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.
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.
* Added a couple of utility macros to help with the conversion. lit() is
paired with tr() for untranslated text.
* QFormatStr is more explicitly for non-textual formatting strings.
* Both are just #define'd to QStringLiteral()
* Note, this API is still in-flux and beta, so there may still be some
more changes before it's 'stable', and even then it will still be
subject to some amount of change.
* This API is then exposed to python via SWIG bindings and hides
internals that don't need to be visible, and means the actual API is
easier to work with.
* We also use this API to reduce inter-dependencies between different
windows that need to interact with each other at a high level.
* The naming is python/standard RenderDoc TitleCase method names, not
Qt style camelCase methods.
# Conflicts:
# qrenderdoc/Windows/PipelineState/D3D11PipelineStateViewer.cpp
# qrenderdoc/Windows/TextureViewer.cpp
* This gives a little nicer syntax, a bit better type safety, and also
reflects better for SWIG bindings. Overall it's a minor change but
better.
* We don't update the C# UI at all, since it's soon to be removed and
not worth the effort/code churn.
* For now so we're ABI compatible with C#, all enums are uint32_t, but
that is an obvious optimisation in future to reduce struct packing.
* We avoid 'None' as an enum value, because it's a reserved word in
python so will cause problems generating bindings.
* This most commonly happens launching an Android program that takes a
while to launch, or if you're launching a program with the delay for
debugger option set.
* Instead of the whole UI hanging, you'll get a progress dialog to
appear while it's waiting.
* Unfortunately scintilla assumes its headers are all in the search path
so where possible we only add those folders when compiling scintilla
source, not our own.