* Instead of checking on the filename, we look for a specially named
exported symbol somewhere in a module that's already loaded.
* This allows us to mark the python module as a replay program, so if
it's loaded into the python interpreter it will be able to use the
replay API.
* We can point the platform plugins path at the application dir for
qwindows.dll for example, but there's no equivalent for image format
plugins which we need for qsvg.dll. So instead we shove them all under
an explicit qtplugins path.
* Also now that we have this, copy qsvg.dll into the distribution.
* It's not entirely clear if this is the intended fix, but otherwise
since we're not running QApplication::exec() the main event loop has
the same 'loop level' of 0 as the event level when it's fired. The
proper functioning seems to be that the posted deleteLater event
should have an event level of 1 which then means it will be processed
when coming back to the exec() loop level of 0, but since we don't get
that, just run it manually after all other events.
* 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()
* If a window (like the PythonShell) owned a context and only stopped it
on destruction, it would be destructed after the global shutdown
destroyed the interpreter.
* 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.
* Apart from making the code cleaner when accessing them, creating these
from strings can be slow if you do it often enough (e.g. once per
resources for action/action_hover in pipeline state view).