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.
This is something that should be the responsibility of the frontend
booting the game. Making this part of the host 'interface' inherently
requires frontends to leak internal details (much like the other
UI-related functions in the interface).
This also decouples more behavior from the debugger and the
initialization process in the wx frontend. This also eliminates several
usages of the parent menubar in the debugger code window.
Also removes the unused Event_Adapter event stub which did nothing. It
wasn't even hooked up to wx's event system.
Allows removing several includes from the header file and moving them to
the cpp file. Prevents includes being dumped into other source files
that include the header.
This uncovered an indirect include in Main for MsgHandler utilities.
Starting in #4916, upon startup wxWidgets pops up an assertion error:
> ./src/common/cmdline.cpp(527): assert ""Assert failure"" failed in
> FindOptionByAnyName(): Unknown option verbose
Fix this by overriding wxApp::OnCmdLineParsed to disable the default
handling (since we also disable the default options in
DolphinApp::OnInitCmdLine).
wxWidgets causes a segfault if Host_ConnectWiimote is called and we try
to create an event from the Wiimote scanner thread while the GUI is
still initialising.
Dolphin no longer lowers itself below the top window when opening.
Dolphin no longer draws garbage lines all over the game list.
Use the correct platform macros so Dolphin can actually find the
translation catalogs on Unix.
When 5.0-211 updated wxWidgets to 3.1.0, some entries in the
wxLanguage enum were moved and added, changing the wxLanguage
values. Because we save Dolphin's interface language to disk
as a wxLanguage, the language you have set will mean something
different depending on whether you have the updated wx version
or not. For instance, setting the language to English with the
updated version and then using an older version will make
Dolphin use Dutch. Because we can't rely on the enum anymore,
I'm replacing the "Language" setting with a "LanguageCode"
setting that uses standard ISO 639 codes.
This is something that was quite confusing for me while trying to get
netplay to work for me; once the Connect/Host buttons were pressed,
the UI would hang, only to work again a few seconds later, but with
no error message or explanation *at all*.
Turns out this is because panic alerts are shown in the netplay window
instead during netplay, even before it is even shown.
This fixes it by "piping" the alerts to the netplay chat only if the
netplay window is visible.
(regression introduced in #3823)
Fully opt-in, reports to analytics.dolphin-emu.org over SSL. Collects system
information and settings at Dolphin start time and game start time.
UI not implemented yet, so users are required to opt in through config editing.
EndPlayInput runs on the CPU thread so it can't directly call
UpdateWantDeterminism. PlayController also tries to ChangeDisc
from the CPU Thread which is also invalid. It now just pauses
execution and posts a request to the Host to fix it instead.
The Core itself also did dodgy things like PauseAndLock-ing
from the CPU Thread and SetState from EmuThread which have been
removed.
This check is not useful anymore since that website is not running their own
buildbots anymore. It's also trivially bypassable -- it just happened to work
when the builds were fully automated over there.