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
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.
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
If we want to enable codes in the default game INIs,
we should have some way for users to disable them.
This commit accomplishes that by adding a *_Disabled
section corresponding to each *_Enabled section.
Replace it with a function-local static that is initialized on first
use. This gets rid of a global variable and removes the need for
manual initialization in UICommon.
This commit also replaces the weird find_if that looks for a non-null
unique_ptr with a simple "is vector empty" check considering that
none of the pointers can be null by construction.
While manually capturing constexpr variables used in lambda
expressions does work, it's really easy to forget doing so since
we don't have a Windows CMake builder and the workaround isn't
necessary anywhere else. Fortunately, MSVC has a flag that fixes
the constexpr capture behavior, so let's use that instead.
Lambda expressions with uncaptured constants were leading to errors,
and there were also some warnings about deprecated functions
(QFontMetrics::width and inet_ntoa).
While having motion control emulation of IR enabled by default
makes sense in situations like using a DualShock 4 on a PC,
Android has the additional option of touch emulation of IR
which seems to be better liked, and the default value which
was chosen with PC in mind was carried over to Android
without any particular consideration. This change disables
motion control emulation of IR by default on Android only.