dolphin/Source/Plugins/Plugin_VideoOGL/Src/Debugger/Debugger.cpp

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Added the StretchToFit option to the config menu in the OpenGL plugin. This fixes the blackness in SSBM. I also added a keep aspect ratio option, it will keep your aspect ratio at 4:3, but then SSBM will have the blackness problem again. You find the options under the Enhancements window in the OpenGL configuration. I also added a wx debugging window for the OpenGL plugin. I connected it to the old console window that was in the plugin. Other than that it doesn't do anything at the moment but it could be useful to show all the current important information and parameter statuses and so on. Again there's a problem with wx windows collisions. Show() can't be used because then DLL_PROCESS_DETACH is called immediately after the window is opened, and if we open it with ShowModal() before we have loaded a game the main video window will be blocked. And we can't pass on any variables from a DllDebugger() that is called when Dolphin is started because the dll is reloaded and lose all variables sometime before a game is loaded. So we can't auto open the window that way. So I made the debugging window open as a game is loaded if it is enabled in the ini, the downside is that the ini setting will open the window even if we are not opening Dolphin with the -d flag. However, this will only affect people that have used the debugger at least once so in my opinion this is the most convenient solution. But feel free to come up with a better solution. Preferably some solution to how to use Show() and preventing DLL_PROCESS_DETACH to be called. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@812 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-09 18:47:53 +00:00
//////////////////////////////////////////////////////////////////////////////////////////
//
// Licensetype: GNU General Public License (GPL)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
//
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
//
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
//
//////////////////////////////////////////////////////////////////////////////////////////
#include "../Globals.h"
Added the StretchToFit option to the config menu in the OpenGL plugin. This fixes the blackness in SSBM. I also added a keep aspect ratio option, it will keep your aspect ratio at 4:3, but then SSBM will have the blackness problem again. You find the options under the Enhancements window in the OpenGL configuration. I also added a wx debugging window for the OpenGL plugin. I connected it to the old console window that was in the plugin. Other than that it doesn't do anything at the moment but it could be useful to show all the current important information and parameter statuses and so on. Again there's a problem with wx windows collisions. Show() can't be used because then DLL_PROCESS_DETACH is called immediately after the window is opened, and if we open it with ShowModal() before we have loaded a game the main video window will be blocked. And we can't pass on any variables from a DllDebugger() that is called when Dolphin is started because the dll is reloaded and lose all variables sometime before a game is loaded. So we can't auto open the window that way. So I made the debugging window open as a game is loaded if it is enabled in the ini, the downside is that the ini setting will open the window even if we are not opening Dolphin with the -d flag. However, this will only affect people that have used the debugger at least once so in my opinion this is the most convenient solution. But feel free to come up with a better solution. Preferably some solution to how to use Show() and preventing DLL_PROCESS_DETACH to be called. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@812 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-09 18:47:53 +00:00
#include "Debugger.h"
#include "PBView.h"
#include "IniFile.h"
#include "../Logging/Console.h" // open and close console
// externals
extern int gSaveFile; // make this an int to allow multiple save file options
extern int gUpdFreq;
extern int gPreset;
int A, B;
// =======================================================================================
// Declare events
BEGIN_EVENT_TABLE(CDebugger,wxDialog)
EVT_SHOW(CDebugger::OnShow)
EVT_CLOSE(CDebugger::OnClose)
EVT_BUTTON(ID_UPD,CDebugger::OnUpdate)
EVT_CHECKBOX(IDC_CHECK0,CDebugger::SaveFile)
EVT_CHECKBOX(IDC_CHECK2,CDebugger::ShowHideConsole)
EVT_RADIOBOX(IDC_RADIO1,CDebugger::ChangeFrequency)
EVT_RADIOBOX(IDC_RADIO2,CDebugger::ChangePreset)
EVT_BUTTON(ID_AP,CDebugger::Ap)
EVT_BUTTON(ID_AM,CDebugger::Am)
EVT_BUTTON(ID_BP,CDebugger::Bp)
EVT_BUTTON(ID_BM,CDebugger::Bm)
END_EVENT_TABLE()
// =======================================================================================
CDebugger::CDebugger(wxWindow *parent, wxWindowID id, const wxString &title,
const wxPoint &position, const wxSize& size, long style)
: wxDialog(parent, id, title, position, size, style)
, m_GPRListView(NULL)
{
CreateGUIControls();
// load ini...
