Yellow squiggly lines begone!
Done automatically on .cpp files through `run-clang-tidy`, with manual corrections to the mistakes.
If an import is directly used, but is technically unnecessary since it's recursively imported by something else, it is *not* removed.
The tool doesn't touch .h files, so I did some of them by hand while fixing errors due to old recursive imports.
Not everything is removed, but the cleanup should be substantial enough.
Because this done on Linux, code that isn't used on it is mostly untouched.
(Hopefully no open PR is depending on these imports...)
Profiling Dolphin using Heaptrack, this turns out to be the cause of
more than half of all temporary allocations. Though since it's in a
separate thread, I suppose it wasn't affecting performance very much.
With 12 uses of `JoinStrings` in the codebase vs 36 uses of `fmt::join`, fmtlib's range adapter for string concatenation with delimiters is clearly the preferred option.
Because the last commit made us use separate folders for GCPad and
GCKey profiles, we should also use separate game INI keys for them.
Otherwise setting e.g. PadProfile1 in a game INI will make both GCPad
and GCKey try to load it, typically with one of them succeeding and the
other one showing a panic alert due to the profile not existing in its
folder.
Better do this breaking change for GCKeys in the same PR as the other
breaking change rather than later.
By having getters for this information, other code that needs access to
the same information can call the getters instead of duplicating the
information.
Adds two new hotkeys to open the menus for emulated USB devices- Skylanders Portal of Power and the Infinity Base. (Hotkeys only active when game is running).
Portal menu: Default is <Ctrl+P>.
Infinity base: Default is <Ctrl+I>
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
For some reason every button group was shoved into the same config
group called "Keys" which caused buggy behavior once someone tried to
have hotkeys with the same name in different groups. This fixes that,
and converts existing configs to the new group names so they don't get
reset.
This is an extension of host input authority that allows switching the
host (who has zero latency) on the fly, at the further expense of
everyone else's latency. This is useful for turn-based games where the
latency of players not on their turn doesn't matter.
To become the so-called golfer, the player simply presses a hotkey.
When the host is the golfer, latency is identical to normal host input
authority.
This is only ever used internally. Also change the std::string name over
to a const char*, so that we don't need to potentially allocate anything
on the heap at immediate runtime.
Previously, a total of 114 std::string instances would need to construct
(allocating on the heap for larger strings that can't be stored with
small string optimizations). We can just use an array of const char*
strings instead, which allows us to avoid this.