There were three distinct mechanisms for signaling breakpoint changes in DolphinQt, and the wiring had room for improvement. The behavior of these signals has been consolidated into the new `Host::PPCBreakpointsChanged` signal, which can be emitted from anywhere in DolphinQt to properly update breakpoints everywhere in DolphinQt.
This improves a few things:
- For the `CodeViewWidget` and `MemoryViewWidget`, signals no longer need to propagate through the `CodeWidget` and `MemoryWidget` (respectively) to reach their destination (incoming or outgoing).
- For the `BreakpointWidget`, by self-triggering from its own signal, it no longer must manually call `Update()` after all of the emission sites.
- For the `BranchWatchDialog`, it now has one less thing it must go through the `CodeWidget` for, which is a plus.
Enable emulator hotkeys and controller input (when that option is
enabled) when a TAS Input window has focus, as if it was the render
window instead. This allows TASers to use frame advance and the like
without having to switch the focused window or disabling Hotkeys Require
Window Focus which also picks up keypresses while other apps are active.
Cursor updates are disabled when the TAS Input window has focus, as
otherwise the Wii IR widget (and anything else controlled by the mouse)
becomes unusable. The cursor continues to work normally when the render
window has focus.
There were three distinct mechanisms for signaling symbol changes in DolphinQt: `Host::NotifyMapLoaded`, `MenuBar::NotifySymbolsUpdated`, and `CodeViewWidget::SymbolsChanged`. The behavior of these signals has been consolidated into the new `Host::PPCSymbolsUpdated` signal, which can be emitted from anywhere in DolphinQt to properly update symbols everywhere in DolphinQt.
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