dolphin/Source/Core/DebuggerWX/Src/CodeWindow.h

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// Copyright (C) 2003-2008 Dolphin Project.
// 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/
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case. There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash. Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why. TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option. Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
#ifndef CODEWINDOW_H_
#define CODEWINDOW_H_
#include <wx/dialog.h>
#include <wx/textctrl.h>
#include <wx/listbox.h>
#include "Debugger.h"
#include "CodeView.h"
#include "Thread.h"
#include "CoreParameter.h"
class CRegisterWindow;
class CLogWindow;
class CBreakPointWindow;
class CMemoryWindow;
class CJitWindow;
class CCodeView;
class IniFile;
class CCodeWindow
: public wxFrame
{
public:
CCodeWindow(const SCoreStartupParameter& _LocalCoreStartupParameter, wxWindow* parent,
wxWindowID id = wxID_ANY,
const wxString& title = _T("Dolphin-Debugger"),
const wxPoint& pos = wxPoint(950, 100),
const wxSize& size = wxSize(400, 500),
long style = wxDEFAULT_FRAME_STYLE | wxCLIP_CHILDREN | wxNO_FULL_REPAINT_ON_RESIZE);
~CCodeWindow();
void Load_(IniFile &file);
void Load(IniFile &file);
void Save(IniFile &file) const;
void Update();
void NotifyMapLoaded();
bool UseInterpreter();
bool AutomaticStart();
bool UseDualCore();
void JumpToAddress(u32 _Address);
private:
enum
{
ID_TOOLBAR = 500,
IDM_CODEVIEW,
IDM_DEBUG_GO,
IDM_STEP,
IDM_STEPOVER,
IDM_SKIP,
IDM_SETPC,
IDM_GOTOPC,
IDM_ADDRBOX,
IDM_CALLSTACKLIST,
IDM_CALLERSLIST,
IDM_CALLSLIST,
IDM_SYMBOLLIST,
IDM_INTERPRETER,
IDM_AUTOMATICSTART,
IDM_JITUNLIMITED, IDM_JITOFF, // jit
IDM_JITLSOFF, IDM_JITLSLXZOFF, IDM_JITLSLWZOFF, IDM_JITLSLBZXOFF,
IDM_JITLSPOFF, IDM_JITLSFOFF,
IDM_JITIOFF,
IDM_JITFPOFF,
IDM_JITPOFF,
IDM_JITSROFF,
IDM_DUALCORE,
IDM_LOGWINDOW,
IDM_REGISTERWINDOW,
IDM_BREAKPOINTWINDOW,
IDM_MEMORYWINDOW,
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case. There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash. Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why. TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option. Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
IDM_SOUNDWINDOW, // sound
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
IDM_VIDEOWINDOW, // video
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case. There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash. Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why. TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option. Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
IDM_JITWINDOW, // jit
IDM_SCANFUNCTIONS,
IDM_LOGINSTRUCTIONS,
IDM_LOADMAPFILE,
IDM_SAVEMAPFILE, IDM_SAVEMAPFILEWITHCODES,
IDM_CLEARSYMBOLS,
IDM_CLEANSYMBOLS,
IDM_CREATESIGNATUREFILE,
IDM_USESIGNATUREFILE,
IDM_USESYMBOLFILE,
IDM_PATCHHLEFUNCTIONS,
IDM_CLEARCODECACHE,
IDM_PROFILEBLOCKS,
IDM_WRITEPROFILE,
};
enum
{
Toolbar_DebugGo,
Toolbar_Pause,
Toolbar_Step,
Toolbar_StepOver,
Toolbar_Skip,
Toolbar_GotoPC,
Toolbar_SetPC,
Bitmaps_max
};
// Settings
bool bLogWindow;
bool bRegisterWindow;
bool bBreakpointWindow;
bool bMemoryWindow;
bool bJitWindow;
bool bSoundWindow;
bool bVideoWindow;
bool bAutomaticStart;
// sub dialogs
CLogWindow* m_LogWindow;
CRegisterWindow* m_RegisterWindow;
CBreakPointWindow* m_BreakpointWindow;
CMemoryWindow* m_MemoryWindow;
CJitWindow* m_JitWindow;
wxMenuItem* jitunlimited, *jitoff;
wxMenuItem* jitlsoff, *jitlslxzoff, *jitlslwzoff, *jitlslbzxoff;
wxMenuItem* jitlspoff;
wxMenuItem* jitlsfoff;
wxMenuItem* jitfpoff;
wxMenuItem* jitioff;
wxMenuItem* jitpoff;
wxMenuItem* jitsroff;
CCodeView* codeview;
wxListBox* callstack;
wxListBox* symbols;
wxListBox* callers;
wxListBox* calls;
Common::Event sync_event;
wxBitmap m_Bitmaps[Bitmaps_max];
DECLARE_EVENT_TABLE()
void OnSymbolListChange(wxCommandEvent& event);
