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DolphinWX: Move creation of debugger menu items into CFrame
Unifies the creation of all the menus into the main frame class. Now it isn't spread out across the main frame and the code window. This doesn't alter the placement of the handling functions, as this would involve unrelated changes, since it would require modifying where window-related variables are placed. This will be amended in a follow up changeset.
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6420a1c715
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6a67b571cc
5 changed files with 181 additions and 179 deletions
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@ -56,10 +56,12 @@ void CCodeWindow::Load()
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// The font to override DebuggerFont with
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std::string fontDesc;
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auto& config_instance = SConfig::GetInstance();
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IniFile::Section* general = ini.GetOrCreateSection("General");
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general->Get("DebuggerFont", &fontDesc);
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general->Get("AutomaticStart", &bAutomaticStart, false);
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general->Get("BootToPause", &bBootToPause, true);
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general->Get("AutomaticStart", &config_instance.bAutomaticStart, false);
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general->Get("BootToPause", &config_instance.bBootToPause, true);
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if (!fontDesc.empty())
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DebuggerFont.SetNativeFontInfoUserDesc(StrToWxStr(fontDesc));
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@ -115,68 +117,6 @@ void CCodeWindow::Save()
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ini.Save(File::GetUserPath(F_DEBUGGERCONFIG_IDX));
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}
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// Symbols, JIT, Profiler
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// ----------------
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void CCodeWindow::CreateMenuSymbols(wxMenuBar* pMenuBar)
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{
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wxMenu* pSymbolsMenu = new wxMenu;
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pSymbolsMenu->Append(IDM_CLEAR_SYMBOLS, _("&Clear Symbols"),
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_("Remove names from all functions and variables."));
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pSymbolsMenu->Append(IDM_SCAN_FUNCTIONS, _("&Generate Symbol Map"),
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_("Recognise standard functions from sys\\totaldb.dsy, and use generic zz_ "
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"names for other functions."));
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pSymbolsMenu->AppendSeparator();
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pSymbolsMenu->Append(IDM_LOAD_MAP_FILE, _("&Load Symbol Map"),
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_("Try to load this game's function names automatically - but doesn't check "
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".map files stored on the disc image yet."));
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pSymbolsMenu->Append(IDM_SAVEMAPFILE, _("&Save Symbol Map"),
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_("Save the function names for each address to a .map file in your user "
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"settings map folder, named after the title id."));
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pSymbolsMenu->AppendSeparator();
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pSymbolsMenu->Append(
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IDM_LOAD_MAP_FILE_AS, _("Load &Other Map File..."),
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_("Load any .map file containing the function names and addresses for this game."));
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pSymbolsMenu->Append(
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IDM_LOAD_BAD_MAP_FILE, _("Load &Bad Map File..."),
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_("Try to load a .map file that might be from a slightly different version."));
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pSymbolsMenu->Append(IDM_SAVE_MAP_FILE_AS, _("Save Symbol Map &As..."),
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_("Save the function names and addresses for this game as a .map file. If "
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"you want to open it in IDA pro, use the .idc script."));
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pSymbolsMenu->AppendSeparator();
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pSymbolsMenu->Append(
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IDM_SAVE_MAP_FILE_WITH_CODES, _("Save Code"),
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_("Save the entire disassembled code. This may take a several seconds"
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" and may require between 50 and 100 MB of hard drive space. It will only save code"
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" that are in the first 4 MB of memory, if you are debugging a game that load .rel"
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" files with code to memory you may want to increase that to perhaps 8 MB, you can do"
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" that from SymbolDB::SaveMap()."));
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pSymbolsMenu->AppendSeparator();
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pSymbolsMenu->Append(
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IDM_CREATE_SIGNATURE_FILE, _("&Create Signature File..."),
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_("Create a .dsy file that can be used to recognise these same functions in other games."));
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pSymbolsMenu->Append(IDM_APPEND_SIGNATURE_FILE, _("Append to &Existing Signature File..."),
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_("Add any named functions missing from a .dsy file, so it can also "
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"recognise these additional functions in other games."));
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pSymbolsMenu->Append(IDM_COMBINE_SIGNATURE_FILES, _("Combine Two Signature Files..."),
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_("Make a new .dsy file which can recognise more functions, by combining "
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"two existing files. The first input file has priority."));
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pSymbolsMenu->Append(
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IDM_USE_SIGNATURE_FILE, _("Apply Signat&ure File..."),
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_("Must use Generate symbol map first! Recognise names of any standard library functions "
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"used in multiple games, by loading them from a .dsy file."));
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pSymbolsMenu->AppendSeparator();
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pSymbolsMenu->Append(IDM_PATCH_HLE_FUNCTIONS, _("&Patch HLE Functions"));
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pSymbolsMenu->Append(IDM_RENAME_SYMBOLS, _("&Rename Symbols from File..."));
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pMenuBar->Append(pSymbolsMenu, _("&Symbols"));
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wxMenu* pProfilerMenu = new wxMenu;
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pProfilerMenu->Append(IDM_PROFILE_BLOCKS, _("&Profile Blocks"), wxEmptyString, wxITEM_CHECK);
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pProfilerMenu->AppendSeparator();
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pProfilerMenu->Append(IDM_WRITE_PROFILE, _("&Write to profile.txt, Show"));
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pMenuBar->Append(pProfilerMenu, _("&Profiler"));
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}
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void CCodeWindow::OnProfilerMenu(wxCommandEvent& event)
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{
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switch (event.GetId())
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