IniFile file;
file.Load("Debugger.ini");
this->Load(file);
}
CDebugger::~CDebugger()
{
// empty
IniFile file;
file.Load("Debugger.ini");
this->Save(file);
file.Save("Debugger.ini");
}
void CDebugger::Save(IniFile& _IniFile) const
{
// TODO1: make this work when we close the entire program to, currently on total close we get
// weird values, perhaps because of some conflict with the rendering window
// TODO2: get the screen resolution and make limits from that
if(GetPosition().x < 1000 && GetPosition().y < 1000
&& GetSize().GetWidth() < 1000 && GetSize().GetHeight() < 1000
)
{
_IniFile.Set("VideoWindow", "x", GetPosition().x);
_IniFile.Set("VideoWindow", "y", GetPosition().y);
_IniFile.Set("VideoWindow", "w", GetSize().GetWidth());
_IniFile.Set("VideoWindow", "h", GetSize().GetHeight());
}
_IniFile.Set("VideoWindow", "Console", m_Check[2]->IsChecked()); // save settings
_IniFile.Set("VideoWindow", "UpdateFrequency", m_RadioBox[1]->GetSelection());
}
void CDebugger::Load(IniFile& _IniFile)
{
int x,y,w,h;
_IniFile.Get("VideoWindow", "x", &x, GetPosition().x);
_IniFile.Get("VideoWindow", "y", &y, GetPosition().y);
_IniFile.Get("VideoWindow", "w", &w, GetSize().GetWidth());
_IniFile.Get("VideoWindow", "h", &h, GetSize().GetHeight());
SetSize(x, y, w, h);
// saved settings
bool Console;
_IniFile.Get("VideoWindow", "Console", &Console, m_Check[2]->IsChecked());
m_Check[2]->SetValue(Console);
DoShowHideConsole();
int UpdateFrequency;
_IniFile.Get("VideoWindow", "UpdateFrequency", &UpdateFrequency, m_RadioBox[1]->GetSelection());
m_RadioBox[1]->SetSelection(UpdateFrequency);
DoChangeFrequency();
}
void CDebugger::CreateGUIControls()
{
SetTitle(wxT("OpenGL Debugging"));
// basic settings
SetIcon(wxNullIcon);
SetSize(8, 8, 200, 100); // these will become the minimin sizes allowed by resizing
Center();
// the big window
m_GPRListView = new CPBView(this, ID_GPR, wxDefaultPosition, GetSize(),
wxLC_REPORT | wxSUNKEN_BORDER | wxLC_ALIGN_LEFT | wxLC_SINGLE_SEL | wxLC_SORT_ASCENDING);
// declarations
wxBoxSizer* sMain;
wxButton* m_Upd;
wxButton* m_Ap; wxButton* m_Am;
wxButton* m_Bp; wxButton* m_Bm;
wxStaticBoxSizer* sLeft;
// buttons -----------------------------------------------------
m_Upd = new wxButton(this, ID_UPD, wxT("Update"),
wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_Ap = new wxButton(this, ID_AP, wxT("A +"),
wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
//m_SelC->Enable(false);
m_Am = new wxButton(this, ID_AM, wxT("A -"),
wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
//m_Presets->Enable(false);
m_Bp = new wxButton(this, ID_BP, wxT("B +"),
wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_Bm = new wxButton(this, ID_BM, wxT("B -"),
wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
// checkboxes and labels -----------------------------------------------------
m_Label[0] = new wxStaticBox(this, IDG_LABEL1, wxT("Options"),
wxDefaultPosition, wxDefaultSize, 0);
wxStaticBoxSizer * m_checkSizer = new wxStaticBoxSizer (m_Label[0], wxVERTICAL);
// checkboxes
m_Check[0] = new wxCheckBox(this, IDC_CHECK0, wxT("Save to file"),
wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_Check[1] = new wxCheckBox(this, IDC_CHECK1, wxT("A +"),
wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_Check[1]->Enable(false);
m_Check[7] = new wxCheckBox(this, IDC_CHECK7, wxT("A -"),
wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_Check[7]->Enable(false);
m_Check[2] = new wxCheckBox(this, IDC_CHECK2, wxT("Show console"),
wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_checkSizer->Add(m_Check[0], 0, 0, 5);
m_checkSizer->Add(m_Check[1], 0, 0, 5);
m_checkSizer->Add(m_Check[7], 0, 0, 5);
m_checkSizer->Add(m_Check[2], 0, 0, 5);
// ------------------------
// settings checkboxes -----------------------------------------------------
m_Label[1] = new wxStaticBox(this, IDG_LABEL2, wxT("Settings"),
wxDefaultPosition, wxDefaultSize, 0);
wxStaticBoxSizer * m_checkSizer2 = new wxStaticBoxSizer (m_Label[1], wxVERTICAL);
// checkboxes
m_Check[3] = new wxCheckBox(this, IDC_CHECK3, wxT("Setting"),
wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
m_Check[3]->SetValue(false);
m_Check[3]->Enable(false);
m_checkSizer2->Add(m_Check[3], 0, 0, 5);
// ------------------------
// radio boxes -----------------------------------------------------
int m_radioBoxNChoices[2];
wxString m_radioBoxChoices0[] = { wxT("Show base 10"), wxT("Show base 16") };
m_radioBoxNChoices[0] = sizeof( m_radioBoxChoices0 ) / sizeof( wxString );
m_RadioBox[0] = new wxRadioBox( this, IDC_RADIO0, wxT("Show base"),
wxDefaultPosition, wxDefaultSize, m_radioBoxNChoices[0], m_radioBoxChoices0, 1, wxRA_SPECIFY_COLS);
m_RadioBox[0]->Enable(false);
wxString m_radioBoxChoices1[] = { wxT("Never"), wxT("5 times/s"), wxT("15 times/s"), wxT("30 times/s") };
m_radioBoxNChoices[1] = sizeof( m_radioBoxChoices1 ) / sizeof( wxString );
m_RadioBox[1] = new wxRadioBox( this, IDC_RADIO1, wxT("Update freq."),
wxDefaultPosition, wxDefaultSize, m_radioBoxNChoices[1], m_radioBoxChoices1, 1, wxRA_SPECIFY_COLS);
wxString m_radioBoxChoices2[] = { wxT("Win stretch") };
m_radioBoxNChoices[2] = sizeof( m_radioBoxChoices2 ) / sizeof( wxString );
m_RadioBox[2] = new wxRadioBox( this, IDC_RADIO2, wxT("Presets"),
wxDefaultPosition, wxDefaultSize, m_radioBoxNChoices[2], m_radioBoxChoices2, 1, wxRA_SPECIFY_COLS);
// ------------------------
// right buttons
wxBoxSizer* sButtons2;
sButtons2 = new wxBoxSizer(wxVERTICAL);
sButtons2->AddStretchSpacer(1);
sButtons2->Add(m_RadioBox[2], 0, 0, 5);
sButtons2->AddStretchSpacer(1);
sButtons2->Add(m_checkSizer2, 0, 2, 5);
sButtons2->AddStretchSpacer(1);
// left buttons
wxBoxSizer* sButtons;
sButtons = new wxBoxSizer(wxVERTICAL);
sButtons->AddStretchSpacer(1);
sButtons->Add(m_Upd, 0, 0, 5);
sButtons->Add(m_Ap, 0, 0, 5);
sButtons->Add(m_Am, 0, 0, 5);
sButtons->Add(m_Bp, 0, 0, 5);
sButtons->Add(m_Bm, 0, 0, 5);
sButtons->AddStretchSpacer(1);
sButtons->Add(m_checkSizer, 0, 2, 5);
sButtons->AddStretchSpacer(1);
sButtons->Add(m_RadioBox[0], 0, 0, 5);
sButtons->AddStretchSpacer(1);
sButtons->Add(m_RadioBox[1], 0, 0, 5);
sButtons->AddStretchSpacer(1);
// blocks view
sLeft = new wxStaticBoxSizer(wxVERTICAL, this, wxT("Current Status"));
sLeft->Add(m_GPRListView, 1, wxEXPAND|wxALL, 5);
// add all stuff to the main container
sMain = new wxBoxSizer(wxHORIZONTAL);
sMain->Add(sLeft, 1, wxEXPAND|wxALL, 5);
sMain->Add(sButtons, 0, wxEXPAND, 0);
sMain->Add(sButtons2, 0, wxEXPAND, 0);
this->SetSizer(sMain);
sMain->SetSizeHints(this);
//NotifyUpdate();
Freeze(); // unfreeze this if you want to use it
}
void CDebugger::OnShow(wxShowEvent& /*event*/)
{
// bring the console back to
if(m_Check[2]->IsChecked())
{
OpenConsole();
#ifdef _WIN32
Added the StretchToFit option to the config menu in the OpenGL plugin. This fixes the blackness in SSBM. I also added a keep aspect ratio option, it will keep your aspect ratio at 4:3, but then SSBM will have the blackness problem again. You find the options under the Enhancements window in the OpenGL configuration. I also added a wx debugging window for the OpenGL plugin. I connected it to the old console window that was in the plugin. Other than that it doesn't do anything at the moment but it could be useful to show all the current important information and parameter statuses and so on. Again there's a problem with wx windows collisions. Show() can't be used because then DLL_PROCESS_DETACH is called immediately after the window is opened, and if we open it with ShowModal() before we have loaded a game the main video window will be blocked. And we can't pass on any variables from a DllDebugger() that is called when Dolphin is started because the dll is reloaded and lose all variables sometime before a game is loaded. So we can't auto open the window that way. So I made the debugging window open as a game is loaded if it is enabled in the ini, the downside is that the ini setting will open the window even if we are not opening Dolphin with the -d flag. However, this will only affect people that have used the debugger at least once so in my opinion this is the most convenient solution. But feel free to come up with a better solution. Preferably some solution to how to use Show() and preventing DLL_PROCESS_DETACH to be called. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@812 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-09 18:47:53 +00:00
