Modules didn't correctly define their dependencies before, which relied
on the frontends implicitly including every module for linking to
succeed.
Also changed every target_link_libraries call to specify visibility of
dependencies to avoid leaking definitions to dependents when not
necessary.
This removes a dependency inversion between core and common. It's also
the proper place for the file since it makes screen layout decisions
specific to the 3DS.
It is now known that result code description vary depending on the
module, and so they're best defined on a per-module basis. To support
this, allow passing in an arbitrary integer instead of limiting to the
ones in the ErrorDescription enum. These will be gradually migrated to
their individual users, but a few will be kept as "common" codes shared
by all modules.
Previously we were letting vadd flush the value to positive 0, but there are cases where this behavior is wrong, for example,
vsub: -0 - +0 = -0
vadd: -0 + +0 = +0
Now we'll flush the value to +0 inside vsub, and then negate it.
This replaces the hardcoded VRAM/DSP mappings with ones made based on
the ExHeader ARM11 Kernel caps list. While this has no visible effect
for most applications (since they use a standard set of mappings) it
does improve support for system modules and n3DS exclusives.
* Create a random console_id when config save_file is created
Added button in system config to refresh the console unique id
* Moved the connect for the button from .ui file to constructor of ConfigureSystem
* Added warning and info dialog
Fixup: Make use of qt5 style connects,
renamed the refresh button,
removed some duplicate code,
changed random device and moved all to the generate function
* Changed the random generator to reflect what a real 3DS stores as console unique id
Fixup: Changed the warning message
* Fixup: Set and Create
* Fixup: Added console id label, therfore removed second message box
* Fixup: fixed the endianess
* Fixup: more endianness fixes
* Fixup: Endianness the 3rd