Enable emulator hotkeys and controller input (when that option is
enabled) when a TAS Input window has focus, as if it was the render
window instead. This allows TASers to use frame advance and the like
without having to switch the focused window or disabling Hotkeys Require
Window Focus which also picks up keypresses while other apps are active.
Cursor updates are disabled when the TAS Input window has focus, as
otherwise the Wii IR widget (and anything else controlled by the mouse)
becomes unusable. The cursor continues to work normally when the render
window has focus.
There were three distinct mechanisms for signaling symbol changes in DolphinQt: `Host::NotifyMapLoaded`, `MenuBar::NotifySymbolsUpdated`, and `CodeViewWidget::SymbolsChanged`. The behavior of these signals has been consolidated into the new `Host::PPCSymbolsUpdated` signal, which can be emitted from anywhere in DolphinQt to properly update symbols everywhere in DolphinQt.
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
This allows us to update the rich presence description if a channel
is launched from the Wii Menu. It also handles other PPC title
launches, e.g. Smash Bros. Masterpieces.
Host.h: Added Host_TitleChanged().
DolphinNoGUI/MainNoGUI.cpp: Implemented Host_TitleChanged().
DolphinQt/Host.cpp: Implemented Host_TitleChanged().
Android/jni/MainAndroid.cpp: Stubbed Host_TitleChanged().
DSPTool/StubHost.cpp: Stubbed Host_TitleChanged().
UnitTests/StubHost.cpp: Stubbed Host_TitleChanged().
Given this is actually a part of the Host interface, this should be
placed with it.
While we're at it, turn it into an enum class so that we don't dump its
contained values into the surrounding scope. We can also make
Host_Message take the enum type itself directly instead of taking a
general int value.
After this, it'll be trivial to divide out the rest of Common.h and
remove the header from the repository entirely
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...
Showing the Wii remote connection status leads to inconsistent UX,
because we don't do anything like that for GameCube controllers
or with Bluetooth passthrough.
It's also questionable how useful it is given that:
* it doesn't print the number of connected remotes, just that one
remote is connected, connecting or not connected, so the only info
it provides is actually wrong when using multiple remotes;
* this user-facing feature is actually broken in master and no one has
complained AFAIK, which means people don't really rely on it;
* the status bar isn't visible most of the time unless the user is
using render to main or deliberately keeping the main window's
status bar visible by moving the render window and they're not too
far away from their screen;
* emulated Wii remotes now reconnect on input, which means that there
is less of a need to actually know at all times whether a remote
is connected, since pressing any button will reconnect it and provide
immediate, visible feedback via OSD messages and the Wii remote
pointer appearing.