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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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@ -68,15 +68,6 @@ public:
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long style = wxDEFAULT_DIALOG_STYLE | wxRESIZE_BORDER);
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virtual ~CISOProperties();
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bool bRefreshList;
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// These are only public because of the ugly hack in CreateCodeDialog.cpp
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void ActionReplayList_Load();
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bool SaveGameConfig();
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// This only exists because of the ugly hack in CreateCodeDialog.cpp
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void AddARCode(const ActionReplay::ARCode& code);
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private:
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DECLARE_EVENT_TABLE();
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@ -242,9 +233,15 @@ private:
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std::set<std::string> DefaultPatches;
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std::set<std::string> DefaultCheats;
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bool bRefreshList;
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void LoadGameConfig();
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bool SaveGameConfig();
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void OnLocalIniModified(wxCommandEvent& ev);
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void GenerateLocalIniModified();
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void PatchList_Load();
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void PatchList_Save();
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void ActionReplayList_Load();
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void ActionReplayList_Save();
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void ChangeBannerDetails(DiscIO::IVolume::ELanguage language);
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