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Saves are written on a worker thread, so a state saved just before opening the pause menu may not be on disk yet when the slots are listed, and the slot stayed empty. Post SAVESTATE_SLOT_SAVED when a slot save is written, and recreate the pause screen's views on it. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
100 lines
3.2 KiB
C++
100 lines
3.2 KiB
C++
// Copyright (c) 2014- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include <atomic>
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#include <functional>
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#include <memory>
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#include "Common/File/Path.h"
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#include "Common/UI/UIScreen.h"
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#include "Common/UI/ViewGroup.h"
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#include "Core/SaveState.h"
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#include "Core/ControlMapper.h"
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#include "UI/BaseScreens.h"
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#include "UI/Screen.h"
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#include "UI/GameInfoCache.h"
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class GamePauseScreen : public UIBaseDialogScreen, protected ControlListener {
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public:
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GamePauseScreen(const Path &filename, bool bootPending);
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~GamePauseScreen();
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void dialogFinished(const Screen *dialog, DialogResult dr) override;
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void sendMessage(UIMessage message, const char *value) override;
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const char *tag() const override { return "GamePause"; }
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InputMode PassInputToMapper() const override {
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return InputMode::ImDebuggerToggle;
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}
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protected:
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void CreateViews() override;
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void update() override;
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UI::Margins RootMargins() const override;
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ViewLayoutMode LayoutMode() const override {
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return ViewLayoutMode::ApplyInsets;
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}
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void OnVKey(VirtKey virtualKeyCode, bool down) override;
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private:
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void CreateSavestateControls(UI::LinearLayout *viewGroup, UI::LinearLayout **extraRow);
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void OnGameSettings(UI::EventParams &e);
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void OnExit(UI::EventParams &e);
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void OnReportFeedback(UI::EventParams &e);
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void OnCreateConfig(UI::EventParams &e);
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void OnDeleteConfig(UI::EventParams &e);
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void OnState(UI::EventParams &e);
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void ShowContextMenu(UI::View *menuButton, bool portrait);
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void AddExtraOptions(UI::ViewGroup *parent);
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void FinishNextFrame(DialogResult finishNextFrameResult);
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// Starts a savestate load (or rewind) with the callback it's given, and closes the menu once the
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// state is in place. Closing right away would let the game run a few frames first.
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void CloseAfterStateLoad(const std::function<void(SaveState::Callback)> &load);
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// Set by the load's callback.
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std::shared_ptr<std::atomic<bool>> stateLoadDone_;
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// hack
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std::mutex finishNextFrameMutex_;
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bool finishNextFrame_ = false;
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DialogResult finishNextFrameResult_ = DR_CANCEL;
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UI::Choice *playButton_ = nullptr;
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// State change tracking, a bit ugly heh, but works.
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bool lastOnline_ = false;
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bool lastNetInited_ = false;
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bool lastNetInetInited_ = false;
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bool lastAdhocServerConnected_ = false;
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bool lastDNSConfigLoaded_ = false;
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bool bootPending_ = false;
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std::string saveStatePrefix_;
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double createdTime_ = 0.0;
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};
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std::string GetConfirmExitMessage();
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void ShowMessageAfterSaveStateAction(SaveState::Status status, std::string_view message, std::string_view metadata);
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