When the gfx debugger is saving shaders make sure the directory exists.

Make sure the gfx debugger unpauses when the emulator is stopped.
When a wad is installed make sure directories exist.
For the cmake build if a header is not provided in the check_lib macro don't check for it, and assume pkg-config was supposed to work.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6581 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Glenn Rice
2010-12-14 23:19:34 +00:00
parent 35fef1f173
commit 76d9209ad4
7 changed files with 17 additions and 12 deletions

View File

@ -54,7 +54,7 @@ GFXDebuggerPanel::GFXDebuggerPanel(wxWindow *parent, wxWindowID id, const wxPoin
GFXDebuggerPanel::~GFXDebuggerPanel()
{
SaveSettings();
GFXDebuggerPauseFlag = false;
}
void GFXDebuggerPanel::OnClose(wxCloseEvent& event)
@ -249,10 +249,9 @@ void GFXDebuggerPanel::OnPauseAtNextFrameButton(wxCommandEvent& event)
void GFXDebuggerPanel::OnDumpButton(wxCommandEvent& event)
{
char dump_path[MAX_PATH];
sprintf(dump_path, "%sDebug/%s", File::GetUserPath(D_DUMP_IDX), globals->unique_id);
if (!File::Exists(dump_path) || !File::IsDirectory(dump_path))
if (!File::CreateDir(dump_path))
return;
sprintf(dump_path, "%sDebug/%s/", File::GetUserPath(D_DUMP_IDX), globals->unique_id);
if (!File::CreateFullPath(dump_path))
return;
switch (m_pDumpList->GetSelection())
{