mirror of https://github.com/PCSX2/pcsx2.git
Add some logging for the saveslot changes, and the option to turn on just the extra ui update calls without the other saveslot changes, for testing.
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@ -236,7 +236,7 @@ void SysCoreThread::GameStartingInThread()
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sApp.PostAppMethod(&Pcsx2App::resetDebugger);
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ApplyLoadedPatches(PPT_ONCE_ON_LOAD);
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#ifdef USE_NEW_SAVESLOTS_UI
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#ifdef USE_SAVESLOT_UI_UPDATES
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UI_UpdateSysControls();
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#endif
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}
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@ -27,6 +27,9 @@
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#include "AppCoreThread.h"
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#include "RecentIsoList.h"
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//Purely to make sure the saveslot define comes through. Remove if it gets removed.
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#include "Saveslots.h"
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class DisassemblyDialog;
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#include "System.h"
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@ -487,7 +487,7 @@ void LoadAllPatchesAndStuff(const Pcsx2Config& cfg)
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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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#ifdef USE_SAVESLOT_UI_UPDATES
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UI_UpdateSysControls();
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#endif
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}
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@ -80,10 +80,13 @@ void States_FreezeCurrentSlot()
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StateCopy_SaveToSlot(StatesC);
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#ifdef USE_NEW_SAVESLOTS_UI
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// Hack: Update the saveslot saying it's filled *right now* because it's still writing the file and we don't have a timestamp.
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// Update the saveslot cache with the new saveslot, and give it the current timestamp,
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// Because we aren't going to be able to get the real timestamp from disk right now.
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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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// Update the slot next time we run through the UI update.
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saveslot_cache[StatesC].menu_update = true;
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#endif
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@ -20,8 +20,22 @@
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#include "System.h"
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#include "Elfheader.h"
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// Uncomment to turn on the new saveslot UI.
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//#define USE_NEW_SAVESLOTS_UI
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// Uncomment to turn on the extra UI updates *without* the UI.
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//#define USE_SAVESLOT_UI_UPDATES
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#ifdef USE_NEW_SAVESLOTS_UI
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// Should always be enabled if the new saveslots are.
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#define USE_SAVESLOT_UI_UPDATES
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#endif
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#ifdef USE_SAVESLOT_UI_UPDATES
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// Uncomment to add saveslot logging and comment to turn off.
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#define SAVESLOT_LOGS
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#endif
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class Saveslot
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{
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public:
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@ -44,6 +44,7 @@ static void _SaveLoadStuff(bool enabled)
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sMainFrame.EnableMenuItem(MenuId_Sys_SaveStates, enabled);
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#ifdef USE_NEW_SAVESLOTS_UI
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// Run though all the slots.Update if they need updating or the crc changed.
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for (int i = 0; i < 10; i++)
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{
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int load_menu_item = MenuId_State_Load01 + i + 1;
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@ -55,10 +56,20 @@ static void _SaveLoadStuff(bool enabled)
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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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#ifdef SAVESLOT_LOGS
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Console.WriteLn("Updating slot %i.", i);
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if (saveslot_cache[i].menu_update) Console.WriteLn("Menu update needed.");
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if (saveslot_cache[i].invalid_cache) Console.WriteLn("Invalid cache. (CRC different or just initialized.)");
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#endif
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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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#ifdef SAVESLOT_LOGS
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saveslot_cache[i].ConsoleDump();
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#endif
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}
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// Update from the cached information.
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@ -79,6 +90,10 @@ static void _SaveLoadStuff(bool enabled)
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// etc. Typically called by SysEvtHandler whenever the message pump becomes idle.
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void UI_UpdateSysControls()
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{
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#ifdef SAVESLOT_LOGS
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Console.WriteLn("In the routine for updating the UI.");
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#endif
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if (wxGetApp().Rpc_TryInvokeAsync(&UI_UpdateSysControls))
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return;
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