* Rename LogType to Log
* Explicitly use the Log:: enum when logging. Allows for autocomplete when editing.
* Mac/ARM64 buildfix
* Do the same with the hle result log macros
* Rename the log names to mixed case while at it.
* iOS buildfix
* Qt buildfix attempt, ARM32 buildfix
The bug is in the game, it uses the wrong vblank wait, but it only works
because the dialog processing takes so much time that it misses the
vblank period anyway.
Fixes#12044, and hopefully won't break anything else.
Probably not worth it for performance reasons, but some semantic cleanup
is good, especially the accidental GetPointer -> writable casts without
using GetPointerWrite.
Using Unchecked on already checked pointers, or when we'd crash anyway
if it returned nullptr, is good for clarity.
Seems the game might not handle the case of confirm button being set to
cross properly, so force it to circle if this game is running.
Fixes#15663 (hopefully..)
Sometimes the thread is just sitting at return, but hasn't stopped quite
yet. Allow deleting the thread in this case without modifying volatile
lock status.
This is a bit strange, but tests seem to suggest this is correct.
A worse priority thread won't run before savedata shutdown hits 0, but the
thread that initiated shutdown runs before shutdown completes.
Fixes Freakout Extreme Freeride loading savedata.
See #14727. If a dialog shutdown is in progress and we incorrectly allow
a startup at that time, it breaks other things. This tries to at least
work around that.