Instead of using install() commands, we use the MACOSX_PACKAGE_LOCATION
property, which will allow the files to be identified and updated individually
by the build system without having to remove the entire folder and copy it
each time.
deploy-mac.py is now idempotent and should be working properly, so we'll
call it all the time from now on.
On macOS, we want them copied in the bundle directly, otherwise we will
install them later in the system folder.
Obviously not working for Windows, but that's not any different from before!
This is useful to know which IOS version is required by a title without
having to look at the TMD manually.
The IOS version row will only appear if there is a TMD, of course.
IPC_HLE is actually IOS HLE. The actual IPC emulation is not in
IPC_HLE, but in HW/WII_IPC.cpp. So calling IPC_HLE IOS is more
accurate. (If IOS LLE gets ever implemented, it'll likely be at
a lower level -- Starlet LLE.)
This also totally gets rid of the IPC_HLE prefix in file names, and
moves some source files to their own subdirectories to make the file
hierarchy cleaner.
We're going to get ~14 additional source files with the USB PR,
and this is really needed to keep things from becoming a total pain.
wxChoice controls don't display any titles.
By the way, why is the file called DebuggerPanel.cpp
even though it implements the Video debug panel specifically?
Jan 04 22:55:01 <leoetlino> fwiw, it looks like there are new warnings in the RegCache code
Jan 04 22:55:04 <leoetlino> Source/Core/Core/PowerPC/Jit64/FPURegCache.cpp:13:33: warning: declaration shadows a variable in the global namespace [-Wshadow]
Jan 04 22:56:19 <@Lioncash> yeah, the jit global should have a g_ prefix.
This fixes shadowing warnings and adds the g_ prefix to a global.
Other settings options are nouns rather than verbs so this change makes the configuration option consistent with others. Also makes the menu option label the same as the windows title.
The constructor shouldn't be used as a dumping ground for all UI-related
initialization. Doing so makes it somewhat more difficult to reason about
how certain UI elements get created. It also puts unrelated identifiers in
the same scope.
This separates the UI creation out so code relevant to each component
is self-contained.
Doing it from the add dialogs instead would prevent the call to these dialogs outside of a breakpointWindow which would be necessary for hotkeys binding.