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
This commit is contained in:
Glenn Rice
2010-07-22 02:05:28 +00:00
parent fb36de2338
commit 3859a7dce2
33 changed files with 245 additions and 534 deletions

View File

@ -48,17 +48,9 @@ class CCodeWindow
wxWindowID id = wxID_ANY,
const wxPoint& pos = wxDefaultPosition,
const wxSize& size = wxDefaultSize,
long style = wxTAB_TRAVERSAL | wxNO_BORDER,
const wxString& name = wxT("Dolphin-Debugger")
long style = wxTAB_TRAVERSAL,
const wxString& name = wxT("Code")
);
/*
CCodeWindow(const SCoreStartupParameter& _LocalCoreStartupParameter, wxWindow* parent,
wxWindowID id = wxID_ANY,
const wxString& title = _T("Dolphin-Debugger"),
const wxPoint& pos = wxPoint(950, 100),
const wxSize& size = wxSize(400, 500),
long style = wxDEFAULT_FRAME_STYLE | wxCLIP_CHILDREN | wxNO_FULL_REPAINT_ON_RESIZE);
*/
~CCodeWindow();
void Load();
@ -122,13 +114,13 @@ class CCodeWindow
bool bAutomaticStart; bool bBootToPause;
int iLogWindow;
int iConsoleWindow;
bool bCodeWindow; int iCodeWindow; bool bFloatCodeWindow;
bool bRegisterWindow; int iRegisterWindow; bool bFloatRegisterWindow;
bool bBreakpointWindow; int iBreakpointWindow; bool bFloatBreakpointWindow;
bool bMemoryWindow; int iMemoryWindow; bool bFloatMemoryWindow;
bool bJitWindow; int iJitWindow; bool bFloatJitWindow;
bool bSoundWindow; int iSoundWindow; bool bFloatSoundWindow;
bool bVideoWindow; int iVideoWindow; bool bFloatVideoWindow;
bool bCodeWindow; int iCodeWindow;
bool bRegisterWindow; int iRegisterWindow;
bool bBreakpointWindow; int iBreakpointWindow;
bool bMemoryWindow; int iMemoryWindow;
bool bJitWindow; int iJitWindow;
bool bSoundWindow; int iSoundWindow;
bool bVideoWindow; int iVideoWindow;
private: