Previously, when playing back a movie, you could not see the total frame count of a movie, only the total number of input polls.
This change simply shows the total frame count on movie playback.
Note that this change also results in the framecount and framecount total ALWAYS being displayed if show_movie_window is true, regardless of whether or not m_ShowFrameCount is true. I believe this is fine, as TASers are much more likely to reference the framecount than the input poll count.
Previously, only the number of total input polls would be shown in the window title when playing back a movie. This simply adds the VI / frame count total as well, which is a much more relevant number to look at while TASing.
There are certain hotkeys that we absolutely want to be able to use
without being in-game. Presently, no hotkeys are recognized unless we
are in-game.
I've identified and moved the following hotkeys to be checked before the
HotkeyScheduler checks to see if the Core is running:
- Open
- Exit
- Start Recording
- Refresh Game List
Note that Play Recording should also be implemented here, however it
looks like there is no signal for a PlayRecording() function, so this
will have to be handled in a later PR once that signal is created and
implemented.
Previously, it was not clear where the boundary of the StickWidget was when interacting outside of the circle. This aims to restore the gray square present in the Wx-era.
Over time OnData() has become a huge function-long case statement that
attempts to manage numerous packet-related behaviors, which makes it a
little difficult to reliably ensure certain handling doesn't interfere
with another case's. It's also mildly annoying to navigate due to its
size.
To make it a little easier to read and find the specific behavior, we
can break the relevant pieces of code out into their own functions.
When RenderDoc is attached, wglShareLists fails for some reason (see baldurk/renderdoc#2361). wglCreateContextAttribsARB has a parameter for the share context, so there's no reason to use a separate wglShareLists call.
Co-authored-by: baldurk <baldurk@baldurk.org>
Previous code from #7950 only clamps correctly when the efb copies
left and top coordinates are (0, 0)
Now we should handle all situations.
Spyro: A hero's tail is an example of a game that does an oversized
EFB copy with a non-zero origin.