Cleanup code style.
Move ActionReplay code->INI saving into ActionReplay namespace.
Threadsafety Cleanup: ActionReplay is accessed from the Host, Emu
and CPU Threads so the internal storage needs to be protected by a
lock to prevent vectors/strings being deleted/moved while in use by
the CPU Thread.
UI Consistency: Make ARCodes behave like Gecko Codes - only apply
changes when Apply is pressed. Save changes to INI from CheatsWindow.
ISOProperties/CheatsWindow now synchronize with each other.
ISOProperties loads codes using ActionReplay::LoadCodes which actually applies
the codes to the global state. If a game is running then that games receives
all the codes (and ACTIVE status) from the second game being shown in
ISOProperties which is not desirable.
titles.txt is read into a map and passed to the GameListItem
constructor, making game list scanning a bit more efficient.
ISOPropreties's constructor is changed to take a GameListItem as an
argument instead of creating one on its own, because ISOPropreties
doesn't have the titles.txt map that the GameListItem constructor wants.
With auto-updating lists, searching for the previous value isn't
necessary. Also, this breaks out specific functionality into their own
functions, which helps separate UI code from the data processing code.
modified: Source/Core/DolphinWX/Cheats/CheatSearchTab.h
Replaces them with forward declarations of used types, or removes them entirely if they aren't used at all. This also replaces certain Common headers with less inclusive ones (in terms of definitions they pull in).
std::array does not have an initializer list constructor, instead (for
some reason) being defined to contain one public array member, allowing
it to be directly initialized. Thus the most explicit way to initialize
it is with two braces, one for the struct and one for the array. C++
allows the second pair of braces to be omitted, but clang complains
about it.