I replaced "1x IR" with "native internal resolution" because
the IR setting never says "1x" or "IR", and I also did some
minor rewording and normalized the sentence-ending spaces.
Rather than destroy and reinitialize the dialog whenever it's closed,
and opened this dialog can just be hidden from view when it's not
needed, and shown again when it is needed.
Also, a dialog should really not be managing any live instances of
itself, including the one directly in the main frame.
This gets rid of another usage of the main frame global.
This is only ever queried and not set outside of the Core.cpp, so this
should just be hidden internally and just have a function exposed that
allows querying it.
wxQueueEvent/wxPostEvent are useful when the event is being dispatched
to another separate window, but aren't really necessary when the event
will be handled by the same window it's dispatched from.
GetEventHandler() is unnecessary here for the same reason. It's an event
intended to be handled by the dialog itself.
As all UI controls are essentially constructed with new expressions, the
type is already visible on the right-hand side, so repeating the type
twice isn't necessary.
This clashes with X11's preprocessor define named Success (because using
non-prefixed lowercase identifiers in C was apparently a fantastic idea
at some point), causing compilation errors.
Amends the TAS callbacks to internally store functions using
std::function instead of raw function pointers. This allows binding
extra contextual state via lambda functions, as well as keeping the
dialogs internal to the main frame (on top of being a more flexible
interface).
This is currently unused and shouldn't actually be a part of the frame's
public interface. The event system should be used instead to dispatch
messages to the game list control if necessary.
If the delimiters of a memory aren't exactly the same as an address, but their size includes the memory breakpoint delimiter, the break will not go through. This makes it so that you can specify a search for a memory breakpoint with a data size and will check if the data fits with that size on all memory breakpoints so the breaks go through.
Dolphin assumes that content 0 is opening.bnr, without checking
whether content 0 exists or if it is even supposed to be there (it's
only there for channels). This results in sometimes reading garbage.
This adds a check to only try to read names from content 0's header
if the title is a channel (channel, system channel or game channel).
The Tools > Load System Menu option displays the version of the
installed Wii Menu. This commit changes the way we display that
version, like so: "Load System Menu 514P" -> "Load System Menu 4.3E"
The numbers are from http://wiibrew.org/wiki/System_Menu
Places all of the SI code under the SerialInterface namespace instead of
only the main source file. This keeps all SI code under a common name,
as well as out of the global namespace
GCMemcard.h has quite a bit of different classes implemented within it
that could likely be split up into other files to make it a little
easier to read. However, they should be moved into their own folder
first so that they don't clutter up the base HW directory.
Depending upon the desktop colour scheme, the light/dark
GameList backgrounds can cause the always white text
to become unreadble.
Use the common luminance approximation algorithm to
determine whether black text should be used instead.
This moves all the byte swapping utilities into a header named Swap.h.
A dedicated header is much more preferable here due to the size of the
code itself. In general usage throughout the codebase, CommonFuncs.h was
generally only included for these functions anyway. These being in their
own header avoids dumping the lesser used utilities into scope. As well
as providing a localized area for more utilities related to byte
swapping in the future (should they be needed). This also makes it nicer
to identify which files depend on the byte swapping utilities in
particular.
Since this is a completely new header, moving the code uncovered a few
indirect includes, as well as making some other inclusions unnecessary.
Not only this is pretty pointless because there is a load and save button on the appropriate panels, but for the breakpoints one, it caused an error while mapping the memory since adding memory breakpoint requires to update the DBAT and this is done too early (right after boot). This also only worked if you had the right panel on making it even more useless because it would fail to laod if you didn't have the right panel on. It's better to just let the user click load and save.
On startup, wxWidgets pops up an assertion error:
> ./src/osx/menu_osx.cpp(648): assert ""IsAttached()"" failed in
> Refresh(): can't refresh unatteched menubar
Starting in #4916, upon startup wxWidgets pops up an assertion error:
> ./src/common/cmdline.cpp(527): assert ""Assert failure"" failed in
> FindOptionByAnyName(): Unknown option verbose
Fix this by overriding wxApp::OnCmdLineParsed to disable the default
handling (since we also disable the default options in
DolphinApp::OnInitCmdLine).
We already have a TMDReader, so let's actually use it.
And move ESFormats to IOS::ES, since it's definitely part of IOS.
This adds a DiscIO dependency on Core which will be fixed in a
follow-up PR.
Gets some constants out of the ControllerEmu namespace, and modifies
ControlGroup so that it uses the enum type itself to represent the
underlying type, rather than a u32 value.
Instead, the JitInterface namespace functions should be used instead. This
gets rid of all usages of the JIT global from the wxWidgets UI code.
The null check isn't needed as the JIT core would already need to be
initialized in order to be within a paused state. The null check is just a
remnant from 2011 that existed before the check for a paused state was
added.
What we actually care about is whether it's a GCZ file,
not whether it's compressed. (This commit doesn't change
the behavior, since the beginning of CompressSelection
discards items that aren't BlobType::GCZ or BlobType::PLAIN.)
- There's no clear definition of what it means for a GC/Wii game
to be compressed. GC games in GCZ are obviously compressed,
but what about formats like WBFS and CISO that just discard data?
- Hardcoded colors might have bad contrast with the used theme.
- It feels Windows XP to me.