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
This commit is contained in:
hrydgard 2009-06-21 08:39:21 +00:00
parent 80217a6ed7
commit aecaf271f1
76 changed files with 1895 additions and 794 deletions

View file

@ -24,6 +24,7 @@
#include "gdsp_interpreter.h"
#include "gdsp_interface.h"
#include "disassemble.h"
#include "DSPSymbols.h"
#include "Config.h"
#include "AudioCommon.h"
@ -163,10 +164,10 @@ void DoState(unsigned char **ptr, int mode)
void DllDebugger(HWND _hParent, bool Show)
{
#if defined(HAVE_WX) && HAVE_WX
if(!m_DebuggerFrame)
if (!m_DebuggerFrame)
m_DebuggerFrame = new DSPDebuggerLLE(NULL);
if(Show)
if (Show)
m_DebuggerFrame->Show();
else
m_DebuggerFrame->Hide();
@ -231,7 +232,7 @@ void Initialize(void *init)
soundStream = AudioCommon::InitSoundStream();
#if defined(HAVE_WX) && HAVE_WX
if(m_DebuggerFrame)
if (m_DebuggerFrame)
m_DebuggerFrame->Refresh();
#endif
}