Some of the device names can be ambiguous and require fully or partly
qualifying the name (e.g. IOS::HLE::FS::) in a somewhat verbose way.
Additionally, insufficiently qualified names are prone to breaking.
Consider the example of IOS::HLE::FS:: (namespace) and
IOS::HLE::Device::FS (class). If we use FS::Foo in a file that doesn't
know about the class, everything will work fine. However, as soon as
Device::FS is declared via a header include or even just forward
declared, that code will cease to compile because FS:: now resolves
to Device::FS if FS::Foo was used in the Device namespace.
It also leads to having to write IOS::ES:: to access ES types and
utilities even for code that is already under the IOS namespace.
The fix for this is simple: rename the device classes and give them
a "device" suffix in their names if the existing ones may be ambiguous.
This makes it clear whether we're referring to the device class or to
something else.
This is not any longer to type, considering it lets us get rid of the
Device namespace, which is now wholly unnecessary.
There are no functional changes in this commit.
A future commit will fix unnecessarily qualified names.
Fixes the expression window being spammed with the first entry in the
Operators or Functions select menus when scrolling the mouse wheel while
hovering over them.
Fixes https://bugs.dolphin-emu.org/issues/12405
The dolphin-redirect.php script seems to have been present since 2012
at least, but we accidentally stopped using it when the "open wiki"
feature was reimplemented in DolphinQt2 in 2016.
<@delroth> dolphin-redirect.php is slightly smarter and tries to find gameid aliases for e.g. same region
<@delroth> uh, I mean different region
Also avoid files without a name before the extension (name: ".ini")
from being added to the list because then they wouldn't be saveable
and it would appear with an empty name anyway.
This function has been marked as obsolete. In Qt 6.0 it's removed
entirely, so we must use getContentsMargin() explicitly instead
(margin() would do this for us).
Ditto for setMargin(), in which case we use setContentsMargin instead.
setMargin() would just pass its argument to all four parameters of
setContentsMargin(), so we can do the same.
This literal was deprecated in 5.14.0. Not to mention it wasn't
documented as part of the API either: see the 5.14.0 changelog here:
https://code.qt.io/cgit/qt/qtbase.git/tree/dist/changes-5.14.0?h=v5.14.0
On Qt 6.0 this define is removed entirely. To stay forward compatible,
we can make use of QStringLiteral instead.
When a game is selected, the option to add a shortcut of the game to the desktop is given. Uses native Windows API since Qt lacks support for adding shortcuts.
The name was confusing as changing it at runtime would not change the window to fullscreen, as it effectively only affects the start of the emulation.
Also blocked the ability to change it when the emulation is running, to be more inline with other similar settings, like "Render to main Window".
This code was storing references to patch entries which could move around in memory if a patch was erased from the middle of a vector or if the vector itself was reallocated. Instead, NewPatchDialog maintains a separate copy of the patch entries which are committed back to the patch if the user accepts the changes.
These games are erroneously zeroing buffers before they can be fully copied to ARAM by DMA. The responsible memset() calls are followed by a call to DVDRead() which issues dcbi instructions that effectively cancel the memset() on real hardware. Because Dolphin lacks dcache emulation, the effects of the memset() calls are observed, which causes missing audio.
In a comment on the original bug, phire noted that the issue can be corrected by simply nop'ing out the offending memset() calls. Because the games dynamically load different .rel executables based on the character and/or language, the addresses of these calls can vary.
To deal generally with the problem of code being dynamically loaded to fixed, known addresses, the patch engine is extended to support conditional patches which require a match against a known value. This sort of thing is already achievable with Action Replay/Gecko codes, but their use depends on enabling cheats globally in Dolphin, which is not a prerequisite shared by patches.
Patches are included for every region, character, and language combination. They are enabled by default.
The end result is an approximation of the games' behavior on real hardware without the associated complexity of proper dcache emulation.
https://bugs.dolphin-emu.org/issues/9840