On a PSP, dialog animations advance by animSpeed frames per Update and the
fades take about 200ms. Ours took 500ms (1/30 s per animSpeed, over
FADE_TIME 1.0), and all input was ignored until it finished, which made
dialogs feel sluggish, noticeably so in 30fps games. Input is still
ignored while fading out, once a choice has been made.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
On a PSP, dialog init and shutdown happen partly at the accessThread
priority and partly at the graphicsThread priority, one phase after the
other. Model that with one helper thread that switches priority per phase,
and let starting it reschedule normally instead of disabling interrupts.
A caller with worse priority than both now sees shutdown complete inside
ShutdownStart, as on hardware. NFL Street 3 (graphics 17, access 19,
caller 111) calls the next InitStart right after ShutdownStart and used to
loop forever on 'A save request is already running' (#19957). The utility
pspautotests, where the caller has better priority, are unchanged.
Also logs the dialog thread priorities at debug level.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
* Rename LogType to Log
* Explicitly use the Log:: enum when logging. Allows for autocomplete when editing.
* Mac/ARM64 buildfix
* Do the same with the hle result log macros
* Rename the log names to mixed case while at it.
* iOS buildfix
* Qt buildfix attempt, ARM32 buildfix
Seems the game might not handle the case of confirm button being set to
cross properly, so force it to circle if this game is running.
Fixes#15663 (hopefully..)
This is a bit strange, but tests seem to suggest this is correct.
A worse priority thread won't run before savedata shutdown hits 0, but the
thread that initiated shutdown runs before shutdown completes.
Fixes Freakout Extreme Freeride loading savedata.
See #14727. If a dialog shutdown is in progress and we incorrectly allow
a startup at that time, it breaks other things. This tries to at least
work around that.
Also move colorutil.cpp/h
linking build fix experiment
Delete a bunch of unused CMakeLists.txt files
CMakeLists.txt linking fix
Don't include NativeApp.h from any headers.
Android.mk buildfix
Half of the UWP fix
Buildfix
Minor project file cleanup
Buildfixes
Guess what? More buildfixes!
It was previously left aligned, but the TextDrawer was being told to
center. These are meant to just center the enclosing box of text, not the
individual lines within.
Makes Final Fantasy 3 look a lot better.
SLN fix
It works, but with the wrong images and the wrong characters!
Fix another bug in atlastool's binary output
Get Android building again.
Oops, didn't mean to disable this permanently.
Error checking
Minor cleanup
Gotta tweak my git ignores...
Regenerate metadata
This is probably more based on IO (maybe even loading and unloading
the module for the dialog or something?) but time should approximate it.
May improve games not expecting the status to switch right away.