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https://github.com/dolphin-emu/dolphin.git
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Reformat all the things. Have fun with merge conflicts.
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@ -14,62 +14,60 @@ class wxTextCtrl;
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class GFXDebuggerPanel : public wxPanel, public GFXDebuggerBase
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{
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public:
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GFXDebuggerPanel(wxWindow* parent,
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wxWindowID id = wxID_ANY,
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const wxPoint& pos = wxDefaultPosition,
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const wxSize& size = wxDefaultSize,
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long style = wxTAB_TRAVERSAL,
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const wxString &title = _("GFX Debugger"));
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GFXDebuggerPanel(wxWindow* parent, wxWindowID id = wxID_ANY,
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const wxPoint& pos = wxDefaultPosition, const wxSize& size = wxDefaultSize,
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long style = wxTAB_TRAVERSAL, const wxString& title = _("GFX Debugger"));
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virtual ~GFXDebuggerPanel();
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virtual ~GFXDebuggerPanel();
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void SaveSettings() const;
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void LoadSettings();
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void SaveSettings() const;
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void LoadSettings();
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bool bInfoLog;
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bool bPrimLog;
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bool bSaveTextures;
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bool bSaveTargets;
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bool bSaveShaders;
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bool bInfoLog;
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bool bPrimLog;
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bool bSaveTextures;
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bool bSaveTargets;
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bool bSaveShaders;
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void OnPause() override;
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void OnPause() override;
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// Called from GFX thread once the GFXDebuggerPauseFlag spin lock has finished
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void OnContinue() override;
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// Called from GFX thread once the GFXDebuggerPauseFlag spin lock has finished
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void OnContinue() override;
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private:
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wxButton* m_pButtonPause;
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wxButton* m_pButtonPauseAtNext;
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wxButton* m_pButtonPauseAtNextFrame;
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wxButton* m_pButtonCont;
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wxChoice* m_pPauseAtList;
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wxButton* m_pButtonDump;
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wxChoice* m_pDumpList;
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wxButton* m_pButtonUpdateScreen;
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wxButton* m_pButtonClearScreen;
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wxButton* m_pButtonClearTextureCache;
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wxButton* m_pButtonClearVertexShaderCache;
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wxButton* m_pButtonClearPixelShaderCache;
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wxTextCtrl* m_pCount;
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wxButton* m_pButtonPause;
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wxButton* m_pButtonPauseAtNext;
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wxButton* m_pButtonPauseAtNextFrame;
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wxButton* m_pButtonCont;
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wxChoice* m_pPauseAtList;
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wxButton* m_pButtonDump;
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wxChoice* m_pDumpList;
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wxButton* m_pButtonUpdateScreen;
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wxButton* m_pButtonClearScreen;
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wxButton* m_pButtonClearTextureCache;
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wxButton* m_pButtonClearVertexShaderCache;
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wxButton* m_pButtonClearPixelShaderCache;
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wxTextCtrl* m_pCount;
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void OnClose(wxCloseEvent& event);
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void CreateGUIControls();
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void OnClose(wxCloseEvent& event);
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void CreateGUIControls();
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void GeneralSettings(wxCommandEvent& event);
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void GeneralSettings(wxCommandEvent& event);
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// These set GFXDebuggerPauseFlag to true (either immediately or once the specified event has occurred)
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void OnPauseButton(wxCommandEvent& event);
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void OnPauseAtNextButton(wxCommandEvent& event);
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// These set GFXDebuggerPauseFlag to true (either immediately or once the specified event has
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// occurred)
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void OnPauseButton(wxCommandEvent& event);
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void OnPauseAtNextButton(wxCommandEvent& event);
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void OnPauseAtNextFrameButton(wxCommandEvent& event);
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void OnDumpButton(wxCommandEvent& event);
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void OnPauseAtNextFrameButton(wxCommandEvent& event);
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void OnDumpButton(wxCommandEvent& event);
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// sets GFXDebuggerPauseFlag to false
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void OnContButton(wxCommandEvent& event);
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// sets GFXDebuggerPauseFlag to false
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void OnContButton(wxCommandEvent& event);
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void OnUpdateScreenButton(wxCommandEvent& event);
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void OnClearScreenButton(wxCommandEvent& event);
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void OnClearTextureCacheButton(wxCommandEvent& event);
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void OnClearVertexShaderCacheButton(wxCommandEvent& event);
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void OnClearPixelShaderCacheButton(wxCommandEvent& event);
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void OnUpdateScreenButton(wxCommandEvent& event);
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void OnClearScreenButton(wxCommandEvent& event);
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void OnClearTextureCacheButton(wxCommandEvent& event);
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void OnClearVertexShaderCacheButton(wxCommandEvent& event);
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void OnClearPixelShaderCacheButton(wxCommandEvent& event);
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};
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