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Fix some pause screen issues
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cab9a4fcd7
commit
ecce9baffa
2 files changed
+17
-24
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+10
-19
@@ -1429,7 +1429,7 @@ static int sceUtilityGameSharingUpdate(int animSpeed) {
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return hleLogWarning(Log::sceUtility, SCE_ERROR_UTILITY_WRONG_TYPE, "wrong dialog type");
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}
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return hleLogError(Log::sceUtility, 0, "UNIMPL sceUtilityGameSharingUpdate(%i)", animSpeed);
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return hleLogError(Log::sceUtility, 0, "UNIMPL");
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}
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static int sceUtilityGameSharingGetStatus() {
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@@ -1441,30 +1441,21 @@ static int sceUtilityGameSharingGetStatus() {
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return hleLogError(Log::sceUtility, 0, "UNIMPL");
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}
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static u32 sceUtilityLoadUsbModule(u32 module)
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{
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if (module < 1 || module > 5)
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{
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ERROR_LOG(Log::sceUtility, "sceUtilityLoadUsbModule(%i): invalid module id", module);
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static u32 sceUtilityLoadUsbModule(u32 module) {
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if (module < 1 || module > 5) {
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return hleLogError(Log::sceUtility, 0, "invalid module id");
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}
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ERROR_LOG_REPORT(Log::sceUtility, "UNIMPL sceUtilityLoadUsbModule(%i)", module);
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return hleNoLog(0);
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return hleLogWarning(Log::sceUtility, 0, "UNIMPL");
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}
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static u32 sceUtilityUnloadUsbModule(u32 module)
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{
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if (module < 1 || module > 5)
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{
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ERROR_LOG(Log::sceUtility, "sceUtilityUnloadUsbModule(%i): invalid module id", module);
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static u32 sceUtilityUnloadUsbModule(u32 module) {
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if (module < 1 || module > 5) {
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return hleLogError(Log::sceUtility, 0, "invalid module id");
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}
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ERROR_LOG_REPORT(Log::sceUtility, "UNIMPL sceUtilityUnloadUsbModule(%i)", module);
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return hleNoLog(0);
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return hleLogWarning(Log::sceUtility, 0, "UNIMPL");
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}
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const HLEFunction sceUtility[] =
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{
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const HLEFunction sceUtility[] = {
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{0X1579A159, &WrapU_U<sceUtilityLoadNetModule>, "sceUtilityLoadNetModule", 'x', "x" },
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{0X64D50C56, &WrapU_U<sceUtilityUnloadNetModule>, "sceUtilityUnloadNetModule", 'x', "x" },
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+7
-5
@@ -334,18 +334,19 @@ void SaveSlotView::OnSaveState(UI::EventParams &e) {
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void GamePauseScreen::update() {
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UpdateUIState(UISTATE_PAUSEMENU);
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if (!firstFrame_ && g_controlMapper.PollPauseTrigger()) {
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TriggerFinish(DR_BACK);
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}
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UIBaseDialogScreen::update();
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firstFrame_ = false;
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{
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std::lock_guard<std::mutex> lock(finishNextFrameMutex_);
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if (!firstFrame_ && g_controlMapper.PollPauseTrigger()) {
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finishNextFrame_ = true;
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finishNextFrameResult_ = DR_BACK;
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}
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firstFrame_ = false;
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if (finishNextFrame_) {
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TriggerFinish(finishNextFrameResult_);
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finishNextFrame_ = false;
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finishNextFrameResult_ = DR_BACK;
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}
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}
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@@ -828,6 +829,7 @@ void GamePauseScreen::dialogFinished(const Screen *dialog, DialogResult dr) {
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if (dr == DR_OK) {
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std::lock_guard<std::mutex> lock(finishNextFrameMutex_);
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finishNextFrame_ = true;
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finishNextFrameResult_ = DR_BACK;
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} else if (dr != DR_CANCEL && dr != DR_BACK) {
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// Just go back to the pause menu, but refresh the savestate thumbnails in case something changed.
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SaveState::Rescan(saveStatePrefix_);
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