Lots more work on making the frame aui stuff functional.

Also added a DSPCORE_STOP state.  The DSP-LLE debugger window segmentation faults if it is openned when a game is not running.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5931 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Glenn Rice 2010-07-22 02:05:28 +00:00
parent fb36de2338
commit 3859a7dce2
33 changed files with 245 additions and 534 deletions

View file

@ -43,7 +43,7 @@ END_EVENT_TABLE()
DSPDebuggerLLE::DSPDebuggerLLE(wxWindow* parent)
: wxPanel(parent, wxID_ANY, wxDefaultPosition, wxSize(700, 800),
wxTAB_TRAVERSAL, _("Sound"))
wxTAB_TRAVERSAL, _("DSP LLE Debugger"))
, m_CachedStepCounter(-1)
{
// notify wxAUI which frame to use
@ -125,26 +125,29 @@ void DSPDebuggerLLE::OnClose(wxCloseEvent& event)
void DSPDebuggerLLE::OnChangeState(wxCommandEvent& event)
{
if (DSPCore_GetState() == DSPCORE_STOP)
return;
switch (event.GetId())
{
case ID_RUNTOOL:
if (DSPCore_GetState() == DSPCORE_RUNNING)
DSPCore_SetState(DSPCORE_STEPPING);
else
DSPCore_SetState(DSPCORE_RUNNING);
break;
case ID_RUNTOOL:
if (DSPCore_GetState() == DSPCORE_RUNNING)
DSPCore_SetState(DSPCORE_STEPPING);
else
DSPCore_SetState(DSPCORE_RUNNING);
break;
case ID_STEPTOOL:
if (DSPCore_GetState() == DSPCORE_STEPPING)
{
DSPCore_Step();
Refresh();
}
break;
case ID_STEPTOOL:
if (DSPCore_GetState() == DSPCORE_STEPPING)
{
DSPCore_Step();
Refresh();
}
break;
case ID_SHOWPCTOOL:
FocusOnPC();
break;
case ID_SHOWPCTOOL:
FocusOnPC();
break;
}
UpdateState();