Amends the TAS callbacks to internally store functions using
std::function instead of raw function pointers. This allows binding
extra contextual state via lambda functions, as well as keeping the
dialogs internal to the main frame (on top of being a more flexible
interface).
This is currently unused and shouldn't actually be a part of the frame's
public interface. The event system should be used instead to dispatch
messages to the game list control if necessary.
Utilizes the event system (which is what should have been done here
initially), in order to prevent coupling between two different window frames.
This also makes booting games more versatile using the UI event system,
as the event can just act as a carrier for the filename, making directly
calling boot functions unnecessary. All that's needed is for the event to
propagate to the frame.
IPC_HLE is actually IOS HLE. The actual IPC emulation is not in
IPC_HLE, but in HW/WII_IPC.cpp. So calling IPC_HLE IOS is more
accurate. (If IOS LLE gets ever implemented, it'll likely be at
a lower level -- Starlet LLE.)
This also totally gets rid of the IPC_HLE prefix in file names, and
moves some source files to their own subdirectories to make the file
hierarchy cleaner.
We're going to get ~14 additional source files with the USB PR,
and this is really needed to keep things from becoming a total pain.
OnBootDrive used the "drives" member std::vector for drive paths, but
since PR #4363, this vector is not populated anymore, so we were
accessing it out of bounds.
Actually, drives was not needed in the first place, since we can
get the wxMenu from the event, and from there, get the label directly.