sceUtility[] =
{
const HLEFunction sceUtility[] = {
{0X1579A159, &WrapU_U<sceUtilityLoadNetModule>, "sceUtilityLoadNetModule", 'x', "x" },
{0X64D50C56, &WrapU_U<sceUtilityUnloadNetModule>, "sceUtilityUnloadNetModule", 'x', "x" },
+7 -5
View File
@@ -334,18 +334,19 @@ void SaveSlotView::OnSaveState(UI::EventParams &e) {
void GamePauseScreen::update() {
UpdateUIState(UISTATE_PAUSEMENU);
if (!firstFrame_ && g_controlMapper.PollPauseTrigger()) {
TriggerFinish(DR_BACK);
}
UIBaseDialogScreen::update();
firstFrame_ = false;
{
std::lock_guard<std::mutex> lock(finishNextFrameMutex_);
if (!firstFrame_ && g_controlMapper.PollPauseTrigger()) {
finishNextFrame_ = true;
finishNextFrameResult_ = DR_BACK;
}
firstFrame_ = false;
if (finishNextFrame_) {
TriggerFinish(finishNextFrameResult_);
finishNextFrame_ = false;
finishNextFrameResult_ = DR_BACK;
}
}
@@ -828,6 +829,7 @@ void GamePauseScreen::dialogFinished(const Screen *dialog, DialogResult dr) {
if (dr == DR_OK) {
std::lock_guard<std::mutex> lock(finishNextFrameMutex_);
finishNextFrame_ = true;
finishNextFrameResult_ = DR_BACK;
} else if (dr != DR_CANCEL && dr != DR_BACK) {
// Just go back to the pause menu, but refresh the savestate thumbnails in case something changed.
SaveState::Rescan(saveStatePrefix_);