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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
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Source/Core/DolphinWX/Src/GeckoCodeDiag.h
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Source/Core/DolphinWX/Src/GeckoCodeDiag.h
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#ifndef __GECKOCODEDIAG_h__
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#define __GECKOCODEDIAG_h__
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#include "GeckoCode.h"
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#include "GeckoCodeConfig.h"
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#include "wx/wx.h"
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namespace Gecko
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{
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class CodeConfigPanel : public wxPanel
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{
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public:
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CodeConfigPanel(wxWindow* const parent);
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void LoadCodes(const IniFile& inifile);
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const std::vector<GeckoCode>& GetCodes() const { return m_gcodes; }
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protected:
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void UpdateInfoBox(wxCommandEvent&);
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void ToggleCode(wxCommandEvent& evt);
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void ApplyChanges(wxCommandEvent&);
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private:
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std::vector<GeckoCode> m_gcodes;
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// wxwidgets stuff
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wxCheckListBox *m_listbox_gcodes;
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struct
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{
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wxStaticText *label_name, *label_description, *label_creator;
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wxListBox *listbox_codes;
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} m_infobox;
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};
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}
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#endif
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