nakee's new logmanager. added a console window for windows builds (prints to parent console on non-win32). also fix some random wxw bugs: main window's position is saved when using debugger, disabling windows from the tools menu are saved settings, some other small fixes

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2675 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Shawn Hoffman
2009-03-18 17:17:58 +00:00
parent 03ba466b5b
commit 2301d072a6
120 changed files with 1758 additions and 1103 deletions

View File

@ -34,7 +34,7 @@ CUCode_Zelda::CUCode_Zelda(CMailHandler& _rMailHandler)
, m_step(0)
, m_readOffset(0)
{
DebugLog("UCode_Zelda - add boot mails for handshake");
DEBUG_LOG(DSPHLE, "UCode_Zelda - add boot mails for handshake");
m_rMailHandler.PushMail(DSP_INIT);
m_rMailHandler.PushMail(0x80000000); // handshake
memset(m_Buffer, 0, sizeof(m_Buffer));
@ -126,8 +126,8 @@ void CUCode_Zelda::ExecuteList()
u32 Command = (Temp >> 24) & 0x7f;
u32 Sync = Temp >> 16;
DebugLog("==============================================================================");
DebugLog("Zelda UCode - execute dlist (cmd: 0x%04x : sync: 0x%04x)", Command, Sync);
DEBUG_LOG(DSPHLE, "==============================================================================");
DEBUG_LOG(DSPHLE, "Zelda UCode - execute dlist (cmd: 0x%04x : sync: 0x%04x)", Command, Sync);
switch (Command)
{
@ -140,11 +140,11 @@ void CUCode_Zelda::ExecuteList()
tmp[2] = Read32();
tmp[3] = Read32();
DebugLog("DsetupTable");
DebugLog("???: 0x%08x", tmp[0]);
DebugLog("DSPRES_FILTER (size: 0x40): 0x%08x", tmp[1]);
DebugLog("DSPADPCM_FILTER (size: 0x500): 0x%08x", tmp[2]);
DebugLog("???: 0x%08x", tmp[3]);
DEBUG_LOG(DSPHLE, "DsetupTable");
DEBUG_LOG(DSPHLE, "???: 0x%08x", tmp[0]);
DEBUG_LOG(DSPHLE, "DSPRES_FILTER (size: 0x40): 0x%08x", tmp[1]);
DEBUG_LOG(DSPHLE, "DSPADPCM_FILTER (size: 0x500): 0x%08x", tmp[2]);
DEBUG_LOG(DSPHLE, "???: 0x%08x", tmp[3]);
}
break;
@ -159,14 +159,14 @@ void CUCode_Zelda::ExecuteList()
// We're ready to mix
mixer_HLEready = true;
DebugLog("Update the SoundThread to be in sync");
DEBUG_LOG(DSPHLE, "Update the SoundThread to be in sync");
soundStream->Update(); //do it in this thread to avoid sync problems
DebugLog("DsyncFrame");
DebugLog("???: 0x%08x", tmp[0]);
DebugLog("???: 0x%08x", tmp[1]);
DebugLog("DSPADPCM_FILTER (size: 0x500): 0x%08x", tmp[2]);
DEBUG_LOG(DSPHLE, "DsyncFrame");
DEBUG_LOG(DSPHLE, "???: 0x%08x", tmp[0]);
DEBUG_LOG(DSPHLE, "???: 0x%08x", tmp[1]);
DEBUG_LOG(DSPHLE, "DSPADPCM_FILTER (size: 0x500): 0x%08x", tmp[2]);
}
break;
@ -188,9 +188,9 @@ void CUCode_Zelda::ExecuteList()
tmp[0] = Read32();
tmp[1] = Read32();
DebugLog("DSetDolbyDelay");
DebugLog("DOLBY2_DELAY_BUF (size 0x960): 0x%08x", tmp[0]);
DebugLog("DSPRES_FILTER (size 0x500): 0x%08x", tmp[1]);
DEBUG_LOG(DSPHLE, "DSetDolbyDelay");
DEBUG_LOG(DSPHLE, "DOLBY2_DELAY_BUF (size 0x960): 0x%08x", tmp[0]);
DEBUG_LOG(DSPHLE, "DSPRES_FILTER (size 0x500): 0x%08x", tmp[1]);
}
break;