WIP Gecko(ocarina) code support: There are a bunch code types that need coding/fixing/cleanup, but many codes should be functional. The game properties and "Cheats Manager"(formally Action Replay Manager) dialogs now have a "Gecko Codes" tab to view/enable/disable codes. Currently, you must click "Edit Config" and manually add your codes to the [Gecko] inifile section of your gameinis for them to be displayed.(same format as the AR codes) I'm going to add Add/Edit dialogs similar to the AR codes and support codes with modifiers. I added the new files to scons as best as I could without testing :p.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5930 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Jordan Woyak
2010-07-22 01:48:48 +00:00
parent a103576a54
commit fb36de2338
16 changed files with 1325 additions and 13 deletions

View File

@ -36,6 +36,8 @@
#include "ActionReplay.h"
#include "GeckoCodeDiag.h"
#include "Filesystem.h"
#include "IniFile.h"
@ -143,6 +145,10 @@ class wxCheatsWindow : public wxFrame
std::vector<ARCodeIndex> indexList;
Gecko::CodeConfigPanel *m_geckocode_panel;
IniFile m_gameini;
std::string m_gameini_path;
void Init_ChildControls();
void Load_ARCodes();
@ -156,8 +162,8 @@ class wxCheatsWindow : public wxFrame
void OnEvent_CheatsList_ItemSelected(wxCommandEvent& event);
void OnEvent_CheatsList_ItemToggled(wxCommandEvent& event);
// $ Update Active Codes Button
void OnEvent_ButtonUpdateCodes_Press(wxCommandEvent& event);
// $ Apply Changes Button
void OnEvent_ApplyChanges_Press(wxCommandEvent& event);
// $ Update Log Button
void OnEvent_ButtonUpdateLog_Press(wxCommandEvent& event);