Reworked to correctly collect and import/export saves that could exist in either /nand/user/save/000...000/<user id> or /nand/user/save/account/<user id raw string>
This commit has the UI for viewing a game's properties on long-press and some links to useful tools like
- Game info
- Shortcut to settings (global in this commit)
- Addon manager with installer
- Save data manager
- Option to clear all save data
- Option to clear shader cache
Replaces every way of handling config for each frontend with SimpleIni. frontend_common's Config class is at the center where it saves and loads all of the cross-platform settings and provides a set of pure virtual functions for platform specific settings.
As a result of making config handling platform specific, several parts had to be moved to each platform's own config class or to other parts. Default keys were put in platform specific config classes and translatable strings for Qt were moved to shared_translation. Default hotkeys, default_theme, window geometry, and qt metatypes were moved to uisettings. Additionally, to reduce dependence on Qt, QStrings were converted to std::strings where applicable.
Now logging will start when the frontend starts like qt does. This also adjusts the share log button to follow where we share the current log if we just returned from a game or return the old log if we haven't started a game yet.
Emulation states are repeatedly checked by input and performance stats. During startup and shutdown, this could lead to a long halt on the UI thread because the call to IsRunning will be waiting on the emulation mutex to be unlocked. Using atomics should replace the existing functionality without causing problems.
Completely removes code related to parsing the settings file on the java side. Now all settings are accessed via NativeConfig.kt and config.cpp has been modified to be closer to the core counterpart. Since the core currently uses QSettings, we can't remove reliance from Wini yet. This also includes simplifications to each settings interface to get closer to native code and prepare for per-game settings.