Core::SetState() allow state to change without sending a callback.

Some state changes are meant to be near instantanoues, before switching to something else. By reporting ithe instant switch, the UI will flicker between states (pause/play button) and the debugger will unnecessarily update. Skipping the callback avoids these issues.
This commit is contained in:
TryTwo 2023-11-16 11:07:37 -07:00
parent df8c0d2b39
commit b57ba42a55
3 changed files with 9 additions and 6 deletions

View File

@ -712,7 +712,7 @@ static void EmuThread(std::unique_ptr<BootParameters> boot, WindowSystemInfo wsi
// Set or get the running state
void SetState(State state)
void SetState(State state, bool report_state_change)
{
// State cannot be controlled until the CPU Thread is operational
if (!IsRunningAndStarted())
@ -739,7 +739,10 @@ void SetState(State state)
break;
}
CallOnStateChangedCallbacks(GetState());
// Certain callers only change the state momentarily. Sending a callback for them causes
// unwanted updates, such as the Pause/Play button flickering between states on frame advance.
if (report_state_change)
CallOnStateChangedCallbacks(GetState());
}
State GetState()
@ -1083,7 +1086,7 @@ void DoFrameStep()
// if already paused, frame advance for 1 frame
s_stop_frame_step = false;
s_frame_step = true;
SetState(State::Running);
SetState(State::Running, false);
}
else if (!s_frame_step)
{

View File

@ -147,7 +147,7 @@ bool IsHostThread();
bool WantsDeterminism();
// [NOT THREADSAFE] For use by Host only
void SetState(State state);
void SetState(State state, bool report_state_change = true);
State GetState();
void SaveScreenShot();

View File

@ -160,7 +160,7 @@ void CodeDiffDialog::ClearBlockCache()
Core::State old_state = Core::GetState();
if (old_state == Core::State::Running)
Core::SetState(Core::State::Paused);
Core::SetState(Core::State::Paused, false);
Core::System::GetInstance().GetJitInterface().ClearCache();
@ -349,7 +349,7 @@ void CodeDiffDialog::Update(bool include)
// Wrap everything in a pause
Core::State old_state = Core::GetState();
if (old_state == Core::State::Running)
Core::SetState(Core::State::Paused);
Core::SetState(Core::State::Paused, false);
// Main process
if (include)