This sets the IR/Width, IR/Height, and IR/Center per game, so a controller profile is used
to save the value, then enable the profile in the game ini, then reload the
control configs.
Previously would take several seconds to save, sometimes causing ANRs, which
was made worse when adding all the controller values. Now we only load/save
each section instead of doing it for each setting. Also added a method
to save an individual setting.
Two reasons for this change. First, it appears that some android launchers do some sort of call into
the application when long pressing the app icon, which in turn calls the DirectoryInit service. This
was ok to do prior to Oreo but will cause crashes with the new restrictions on services running
in the background. Which leads to the second reason that DirectoryInit doesn't need to be a service
at all since these actions are required for dolphin to function and shouldn't be a scheduled action.
So we instead just kick this off in a new thread and send the broadcast when done.
This global belongs in the JitOptions structure, as it's a conditional
setting (A.K.A. option) that changes the behavior of what the JIT does.
Plus it keeps the scope of the variable constrained to the general area
it's intended to be used and nothing further.
Added an option in General config to enable/disable usage statistics. Added a popup on first open if
the user would like to engage in reporting. Clicking cancel or out of the box opts out. Only
clicking 'Ok' will enable reporting. Also added a new android specific values to report.
Makes the enum values strongly-typed and prevents the identifiers from
polluting the PowerPC namespace. This also cleans up the parameters of
some functions where we were accepting an ambiguous int type and
expecting the correct values to be passed in.
Now those parameters accept a PowerPC::CPUCore type only, making it
immediately obvious which values should be passed in. It also turns out
we were storing these core types into other structures as plain ints,
which have also been corrected.
As this type is used directly with the configuration code, we need to
provide our own overloaded insertion (<<) and extraction (>>) operators
in order to make it compatible with it. These are fairly trivial to
implement, so there's no issue here.
A minor adjustment to TryParse() was required, as our generic function
was doing the following:
N tmp = 0;
which is problematic, as custom types may not be able to have that
assignment performed (e.g. strongly-typed enums), so we change this to:
N tmp;
which is sufficient, as the value is attempted to be initialized
immediately under that statement.
Deduplicates code, and gets rid of some problems the old code had
(such as: bad performance when calling native functions, only one
disc showing up for multi-disc games, Wii banners being low-res,
unnecessarily much effort being needed for adding more metadata).
Given this is actually a part of the Host interface, this should be
placed with it.
While we're at it, turn it into an enum class so that we don't dump its
contained values into the surrounding scope. We can also make
Host_Message take the enum type itself directly instead of taking a
general int value.
After this, it'll be trivial to divide out the rest of Common.h and
remove the header from the repository entirely
Modified NativeLibrary to display alerts in AlertDialogs rather than Toast notifications, and allow yes/no options.
Modified MainAndroid to use the new displayAlertMsg, and to return its output.
The Activity is responsible for just its views and menus and such. It
signals the Fragment via setGamePath, StartEmulation and StopEmulation.
The Fragment manages the actual emulation lifecycle. It is solely
responsible for calling the NativeLibrary lifecycle methods.
With this lifecycle simplification, the NativeLibrary no longer needs to
kill the Activity. It happens normally now.
This simplifies a lot of things, live handling rotation.
Ideally Common.h wouldn't be a header in the Common library, and instead be renamed to something else, like PlatformCompatibility.h or something, but even then, there's still some things in the header that don't really fall under that label
This moves the version strings out to their own version header that doesn't dump a bunch of other unrelated things into scope, like what Common.h was doing.
This also places them into the Common namespace, as opposed to letting them sit in the global namespace.