This commit has the UI for viewing a game's properties on long-press and some links to useful tools like
- Game info
- Shortcut to settings (global in this commit)
- Addon manager with installer
- Save data manager
- Option to clear all save data
- Option to clear shader cache
In AbstractSetting, this removes the category, androidDefault, and valueAsString properties as they are no longer needed and have replacements. isSwitchable, global, and getValueAsString are all exposed and give better options for working with global/per-game settings.
Exposes options for initializing, unloading, reloading, and saving settings that let us update the config much more granularly based on what's happening in the UI.
Replaces every way of handling config for each frontend with SimpleIni. frontend_common's Config class is at the center where it saves and loads all of the cross-platform settings and provides a set of pure virtual functions for platform specific settings.
As a result of making config handling platform specific, several parts had to be moved to each platform's own config class or to other parts. Default keys were put in platform specific config classes and translatable strings for Qt were moved to shared_translation. Default hotkeys, default_theme, window geometry, and qt metatypes were moved to uisettings. Additionally, to reduce dependence on Qt, QStrings were converted to std::strings where applicable.
If the coil loader ever got stuck when creating a dynamic shortcut icon, the app would freeze. This would happen most notably when booting nca format games. This pushes that process to a separate coroutine that can be cancelled by the main activity's lifecycle.
The animation that I used for entering search was prone to weird visual bugs and could appear visually jarring. This just makes things appear more consistent.
Additionally adjusts padding to place the icons in-line with the back button in the top app bar and makes the text for normal settings appear in-line with the expanded top app bar title.
We weren't rounding up the value at a unit before (GB, MB, etc) we were rounding up the total bytes and that would do nothing. This fixes that, and the check for total system memory during first emulation start where we tried to check the required system memory against 1 gigabyte.