MoveWindow(GetConsoleHwnd(), 0,400, 1280,500, true); // move window, TODO: make this
// adjustable from the debugging window
#endif
Added the StretchToFit option to the config menu in the OpenGL plugin. This fixes the blackness in SSBM. I also added a keep aspect ratio option, it will keep your aspect ratio at 4:3, but then SSBM will have the blackness problem again. You find the options under the Enhancements window in the OpenGL configuration. I also added a wx debugging window for the OpenGL plugin. I connected it to the old console window that was in the plugin. Other than that it doesn't do anything at the moment but it could be useful to show all the current important information and parameter statuses and so on. Again there's a problem with wx windows collisions. Show() can't be used because then DLL_PROCESS_DETACH is called immediately after the window is opened, and if we open it with ShowModal() before we have loaded a game the main video window will be blocked. And we can't pass on any variables from a DllDebugger() that is called when Dolphin is started because the dll is reloaded and lose all variables sometime before a game is loaded. So we can't auto open the window that way. So I made the debugging window open as a game is loaded if it is enabled in the ini, the downside is that the ini setting will open the window even if we are not opening Dolphin with the -d flag. However, this will only affect people that have used the debugger at least once so in my opinion this is the most convenient solution. But feel free to come up with a better solution. Preferably some solution to how to use Show() and preventing DLL_PROCESS_DETACH to be called. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@812 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-09 18:47:53 +00:00
}
}
void CDebugger::OnClose(wxCloseEvent& /*event*/)
{
// save the window position when we hide the window to
IniFile file;
file.Load("Debugger.ini");
this->Save(file);
file.Save("Debugger.ini");
EndModal(0); // it seems like this works for Show() to, not just ShowModal();
// The console goes with the wx window
CloseConsole();
}
void CDebugger::OnUpdate(wxCommandEvent& /*event*/)
{
this->NotifyUpdate();
}
// =======================================================================================
// Change preset
// --------------
void CDebugger::ChangePreset(wxCommandEvent& event)
{
DoChangePreset();
}
void CDebugger::DoChangePreset()
{
if(m_RadioBox[2]->GetSelection() == 0)
{
gPreset = 0;
}
else if(m_RadioBox[2]->GetSelection() == 1)
{
gPreset = 1;
}
else if(m_RadioBox[2]->GetSelection() == 2)
{
gPreset = 2;
}
else if(m_RadioBox[2]->GetSelection() == 3)
{
gPreset = 3;
}
}
// ==============
// =======================================================================================
// Control variables
// --------------
void CDebugger::Ap(wxCommandEvent& event)
{
A += 50;
//MessageBox(0, "", "", 0);
__Log("%i", A);
}
void CDebugger::Am(wxCommandEvent& event)
{
A -= 50;
}
void CDebugger::Bp(wxCommandEvent& event)
{
B += 50;
}
void CDebugger::Bm(wxCommandEvent& event)
{
B -= 50;
}
// ==============
// =======================================================================================
// Change update frequency
// --------------
void CDebugger::ChangeFrequency(wxCommandEvent& event)
{
DoChangeFrequency();
}
void CDebugger::DoChangeFrequency()
{
if(m_RadioBox[1]->GetSelection() == 0)
{
gUpdFreq = 0;
}
else if(m_RadioBox[1]->GetSelection() == 1)
{
gUpdFreq = 5;
}
else if(m_RadioBox[1]->GetSelection() == 2)
{
gUpdFreq = 15;
}
else
{
gUpdFreq = 30;
}
}
// ==============
// =======================================================================================
// Save to file
// --------------
void CDebugger::SaveFile(wxCommandEvent& event)
