While trying to work on adding audiodump support for CLI, I was alerted that it was important to first try moving the DSP configs to the new config before continuing, as that makes it substantially easier to write clean code to add such a feature.
This commit aims to allow for Dolphin to only rely on the new config for DSP-related settings.
Instead of having a single GUI checkbox for "Always Hide Mouse Cursor",
I have instead opted to use radio buttons so the user can swap between
different states of mouse visibility. "Movement" is the default
behavior, "Never" will hide the mouse cursor the entire time the game is
running, and "Always" will keep the mouse cursor always visible.
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 prevented some devices from being recreated correctly, as they were exclusive (e.g. DInput Joysticks)
This is achieved by calling Settings::ReleaseDevices(), which releases all the UI devices shared ptrs.
If we are the host (Qt) thread, DevicesChanged() is now called in line, to avoid devices being hanged onto by the UI.
For this, I had to add a method to check whether we are the Host Thread to Qt.
Avoid calling ControllerInterface::RefreshDevices() from the CPU thread if the emulation is running
and we manually refresh devices from Qt, as that is not necessary anymore.
Refactored the way IOWindow lists devices to make it clearer and hold onto disconnected devices.
There were so many issues with the previous code:
-Devices changes would not be reflected until the window was re-opened
-If there was no default device, it would fail to select the device at index 0
-It could have crashed if we had 0 devices
-The default device was not highlighted as such
-Add pause state to FPSCounter.
-Add ability to have more than one "OnStateChanged" callback in core.
-Add GetActualEmulationSpeed() to Core. Returns 1 by default. It's used by my input PRs.
Fallback Region
A user-selected fallback to use instead of the default PAL
This is used for unknown region or region free titles to give them
the ability to force region to use. This replaces the current fallback region
of PAL. This can be useful if a user is trying to play a region free
tilte that is originally NTSC and expects to be run at NTSC speeds. This
may be done when a user attempts to dump a WAD of their own without
understanding the settings they have chosen, or could be an intentional
decision by a developer of a ROM hack that can be injected into a
Virtual Console WAD.
Remove using System Menu region being checked in GetFallbackRegion
Use DiscIO::Region instead of std::String for fallback
Add explanation text for Fallback Region
Other than the controller settings and JIT debug settings,
these are the only settings which were defined in Java code
but not defined in the new config system in C++. (There are
still a lot of settings that are defined in the new config
system but not yet saveable in the new config system, though.)
Basically everything here was race conditions in Qt callbacks, so I changed the client/server instances to std::shared_ptr and added null checks. It checks that the object exists in the callback, and the shared_ptr ensures it doesn't get destroyed until we're done with it.
MD5 check would also cause a segfault if you quit without cancelling it first, which was pretty silly.
Previously there was only one function under the NetPlay namespace,
which is kind of silly considering we have all of these other types
and functions existing outside of the namespace.
This moves the rest of them into the namespace.
This gets some general names, like Player, for example, out of the global namespace.