* This is a *very* light-touch analytics system that will track the
simplest and most anonymous statistics that can be useful in
determining which features are most used or perhaps underused, and
where it's best to direct development attention.
* It is entirely implemented in the UI layer, no analytics-gathering
code exists in the library that's injected into programs, and of
course no capture data (screenshots, resource contents, shaders, etc
etc) is transmitted.
* Once it's turned on, it will apply to both development and release
builds. It tracks stats over a month, and then at the beginning of a
new month it sends the previous data.
* When the user first starts up a build with analytics if there's no
previous analytics database then they are informed of the new code and
asked to approve it. They have the option of selecting to manually
verify any sent reports, or just opt-ing out entirely.
* This is a leftover from before the interface was hoisted out, and most
windows were still calling directly to CaptureContext instead of via
the public ICaptureContext interface
* In future one of the notes items would be for gathered hardware info.
Not automatically, but with one button press the full configuration
can be embedded.
* Log is an overloaded term since it can also mean the debug log. We now
consistently refer to capture files as capture files or just captures
for short. The log is just for log messages and diagnostics.
* The user-facing UI was mostly already consistent, but many of the
public interfaces exposed to python needed to be renamed, and it made
more sense just to make everything consistent.
* Since these types are more prevalent than originally designed, it
makes more sense to remove the namespace for ease of typing/naming.
* Also add a specialised type 'bytebuf' for an array of bytes.
* This makes mapping easier to SWIG since there's no special casing for
namespaced arrays. Especially so for nested cases like
rdctype::array<rdctype::str> -> rdcarray<rdcstr>
* For the most part the interface is stl-compatible, but we have a few
little changes of our own for convenience.
* This class is still needed after deleting the C# UI, because we don't
want to pass C++ stl structs over module boundaries and possibly run
into hard to diagnose incompatibilities.
In most of these cases, the open file dialog won't even display a file
without the proper extension, so this helps ensure the user doesn't
accidentally misplace their files. The one exception is *.rdc, which
could be found without the extension, but could not be opened.
* This means that each time you open the dialog you don't start with an
empty set, instead you start with the set of counters you had
previously selected.
During initial scan of application, detect if root access is available
and track it. If user later selects "Click here for ways to fix this".
display a new dialogue that offers to push the layer directly.
If pushing fails, fall back to production dialogue.
Also add a new persistent setting to enable automatic layer pushing.
* Dock panels shouldn't have any frame border or anything like that.
* They should have an external margin of 3 pixels at their border,
but then no further margins on the layouts (like sub-controls for
the pipeline state views.
* Toolbars should be Raised & Panel frames. Later we'll replace them
with actual QToolBars to better customise the painting.
After selecting an application to launch on Android, inspect it to see if
it contains the RenderDoc layer and required permissions. If it does not,
display a warning similar to desktop. When clicked, if only the layer was
missing, offer to patch the APK, uninstall, and reinstall, with the
warning that it doesn't work for all applications (or at all for GLES).
Also provides pointers to how to package the layer yourself.
The process works by using the host temp directory to pull the APK and
modify it. If the steps fail for any reason, the log is populated and
patching is halted.