{
if(m_Check[0]->IsChecked())
{
gSaveFile = 1;
}
else
{
gSaveFile = 0;
}
}
// ==============
// =======================================================================================
// Show or hide console window
// --------------
void CDebugger::ShowHideConsole(wxCommandEvent& event)
{
DoShowHideConsole();
}
void CDebugger::DoShowHideConsole()
{
if(m_Check[2]->IsChecked())
{
OpenConsole();
#ifdef _WIN32
Added the StretchToFit option to the config menu in the OpenGL plugin. This fixes the blackness in SSBM. I also added a keep aspect ratio option, it will keep your aspect ratio at 4:3, but then SSBM will have the blackness problem again. You find the options under the Enhancements window in the OpenGL configuration. I also added a wx debugging window for the OpenGL plugin. I connected it to the old console window that was in the plugin. Other than that it doesn't do anything at the moment but it could be useful to show all the current important information and parameter statuses and so on. Again there's a problem with wx windows collisions. Show() can't be used because then DLL_PROCESS_DETACH is called immediately after the window is opened, and if we open it with ShowModal() before we have loaded a game the main video window will be blocked. And we can't pass on any variables from a DllDebugger() that is called when Dolphin is started because the dll is reloaded and lose all variables sometime before a game is loaded. So we can't auto open the window that way. So I made the debugging window open as a game is loaded if it is enabled in the ini, the downside is that the ini setting will open the window even if we are not opening Dolphin with the -d flag. However, this will only affect people that have used the debugger at least once so in my opinion this is the most convenient solution. But feel free to come up with a better solution. Preferably some solution to how to use Show() and preventing DLL_PROCESS_DETACH to be called. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@812 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-09 18:47:53 +00:00
MoveWindow(GetConsoleHwnd(), 0,400, 1280,500, true); // move window, TODO: make this
// adjustable from the debugging window
#endif
Added the StretchToFit option to the config menu in the OpenGL plugin. This fixes the blackness in SSBM. I also added a keep aspect ratio option, it will keep your aspect ratio at 4:3, but then SSBM will have the blackness problem again. You find the options under the Enhancements window in the OpenGL configuration. I also added a wx debugging window for the OpenGL plugin. I connected it to the old console window that was in the plugin. Other than that it doesn't do anything at the moment but it could be useful to show all the current important information and parameter statuses and so on. Again there's a problem with wx windows collisions. Show() can't be used because then DLL_PROCESS_DETACH is called immediately after the window is opened, and if we open it with ShowModal() before we have loaded a game the main video window will be blocked. And we can't pass on any variables from a DllDebugger() that is called when Dolphin is started because the dll is reloaded and lose all variables sometime before a game is loaded. So we can't auto open the window that way. So I made the debugging window open as a game is loaded if it is enabled in the ini, the downside is that the ini setting will open the window even if we are not opening Dolphin with the -d flag. However, this will only affect people that have used the debugger at least once so in my opinion this is the most convenient solution. But feel free to come up with a better solution. Preferably some solution to how to use Show() and preventing DLL_PROCESS_DETACH to be called. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@812 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-09 18:47:53 +00:00
}
else
{
CloseConsole();
}
}
// ==============
void CDebugger::NotifyUpdate()
{
if (m_GPRListView != NULL)
{
m_GPRListView->Update();
}
}