Enable emulator hotkeys and controller input (when that option is
enabled) when a TAS Input window has focus, as if it was the render
window instead. This allows TASers to use frame advance and the like
without having to switch the focused window or disabling Hotkeys Require
Window Focus which also picks up keypresses while other apps are active.
Cursor updates are disabled when the TAS Input window has focus, as
otherwise the Wii IR widget (and anything else controlled by the mouse)
becomes unusable. The cursor continues to work normally when the render
window has focus.
It was possible for sAlertMessageLock.notify() to be called before
sAlertMessageLock.wait(), causing Dolphin to deadlock. In particular,
this was guaranteed to happen if displayAlertMsg was called from the UI
thread while the emulation activity is being destroyed, because
runOnUiThread runs the passed-in anonymous function immediately when
called from the UI thread.
By replacing Object.wait/Object.notify with Semaphore.acquire/
Semaphore.release, it no longer matters what order the methods are
called in.
Because SettingViewHolder is used in RecyclerViews, we have to
explicitly unset STRIKE_THRU_TEXT_FLAG when we don't want it, otherwise
it might be left over from when the SettingViewHolder was representing
a different setting.
There were three distinct mechanisms for signaling symbol changes in DolphinQt: `Host::NotifyMapLoaded`, `MenuBar::NotifySymbolsUpdated`, and `CodeViewWidget::SymbolsChanged`. The behavior of these signals has been consolidated into the new `Host::PPCSymbolsUpdated` signal, which can be emitted from anywhere in DolphinQt to properly update symbols everywhere in DolphinQt.
This PR simply exposes the tapserver options in Serial Port 1 on Android. They already exist and work, but are not selectable. I've tested the tapserver options myself with Phantasy Star Online Episode I & II and they work fine.