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ActionReplay: UI Consistency and Cleanup
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.
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@ -4,7 +4,6 @@
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#pragma once
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#include <functional>
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#include <string>
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#include <vector>
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#include "Common/CommonTypes.h"
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@ -31,18 +30,16 @@ struct ARCode
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};
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void RunAllActive();
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bool RunCode(const ARCode &arcode);
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void ApplyCodes(const std::vector<ARCode>& codes);
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void AddCode(const ARCode& new_code);
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void* RegisterCodeChangeCallback(std::function<void()> callback);
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void UnregisterCodeChangeCallback(void* token);
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void LoadAndApplyCodes(const IniFile& globalini, const IniFile& localIni);
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std::vector<ARCode> LoadCodes(const IniFile& globalini, const IniFile& localIni);
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size_t GetCodeListSize();
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ARCode GetARCode(size_t index);
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void SetARCode_IsActive(bool active, size_t index);
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void UpdateActiveList();
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void AddCode(ARCode new_code);
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void LoadAndApplyCodes(const IniFile& global_ini, const IniFile& local_ini);
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std::vector<ARCode> LoadCodes(const IniFile& global_ini, const IniFile& local_ini);
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void SaveCodes(IniFile* local_ini, const std::vector<ARCode>& codes);
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void EnableSelfLogging(bool enable);
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const std::vector<std::string> &GetSelfLog();
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std::vector<std::string> GetSelfLog();
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void ClearSelfLog();
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bool IsSelfLogging();
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} // namespace
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