Google Play's policies require us to tell the user the size of any large
download.
The size seems to vary by just a megabyte or two across regions in my
testing, so I'm listing a rough size for all the regions.
I'm also taking the opportunity to shorten the message to make it easier
to read.
Because the wording of the Load Wii System Menu string can change
depending on the contents of the NAND, we should update that menu item in
a method that's guaranteed to get called every time the user opens the
menu rather than one that's only guaranteed to be called once.
Unlike ADD (immediate), MOV (register) treats SP as ZR. Therefore the
ADDI2R optimization that was added in 67791d227c can't optimize ADD to
MOV when exactly one of the registers is SP.
There currently isn't any code in Dolphin that calls ADDI2R with
parameters that would trigger this case.
Adds a setting field under the hood to retain which folder the player last saved/loaded a state to/from, so that the dialog box to select a state to save/load reopens at that folder.
Because the last commit made us use separate folders for GCPad and
GCKey profiles, we should also use separate game INI keys for them.
Otherwise setting e.g. PadProfile1 in a game INI will make both GCPad
and GCKey try to load it, typically with one of them succeeding and the
other one showing a panic alert due to the profile not existing in its
folder.
Better do this breaking change for GCKeys in the same PR as the other
breaking change rather than later.
After reading the previous commit, you might think "hold on, what's the
difference between GetProfileName and GetProfileDirectoryName"? These
two are being used for the exact same thing - figuring out where
profiles are stored - yet they return different values for certain
controllers like GC keyboards! As far as I can tell, the existing code
has been broken for GC keyboards since they were introduced a decade
ago. The GUI (and more recently, also InputCycler) would write and read
profiles in one location, and our code for loading profiles specified in
a game INI file would read profiles in another location.
This commit gets rid of the set of values used by the game INI code in
favor of the other set. This does breaking existing setups where a
GCKey profile has been configured in a game INI, but I think the number
of working such setups is vanishingly small. The alternative would make
existing GCKey profiles go missing from the profile dropdown in the GUI,
which I think would be more disruptive. The alternative would also force
new GCKey profiles into the same directory as GCPad profiles.
This commit also fixes a regression from d6c0f8e749. The Android GUI was
using GetProfileName to figure out what key to use in the game INI,
which made it use incorrect game INI entries for GameCube controller
profiles but not Wii Remote profiles. Now the Android GUI uses
GetProfileKey for this, fixing the problem.
By having getters for this information, other code that needs access to
the same information can call the getters instead of duplicating the
information.
Core::RunAsCPUThread is obsoleted by CPUThreadGuard reference already passed into the function. The nonsense lambda in CheatSearchWidget is from changes in fdb7328c73.
Instead, we make the event take a reference to the system and then pass
it in when the event is triggered.
This does introduce two other accessors, but these are much easier to
refactor out over time, and without modification to the existing event
interface.
Makes the hash specialization a little less noisy. Also we mark it
noexcept, since hashes shouldn't be throwing exceptions (and this can be
optimized on).
Allows using keys that aren't directly std::string as the key. This lets
us use std::string_view for the incoming path name, making it more
flexible with other string types.