Several of Cemu's settings dialogs (GeneralSettings2, InputSettings2,
GraphicPacksWindow2, ...) and most of its tool wxFrames have no
Cancel/Close/OK button. On a Wayland compositor that doesn't draw
server-side decorations there is also no compositor-drawn close button,
so once opened these windows cannot be dismissed.
wxDialog's built-in Esc handling (wxDialogBase::OnCharHook in
src/common/dlgcmn.cpp) forwards Esc to a button with wxID_CANCEL or
the affirmative-id button via EmulateButtonClickIfPresent; with
neither button present, SendCloseButtonClickEvent returns false and
the handler just Skip()s. wxFrame has no Esc handling at all (the
event table in src/common/framecmn.cpp only carries menu-open/close
entries).
Add wxHelper::BindEscapeCloses(target), a one-liner that binds
WXK_ESCAPE on wxEVT_CHAR_HOOK to target->Close(). Close() goes
through the wxEVT_CLOSE_WINDOW path, where wxDialogBase::OnCloseWindow
does fall back to EndDialog(wxID_CANCEL) when no Cancel/OK button
is found - so the helper closes buttonless dialogs correctly. Apply
as the first statement of every wxDialog and wxFrame ctor in
src/gui/wxgui/, except:
- MainWindow: Esc shouldn't quit Cemu.
- PadViewFrame: already binds Esc to leave fullscreen.
- HotkeySettings: inline variant guarded by !m_activeInputButton
so an in-progress keyboard capture (whose cancel path is
OnKeyUp + IsValidKeycodeUp rejecting WXK_ESCAPE) still wins.
Tag the File>Exit menu item label with "\tCtrl+Q"; wxMenuItemBase::
GetAccel() parses everything after the tab via wxAcceleratorEntry::
Create and wxMenuBar registers it as an accelerator.
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
On Linux/mesa, when compiling a big shader cache like BOTW this saves about 8.2 GiB of RAM usage
(only when ~/.cache/mesa_shader_cache and precompiled/_gl.bin cache is also fresh)
fixes crash when passing an invalid path with the "-g" launch option
the algorithm would recurse up the tree infinitely looking for blank parent directories
probably fixes more things