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New DSP debugger: step one. (not ready yet, but try loading zelda WW and look at the dsp debugger..).
Had to shuffle around quite a lot of code to be able to extract the CodeView into a library nicely so it can be used from both the main dolphin and the LLE plugin... also extracted the symboldb code. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3517 8ced0084-cf51-0410-be5f-012b33b47a6e
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Source/Core/DebuggerUICommon/Src/DebuggerUIUtil.h
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Source/Core/DebuggerUICommon/Src/DebuggerUIUtil.h
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// Copyright (C) 2003-2008 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef _DEBUGGER_UI_UTIL_H
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#define _DEBUGGER_UI_UTIL_H
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#include <wx/wx.h>
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#define wxUSE_XPM_IN_MSW 1
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#define USE_XPM_BITMAPS 1
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// Defined in CodeWindow.cpp
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extern wxFont DebuggerFont;
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// define this to use XPMs everywhere (by default, BMPs are used under Win)
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// BMPs use less space, but aren't compiled into the executable on other platforms
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#if USE_XPM_BITMAPS && defined (__WXMSW__) && !wxUSE_XPM_IN_MSW
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#error You need to enable XPM support to use XPM bitmaps with toolbar!
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#endif // USE_XPM_BITMAPS
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#endif
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