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
This commit is contained in:
hrydgard
2009-06-21 08:39:21 +00:00
parent 80217a6ed7
commit aecaf271f1
76 changed files with 1895 additions and 794 deletions

View File

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