overlays: update progress dialog workaround

This commit is contained in:
Megamouse 2023-06-10 02:27:03 +02:00
parent 27349c5c69
commit c78c504043
4 changed files with 11 additions and 16 deletions

View file

@ -1535,7 +1535,7 @@ void ppu_thread::cpu_task()
// Wait until the progress dialog is closed.
// We don't want to open a cell dialog while a native progress dialog is still open.
thread_ctrl::wait_on<atomic_wait::op_ne>(g_progr_ptotal, 0);
g_fxo->get<progress_dialog_workaround>().skip_the_progress_dialog = true;
g_fxo->get<progress_dialog_server>().show_overlay_message_only = true;
// Sadly we can't postpone initializing guest time because we need to run PPU threads
// (the farther it's postponed, the less accuracy of guest time has been lost)

View file

@ -15,14 +15,6 @@
void init_fxo_for_exec(utils::serial*, bool);
struct progress_dialog_workaround
{
// WORKAROUND:
// We don't want to show the native dialog during gameplay.
// This can currently interfere with cell dialogs.
atomic_t<bool> skip_the_progress_dialog = false;
};
enum class localized_string_id;
enum class video_renderer;

View file

@ -61,7 +61,7 @@ void progress_dialog_server::operator()()
g_system_progress_canceled = false;
// Initialize message dialog
bool skip_this_one = false; // Workaround: do not open a progress dialog if there is already a cell message dialog open.
bool show_overlay_message = false; // Only show an overlay message after initial loading is done.
std::shared_ptr<MsgDialogBase> dlg;
if (const auto renderer = rsx::get_current_renderer())
@ -71,9 +71,9 @@ void progress_dialog_server::operator()()
renderer->is_initialized.wait(false, atomic_wait_timeout(5 * 1000000000ull));
auto manager = g_fxo->try_get<rsx::overlays::display_manager>();
skip_this_one = !renderer->is_initialized || g_fxo->get<progress_dialog_workaround>().skip_the_progress_dialog || (manager && manager->get<rsx::overlays::message_dialog>());
show_overlay_message = show_overlay_message_only;
if (manager && !skip_this_one)
if (manager && !show_overlay_message)
{
MsgDialogType type{};
type.se_mute_on = true;
@ -88,7 +88,7 @@ void progress_dialog_server::operator()()
}
}
if (!skip_this_one && !native_dlg && (dlg = Emu.GetCallbacks().get_msg_dialog()))
if (!show_overlay_message && !native_dlg && (dlg = Emu.GetCallbacks().get_msg_dialog()))
{
dlg->type.se_normal = true;
dlg->type.bg_invisible = true;
@ -141,7 +141,7 @@ void progress_dialog_server::operator()()
break;
}
if (skip_this_one)
if (show_overlay_message)
{
// Show a message instead
rsx::overlays::show_ppu_compile_notification();
@ -180,7 +180,7 @@ void progress_dialog_server::operator()()
}
}
if (skip_this_one)
if (show_overlay_message)
{
// Make sure to update any pending messages. PPU compilation may freeze the image.
rsx::overlays::refresh_message_queue();
@ -194,7 +194,7 @@ void progress_dialog_server::operator()()
break;
}
if (skip_this_one)
if (show_overlay_message)
{
// Do nothing
}

View file

@ -39,4 +39,7 @@ struct progress_dialog_server
~progress_dialog_server();
static constexpr auto thread_name = "Progress Dialog Server"sv;
// We don't want to show the native dialog during gameplay.
atomic_t<bool> show_overlay_message_only = false;
};