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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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@ -39,6 +39,7 @@
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#include "Host.h"
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#include "Debugger.h"
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#include "DebuggerUIUtil.h"
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#include "RegisterWindow.h"
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#include "BreakpointWindow.h"
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@ -59,7 +60,7 @@
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#include "Debugger/Debugger_SymbolMap.h"
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#include "PowerPC/PPCAnalyst.h"
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#include "PowerPC/Profiler.h"
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#include "PowerPC/SymbolDB.h"
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#include "PowerPC/PPCSymbolDB.h"
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#include "PowerPC/SignatureDB.h"
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#include "PowerPC/PPCTables.h"
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#include "PowerPC/Jit64/Jit.h"
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@ -273,7 +274,7 @@ void CCodeWindow::NotifyMapLoaded()
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//symbols->Show(false); // hide it for faster filling
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symbols->Freeze(); // HyperIris: wx style fast filling
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symbols->Clear();
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for (SymbolDB::XFuncMap::iterator iter = g_symbolDB.GetIterator(); iter != g_symbolDB.End(); iter++)
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for (PPCSymbolDB::XFuncMap::iterator iter = g_symbolDB.GetIterator(); iter != g_symbolDB.End(); iter++)
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{
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int idx = symbols->Append(wxString::FromAscii(iter->second.name.c_str()));
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symbols->SetClientData(idx, (void*)&iter->second);
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