Also turns a std::string const reference into a value instance.
While this is well-defined, it does look out of place, given a new string
is being created.
The AutoUpdate module is a generic update checker mechanism which can be
used by UI backends to trigger an auto-update check as well as the
actual update process.
Currently only configurable through .ini and the Qt implementation is
completely placeholder-y -- blocking the main thread on a network
request on startup, etc.
Before this, DolphinQt2 would crash at boot with an assertion error
when using a Windows debug build, at least if the Dolphin GUI
language was set to English.
This enables shaders to be compiled while the game is starting, instead
of blocking startup. If a shader is needed before it is compiled,
emulation will block.
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.
This saves us from having to hardcode strings, and it also gives
us strings in whatever format is appropriate on the current OS
(for instance, IIRC Windows uses Alt+F where other OSes use Alt-F).