void OnSymbolListContextMenu(wxContextMenuEvent& event);
void OnCallstackListChange(wxCommandEvent& event);
void OnCallersListChange(wxCommandEvent& event);
void OnCallsListChange(wxCommandEvent& event);
void OnCodeStep(wxCommandEvent& event);
void OnCodeViewChange(wxCommandEvent &event);
void SingleCPUStep();
void OnAddrBoxChange(wxCommandEvent& event);
void OnToggleRegisterWindow(wxCommandEvent& event);
void OnToggleBreakPointWindow(wxCommandEvent& event);
void OnToggleLogWindow(wxCommandEvent& event);
void OnToggleMemoryWindow(wxCommandEvent& event);
Some changes to the debugger, added a DSP HLE debugging window. I moved the initialization of DLLdebugger from Core.cpp to the debugging window. (I hope this doesn't break the LLE debugger in any way, or does it have to be started right after LoadPlugin?). Also added a ShowOnStart saved setting to the debugger. And a MainWindow saved setting that set the position and size of the main window when it's started. I may have broken things in the debugger by allowing disabling of for example the Jit window. Please accept my apologies if that is the case. There's an annoying problem with the DSP HLE wx window that blocks some input and places it in a queue. For example if you have loaded the window and press X on the main window, that action is blocked an placed in some kind of queue and not executed until you have closed the debugging window. This is also why the main Dolphin-Debugger window does not show up until you close the sound window. If someone find a fix to this I guess it could be convenient. There is another way to show the window, m_frame->Show() that is normally supposed to remove this kind of on-focus lock, but in a dll it seemingly breaks because it makes Dllmain call DLL_PROCESS_DETACH immediately after DLL_PROCESS_ATTACH so the window has to be killed or we crash. Also, otherwise unnecessarily I had to disable the new DSP HLE debug window in Release mode because I could not access the SConfig::GetInstance().m_LocalCoreStartupParameter.m_strDSPPlugin.c_str() string that I need to start it (if I tried it crashed). Very annoying and strange. I could not access m_strDSPPlugin or m_strVideoPlugin either, but all other values in m_LocalCoreStartupParameter seemed to work fine. I'll have to leave it to someone else to figure out why. TODO: Later I'll add function to the debugging buttons, currently only update have a function. I'll add some option to show a custom console window (that actually worked better that the wx window to show the current parameters status, it had less flicker on frequent updates). I'll also add some custom log file saving option. Also, the reason I placed Logging.cpp in its own dir is because I plan to add more files to it. There were problems with some build modes, win32 with debugging crashed on booting a game, I don't know if it's my fault. And I could not build Debug win64 because of some wx linking problem. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@722 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-09-29 03:19:23 +00:00
void OnToggleJitWindow(wxCommandEvent& event);
void OnToggleSoundWindow(wxCommandEvent& event);
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 OnToggleVideoWindow(wxCommandEvent& event);
void OnHostMessage(wxCommandEvent& event);
void OnSymbolsMenu(wxCommandEvent& event);
void OnJitMenu(wxCommandEvent& event);
void OnProfilerMenu(wxCommandEvent& event);
void OnInterpreter(wxCommandEvent& event); // cpu mode menu
void OnAutomaticStart(wxCommandEvent& event);
void OnJITOff(wxCommandEvent& event);
void CreateMenu(const SCoreStartupParameter& _LocalCoreStartupParameter);
void UpdateButtonStates();
void UpdateLists();
void RecreateToolbar();
void PopulateToolbar(wxToolBar* toolBar);
void InitBitmaps();
void CreateGUIControls(const SCoreStartupParameter& _LocalCoreStartupParameter);
void OnKeyDown(wxKeyEvent& event);
};
#endif /*CODEWINDOW_*/