rpcs3/rpcs3/Emu/system_progress.hpp

86 lines
1.9 KiB
C++

#pragma once
#include "util/types.hpp"
#include "util/atomic.hpp"
#include "Utilities/lockless.h"
#include "util/shared_ptr.hpp"
extern lf_array<atomic_ptr<std::string>> g_progr_text_queue;
struct alignas(16) progress_dialog_string_t
{
struct alignas(16) data_t
{
usz update_id = 0;
u32 text_index = umax;
u32 text_count = 0;
};
atomic_t<data_t> data{};
shared_ptr<std::string> get_string_ptr() const noexcept;
operator std::string() const noexcept
{
if (shared_ptr<std::string> ptr = get_string_ptr())
{
return *ptr;
}
return {};
}
explicit operator bool() const noexcept
{
return data.load().text_count != 0;
}
};
enum system_progress_stop_state : u32
{
stop_state_disabled = 0,
stop_state_stopping,
stop_state_continuous_savestate
};
extern progress_dialog_string_t g_progr_text;
extern atomic_t<u32> g_progr_ftotal;
extern atomic_t<u32> g_progr_fdone;
extern atomic_t<u64> g_progr_ftotal_bits;
extern atomic_t<u64> g_progr_fknown_bits;
extern atomic_t<u32> g_progr_ptotal;
extern atomic_t<u32> g_progr_pdone;
extern atomic_t<bool> g_system_progress_canceled;
extern atomic_t<system_progress_stop_state> g_system_progress_stopping;
// Initialize progress dialog (can be recursive)
class scoped_progress_dialog final
{
private:
u32 m_text_index = 0;
public:
scoped_progress_dialog(std::string text) noexcept;
scoped_progress_dialog(const scoped_progress_dialog&) = delete;
scoped_progress_dialog& operator=(const scoped_progress_dialog&) = delete;
scoped_progress_dialog& operator=(std::string text) noexcept;
~scoped_progress_dialog() noexcept;
};
struct progress_dialog_server
{
void operator()();
~progress_dialog_server();
static constexpr auto thread_name = "Progress Dialog Server"sv;
};
struct progress_dialog_workaround
{
// We don't want to show the native dialog during gameplay.
atomic_t<bool> show_overlay_message_only = false;
};