This is done by:
1) Implementing said protocol in a new controller input class CemuHookUDPServer.
2) Adding functionality in the WiimoteEmu class for pushing that motion input to the emulated Wiimote and MotionPlus.
3) Suitably modifying the UI for configuring an Emulated Wii Remote.
These were marked as translatable in DolphinWX but not DolphinQt,
yet both DolphinWX and DolphinQt tried to fetch translations for them.
This meant that translations worked in both DolphinWX and DolphinQt
back when DolphinWX existed, but that translations stopped working
in DolphinQt once DolphinWX was removed (because the removal of
DolphinWX triggered the removal of the strings from the .po files).
Messages buffer is intended to be of a fixed capacity (MAX_LOG_LINES),
which cannot be achieved by std::queue unless we manually pop() extra elements.
std::queue uses std::deque internally which most likely results in allocations performed continuously.
FixedSizeQueue keeps a single buffer during its entire lifetime, avoiding any allocations except the ones
performed by stored objects.
QTextEdit is heavy, similar in functionality to WordPad,
while QPlainTextEdit is lightweight like Notepad.
Qt documentation recommends using QPlainTextEdit for log viewers,
and it also allows to set automatic cutoff of oldest messages beyond a fixed point,
which we now set to MAX_LOG_LINES (5000)
Makes it a little more explicit which dialog outcomes we're expecting.
While we're at it, we can invert them into guard clauses to unindent
code a little bit.
Avoids propagating headers into scopes where they're not necessary.
Also uncovered reliance on an indirect inclusion within
CheatsManager.cpp, which is now fixed.
If a user indicates that they want to clone and edit an AR code, then
click cancel on the following dialog, we shouldn't actually clone the
code.
We also shouldn't resave the codes if the edit dialog is opened and then
closed again via cancel, as there's nothing that actually changed. This
way we don't perform disk accesses unless they're actually necessary.
Previously, the constructor of GameConfigEdit wasn't doing anything with
the passed in parent pointer. This is dangerous because it can result in
memory being leaked in certain scenarios. It can also affect layout
decisions made by the parent. Instead, pass it through to the base class.
Current usages of the class pass in nullptr as the parent, so this is a
safe change to make with regards to the class hierarchy.
While we're at it, we can std::move the passed in QString into the class
member, allowing calling code to move strings into the constructor,
avoiding copies.
QStringLiterals generate a buffer so that during runtime there's very
little cost to constructing a QString. However, this also means that
duplicated strings cannot be optimized out into a single entry that gets
referenced everywhere, taking up space in the binary.
Rather than use QStringLiteral(""), we can just use QString{} (the
default constructor) to signify the empty string. This gets rid of an
unnecessary string buffer from being created, saving a tiny bit of
space.
While we're at it, we can just use the character overloads of particular
functions when they're available instead of using a QString overload.
The characters in this case are Latin-1 to begin with, so we can just
specify the characters as QLatin1Char instances to use those overloads.
These will automatically convert to QChar if needed, so this is safe.