Export and ExportAll now open a directory picker (that defaults to the
previous default directory, i.e. the Dolphin user dir).
Also removes the need to return the path in the export functions since
the user knows which path they chose.
Move the import/export operation into separate functions, as it doesn't
really make sense for the constructor to do *everything*, including
printing success/failure message boxes.
The existing constructor was split into two: one that takes a path,
and another taking a title ID. This makes it more obvious what is
actually done when a path/TID is passed and also clarifies what
parameters should be passed. (No more magic 0 or "" value.)
The original reason I wanted to do this was so that we can replace
the Android-specific code with this in the future, but of course,
just deduplicating between DolphinWX and DolphinQt2 is nice too.
Fixes:
- DolphinQt2 showing the wrong size for split WBFS disc images.
- DolphinQt2 being case sensitive when checking if a file is a DOL/ELF.
- DolphinQt2 not detecting when a Wii banner has become available
after the game list cache was created.
Removes:
- DolphinWX's ability to load PNGs as custom banners. But it was
already rather broken (see https://bugs.dolphin-emu.org/issues/10365
and https://bugs.dolphin-emu.org/issues/10366). The reason I removed
this was because PNG decoding relied on wx code and we don't have any
good non-wx/Qt code for loading PNG files right now (let's not use
SOIL), but we should be able to use libpng directly to implement PNG
loading in the future.
- DolphinQt2's ability to ignore a cached game if the last modified
time differs. We currently don't have a non-wx/Qt way to get the time.
We now differentiate between a resize event and surface change/destroyed
event, reducing the overhead for resizes in the Vulkan backend. It is
also now now safe to change the surface multiple times if the video thread
is lagging behind.
The earlier code always tried to use TitleDatabase for getting
title names, but that didn't work for disc-based games, because
there was no way to get the maker ID.
Also clean up the way the system menu label is updated. We don't want
to access the NAND while emulation is running, and especially not
that many times per second on an unpredictable timing.
Change the repair logic to fix issues more aggressively by deleting bad
titles. This is necessary because of a bug in Dolphin's WAD boot code.
The UI code was updated to inform the user about titles that will be
deleted if they continue a repair, before deleting anything.
Old versions of Dolphin are so broken regarding NAND handling that
we need this to repair common issues and avoid issues with titles
like the System Menu or the Wii Shop.
This isn't an exhaustive check, but this will catch most issues
and offer to fix them automatically (if possible).
Ideally Common.h wouldn't be a header in the Common library, and instead be renamed to something else, like PlatformCompatibility.h or something, but even then, there's still some things in the header that don't really fall under that label
This moves the version strings out to their own version header that doesn't dump a bunch of other unrelated things into scope, like what Common.h was doing.
This also places them into the Common namespace, as opposed to letting them sit in the global namespace.
When recording during netplay, the stop message was only sent after you
have chosen a filename for the replay, causing the other player(s)
to freeze for a few seconds. This takes care of the annoyance.
I don't know who thought it would be a good idea to put the Wiimote
connect code as part of the Host interface, and have that called
from both the UI code and the core. And then hack around it by having
"force connect" events whenever Host_ConnectWiimote is called
from the core...
Core::PauseAndLock requires all calls to it to be balanced, like this:
const bool was_unpaused = Core::PauseAndLock(true);
// do stuff on the CPU thread
Core::PauseAndLock(false, was_unpaused);
Aside from being a bit cumbersome, it turns out all callers really
don't need to know about was_unpaused at all. They just need to do
something on the CPU thread safely, including locking/unlocking.
So this commit replaces Core::PauseAndLock with a function that
makes both the purpose and the scope of what is being run on the
CPU thread visually clear. This makes it harder to accidentally run
something on the wrong thread, or forget the second call to
PauseAndLock to unpause, or forget that it needs to be passed
was_unpaused at the end.
We also don't need comments to indicate code X is being run on the
CPU thread anymore, as the function name makes it obvious.
Allows reusing the WAD import logic more easily, whereas UICommon
code can only be used from UICommon and UI.
And managing what's on the NAND is the Core's responsability, not UI.