mirror of https://github.com/PCSX2/pcsx2.git
Redo how the saveslot code works. Still leaving disabled until it's been tested.
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@ -485,6 +485,11 @@ void LoadAllPatchesAndStuff(const Pcsx2Config& cfg)
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Pcsx2Config dummy;
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PatchesVerboseReset();
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_ApplySettings(cfg, dummy);
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// And I'm hacking in updating the UI here too.
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#ifdef USE_NEW_SAVESLOTS_UI
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UI_UpdateSysControls();
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#endif
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}
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void AppCoreThread::ApplySettings( const Pcsx2Config& src )
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@ -84,6 +84,7 @@ void States_FreezeCurrentSlot()
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saveslot_cache[StatesC].empty = false;
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saveslot_cache[StatesC].updated = wxDateTime::Now();
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saveslot_cache[StatesC].crc = ElfCRC;
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saveslot_cache[StatesC].menu_update = true;
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#endif
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GetSysExecutorThread().PostIdleEvent(SysExecEvent_ClearSavingLoadingFlag());
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@ -29,6 +29,7 @@ public:
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bool empty;
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wxDateTime updated;
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u32 crc;
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bool menu_update, invalid_cache;
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Saveslot()
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{
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@ -36,6 +37,8 @@ public:
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empty = true;
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updated = wxInvalidDateTime;
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crc = ElfCRC;
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menu_update = false;
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invalid_cache = true;
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}
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Saveslot(int i)
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@ -44,6 +47,8 @@ public:
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empty = true;
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updated = wxInvalidDateTime;
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crc = ElfCRC;
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menu_update = false;
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invalid_cache = true;
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}
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bool isUsed()
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@ -63,6 +68,7 @@ public:
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empty = !isUsed();
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updated = GetTimestamp();
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crc = ElfCRC;
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invalid_cache = false;
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}
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wxString SlotName()
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@ -86,8 +92,8 @@ public:
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if (updated != wxInvalidDateTime)
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Console.WriteLn(wxsFormat(_("Write time is %s %s."), updated.FormatDate(), updated.FormatTime()));
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if (isUsed())
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Console.WriteLn(wxsFormat(_("The disk has a file on it dated %s %s."), GetTimestamp().FormatDate(), GetTimestamp().FormatTime()));
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//if (isUsed())
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// Console.WriteLn(wxsFormat(_("The disk has a file on it dated %s %s."), GetTimestamp().FormatDate(), GetTimestamp().FormatTime()));
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}
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};
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@ -48,22 +48,28 @@ static void _SaveLoadStuff(bool enabled)
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{
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int load_menu_item = MenuId_State_Load01 + i + 1;
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int save_menu_item = MenuId_State_Save01 + i + 1;
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// We need to reload the file information if the crc changed.
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if (saveslot_cache[i].crc != ElfCRC) saveslot_cache[i].invalid_cache = true;
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// If the cache is out of sync with the actual files, we need to update things. First update, the cache'll be blank, and this will populate everything.
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if (saveslot_cache[i].empty == saveslot_cache[i].isUsed())
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// Either the cache needs updating, or the menu items do, or both.
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if (saveslot_cache[i].menu_update || saveslot_cache[i].invalid_cache)
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{
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// If there is actually a file there, or the cache was for a different game, we force an update.
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// If the cache says there's a saveslot for the current game that there isn't a file for, writing it is done in a different thread,
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// so it might not be written yet. Which is why I cache to begin with.
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if (saveslot_cache[i].isUsed() || (saveslot_cache[i].crc != ElfCRC))
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if (saveslot_cache[i].invalid_cache)
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{
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// Pull everything from disk.
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saveslot_cache[i].UpdateCache();
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}
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// Update from the cached information.
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saveslot_cache[i].menu_update = false;
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saveslot_cache[i].crc = ElfCRC;
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sMainFrame.EnableMenuItem(load_menu_item, !saveslot_cache[i].empty);
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sMainFrame.SetMenuItemLabel(load_menu_item, saveslot_cache[i].SlotName());
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sMainFrame.SetMenuItemLabel(save_menu_item, saveslot_cache[i].SlotName());
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}
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sMainFrame.EnableMenuItem(load_menu_item, !saveslot_cache[i].empty);
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sMainFrame.SetMenuItemLabel(load_menu_item, saveslot_cache[i].SlotName());
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sMainFrame.SetMenuItemLabel(save_menu_item, saveslot_cache[i].SlotName());
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}
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Sstates_updateLoadBackupMenuItem(false);
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#endif
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