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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-22 22:00:39 -06:00
Lots more work on making the frame aui stuff functional.
Also added a DSPCORE_STOP state. The DSP-LLE debugger window segmentation faults if it is openned when a game is not running. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5931 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -48,17 +48,9 @@ class CCodeWindow
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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 | wxNO_BORDER,
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const wxString& name = wxT("Dolphin-Debugger")
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long style = wxTAB_TRAVERSAL,
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const wxString& name = wxT("Code")
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);
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/*
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CCodeWindow(const SCoreStartupParameter& _LocalCoreStartupParameter, wxWindow* parent,
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wxWindowID id = wxID_ANY,
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const wxString& title = _T("Dolphin-Debugger"),
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const wxPoint& pos = wxPoint(950, 100),
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const wxSize& size = wxSize(400, 500),
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long style = wxDEFAULT_FRAME_STYLE | wxCLIP_CHILDREN | wxNO_FULL_REPAINT_ON_RESIZE);
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*/
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~CCodeWindow();
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void Load();
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@ -122,13 +114,13 @@ class CCodeWindow
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bool bAutomaticStart; bool bBootToPause;
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int iLogWindow;
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int iConsoleWindow;
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bool bCodeWindow; int iCodeWindow; bool bFloatCodeWindow;
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bool bRegisterWindow; int iRegisterWindow; bool bFloatRegisterWindow;
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bool bBreakpointWindow; int iBreakpointWindow; bool bFloatBreakpointWindow;
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bool bMemoryWindow; int iMemoryWindow; bool bFloatMemoryWindow;
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bool bJitWindow; int iJitWindow; bool bFloatJitWindow;
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bool bSoundWindow; int iSoundWindow; bool bFloatSoundWindow;
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bool bVideoWindow; int iVideoWindow; bool bFloatVideoWindow;
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bool bCodeWindow; int iCodeWindow;
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bool bRegisterWindow; int iRegisterWindow;
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bool bBreakpointWindow; int iBreakpointWindow;
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bool bMemoryWindow; int iMemoryWindow;
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bool bJitWindow; int iJitWindow;
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bool bSoundWindow; int iSoundWindow;
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bool bVideoWindow; int iVideoWindow;
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private:
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