Fusion is one of the built-in styles that Qt ships with, and that is
generally supported in all platforms and handles custom color palettes
properly.
The color palettes have been borrowed from the Dolphin Memory Engine
buddy application.
The new styles are:
- **Fusion Light**
- **Fusion Dark Gray**
- **Fusion Dark**
A demo of each style on Windows:
| System | Light | Dark | Fusion Light | Fusion Dark Gray | Fusion Dark |
| ------ | ----- | ---- | ------------ | ---------------- | ----------- |
| <img width="1920" height="1080" alt="Dolphin Emulator System style" src="https://github.com/user-attachments/assets/7f55a19d-d9a1-43d1-a435-1e1d5b29abe2" /> | <img width="1920" height="1080" alt="Dolphin Emulator Light style" src="https://github.com/user-attachments/assets/4c70f2f9-16b8-4777-b72b-55b2dffcd1e4" /> | <img width="1920" height="1080" alt="Dolphin Emulator Dark style" src="https://github.com/user-attachments/assets/5e669477-d2a5-4d19-b2c5-a2ed9bb1e6fe" /> | <img width="1920" height="1080" alt="Dolphin Emulator Light Fusion style" src="https://github.com/user-attachments/assets/b1f95c47-0691-4809-bd74-99e913c17684" /> | <img width="1920" height="1080" alt="Dolphin Emulator Dark Gray Fusion style" src="https://github.com/user-attachments/assets/c9d30aa3-f941-4fc5-806f-d3fbd2cae0cc" /> | <img width="1920" height="1080" alt="Dolphin Emulator Dark Fusion style" src="https://github.com/user-attachments/assets/123d2125-e126-4e8c-aa42-793ded8ffacc" /> |
> [!NOTE]
> Notice that the **Light** and **Dark** styles remain available only on
> Windows due to limitations on how styles in the various platforms
> handle (or mishandle) custom color palettes.
> [!IMPORTANT]
> Due to [`KDE-511547`](https://bugs.kde.org/show_bug.cgi?id=511547),
> after having used Breeze (default style in Plasma systems), top tool
> bars in tools areas will lose their correct background color; a
> restart will be required in order to get the updated color in the main
> window.
>
> UPDATE: The issue has been fixed upstream and should be available in
> KDE Plama 6.5.3 and newer.
The core no longer cares which thread is the host thread.
Cleaning up Android's HostThreadLock is left for another PR, in part
because the HostThreadLock in NativeConfig.cpp still serves a purpose,
and in part to make any issues easier to bisect.
It is useful enough for the Code widget to be enabled the first time
debugging is enabled, but it should not be re-enabled every time the
setting is toggled off and then back on. This also ensures that the
interface is consistent if debugging is enabled without using the
checkbox.
Removed VolumeChanged signal, as ConfigChanged will trigger what is needed.
Only applies UpdateSoundStream to things that can change during emulation.
Settings::SetVolume might no longer be used, but left it in.
A number of settings in the `debugger` group were wrongly using a newly
constructed `QSettings` object instead of the singleton object that
`GetQSettings()` provides.
This made the application create a spurious, extra configuration file in
the user directory:
```
~/.config/Dolphin Emulator/dolphin-emu.conf
```
Notice that, by default, the application configuration files are stored
in `~/.config/dolphin-emu`; not in `~/.config/Dolphin Emulator`.
In NandPaths.cpp, the `std::initializer_list<char>` of illegal characters has been turned into a `char[]` (similar to the one in GameList.cpp).
The reverse iteration in ResourcePack.cpp seemed to provide no benefits, and doing without it it seemed to have no ill effects.
`std::erase` is a replacement for the remove-erase idiom.
Changes to `OpenModeToAndroid` inadvertently revealed that the prior implementation had UB (potentially deleting the end iterator). This is now fixed.
This lets us reduce the number of USE_RETRO_ACHIEVEMENTS ifdefs in the
code base, reducing visual clutter. In particular, needing an ifdef for
each call to IsHardcodeModeActive was annoying to me. This also reduces
the risk that someone writes code that accidentally fails to compile
with USE_RETRO_ACHIEVEMENTS disabled.
We could cut down on ifdefs even further by making HardcodeWarningWidget
always exist, but that would result in non-trivial code ending up in the
binary even with USE_RETRO_ACHIEVEMENTS disabled, so I'm leaving it out
of this PR. It's not a lot of code though, so I might end up revisiting
it at some point.
Bugfix for hardcore-disabled items being disabled when hardcore was true but achievement integration was false, which should mean hardcore is effectively disabled. Now everything checks the IsHardcoreModeActive method in AchievementManager which processes the setting AND the game state to determine if hardcore mode is actually active.
Debug Mode gives players direct read and write access to memory, which could be used to completely manipulate RetroAchievements logic and therefore is not allowed in hardcore mode.
This makes it so that if you just want to reload the current style (eg. on program start, or in response to a system event), you don't need to know the name of the currently selected user style. It's also more consistent with the way the 'userstyle/enabled' flag works.
Before, any call of Settings::SetDebugModeEnabled(true) would show it. This means that if the debugging UI is enabled, but the user manually closed the code widget, then toggling any option on the interface pane (such as "Pause on Focus Loss") would cause the code widget to reappear. Additionally, closing and reopening dolphin did not call SetDebugModeEnabled, so the code widget did not reappear in that case (it only appeared after touching the interface pane). This is a bit silly, so now only enabling the debugger does it.
This also somewhat resolves an inconsistency introduced by the previous commit: prior to it, --debugger would call SetDebugModeEnabled(true) and thus show the code pane; after these commits, it does not, as it acts like a config change. This is a behavior difference, but not a particularly important one.
This saves the GUI from having to manually call SDIO_EventNotify.
With that out of the way, we can let users change the
"Insert SD Card" setting on Android while a game is running.