When coreinit exit() is hit, then Cemu will only close when the game was launched directly via command line parameters (-g or -t). Otherwise it returns to the game list. In the case where Cemu closes it will forward the coreinit exit status code as it's own exit status code. This is useful for cases where Cemu is used as a CLI tool for testing homebrew
For some reason `wxChoice` on GTK frequently produces
```
*** BUG ***
In pixman_region32_init_rect: Invalid rectangle passed
Set a breakpoint on '_pixman_log_error' to debug
```
and displays incorrectly
Compiling the precompiled headers for `CemuCamera` took longer than compiling `CemuCamera` itself, so it just ends up being noticeably faster to just add it to one of the existing sublibs. It probably wasn't a problem for MSVC because precompiled header reuse works there, but I'm not using MSVC
I made the download URL button work the same as the regular download community buttons did. Also styled it a bit differently to make it less prominent.
This is a first pass for now, more work is needed mostly for UI polish.
Changes in this commit:
- Debugger now exposes a thread-safe API. Previously everything would just access internal debugger state directly without regard for race conditions
- Reworked stepping logic to be more reliable. For example previously Cemu could get forever stuck in the middle of stepping to the next instruction
- Support for debugging while using multi-threaded CPU emulation. Originally the debugger was added when only single core support existed in Cemu. It was possible to debug multi-threaded before but it was very very prone to state corruptions.
- Debugger should now remember breakpoints correctly across sessions
Also revert PCH reuse for everything but MSVC. Other compilers/platforms have limitations that make reused PCH a bit too fragile. I got it to work but only after forcing certain flags globally (like -pthread) and I dont think its a good idea to do that
HLE modules now have a unified interface via which they can get notified when mapped into the process or when loaded/unloaded.
We also always call the unload functions when stopping emulation to give the module implementations a chance to reset all state (although many of them are still missing proper cleanup code for now)