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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
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76 changed files with 1895 additions and 794 deletions
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@ -54,7 +54,7 @@
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#include "Debugger/Debugger_SymbolMap.h"
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#include "PowerPC/PPCAnalyst.h"
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#include "PowerPC/Profiler.h"
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#include "PowerPC/SymbolDB.h"
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#include "PowerPC/PPCSymbolDB.h"
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#include "PowerPC/SignatureDB.h"
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#include "PowerPC/PPCTables.h"
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#include "PowerPC/Jit64/Jit.h"
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@ -79,9 +79,6 @@ class CPluginManager;
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static const long TOOLBAR_STYLE = wxTB_FLAT | wxTB_DOCKABLE | wxTB_TEXT;
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// The default font
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wxFont DebuggerFont = wxFont(9, wxMODERN, wxNORMAL, wxNORMAL, false, wxT("monospace"));
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#define wxGetBitmapFromMemory(name) _wxGetBitmapFromMemory(name, sizeof(name))
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inline wxBitmap _wxGetBitmapFromMemory(const unsigned char* data, int length)
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@ -358,7 +355,7 @@ void CCodeWindow::CreateGUIControls(const SCoreStartupParameter& _LocalCoreStart
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DebugInterface* di = new PPCDebugInterface();
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codeview = new CCodeView(di, this, ID_CODEVIEW);
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codeview = new CCodeView(di, &g_symbolDB, this, ID_CODEVIEW);
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sizerBig->Add(sizerLeft, 2, wxEXPAND);
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sizerBig->Add(codeview, 5, wxEXPAND);
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@ -375,8 +372,6 @@ void CCodeWindow::CreateGUIControls(const SCoreStartupParameter& _LocalCoreStart
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sizerBig->Fit(this);
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sync_event.Init();
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if (bRegisterWindow)
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{
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