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.
This commit is contained in:
EmptyChaos
2016-04-22 10:42:16 +00:00
parent 25b072ff2b
commit 6ab1b27477
11 changed files with 328 additions and 374 deletions

View File

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