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.
This commit is contained in:
parent
6420a1c715
commit
6a67b571cc
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@ -459,110 +459,6 @@ void CCodeWindow::UpdateCallstack()
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callstack->Append(StrToWxStr("invalid callstack"));
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}
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// Create CPU Mode menus
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void CCodeWindow::CreateMenu(const SConfig& core_startup_parameter, wxMenuBar* pMenuBar)
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{
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// CPU Mode
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wxMenu* pCoreMenu = new wxMenu;
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wxMenuItem* interpreter = pCoreMenu->Append(
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IDM_INTERPRETER, _("&Interpreter Core"),
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_("This is necessary to get break points"
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" and stepping to work as explained in the Developer Documentation. But it can be very"
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" slow, perhaps slower than 1 fps."),
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wxITEM_CHECK);
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interpreter->Check(core_startup_parameter.iCPUCore == PowerPC::CORE_INTERPRETER);
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pCoreMenu->AppendSeparator();
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pCoreMenu->Append(IDM_JIT_NO_BLOCK_LINKING, _("&JIT Block Linking Off"),
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_("Provide safer execution by not linking the JIT blocks."), wxITEM_CHECK);
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pCoreMenu->Append(IDM_JIT_NO_BLOCK_CACHE, _("&Disable JIT Cache"),
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_("Avoid any involuntary JIT cache clearing, this may prevent Zelda TP from "
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"crashing.\n[This option must be selected before a game is started.]"),
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wxITEM_CHECK);
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pCoreMenu->Append(IDM_CLEAR_CODE_CACHE, _("&Clear JIT Cache"));
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pCoreMenu->AppendSeparator();
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pCoreMenu->Append(IDM_LOG_INSTRUCTIONS, _("&Log JIT Instruction Coverage"));
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pCoreMenu->Append(IDM_SEARCH_INSTRUCTION, _("&Search for an Instruction"));
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pCoreMenu->AppendSeparator();
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pCoreMenu->Append(IDM_JIT_OFF, _("&JIT Off (JIT Core)"),
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_("Turn off all JIT functions, but still use the JIT core from Jit.cpp"),
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wxITEM_CHECK);
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pCoreMenu->Append(IDM_JIT_LS_OFF, _("&JIT LoadStore Off"), wxEmptyString, wxITEM_CHECK);
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pCoreMenu->Append(IDM_JIT_LSLBZX_OFF, _(" &JIT LoadStore lbzx Off"), wxEmptyString,
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wxITEM_CHECK);
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pCoreMenu->Append(IDM_JIT_LSLXZ_OFF, _(" &JIT LoadStore lXz Off"), wxEmptyString,
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wxITEM_CHECK);
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pCoreMenu->Append(IDM_JIT_LSLWZ_OFF, _("&JIT LoadStore lwz Off"), wxEmptyString, wxITEM_CHECK);
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pCoreMenu->Append(IDM_JIT_LSF_OFF, _("&JIT LoadStore Floating Off"), wxEmptyString, wxITEM_CHECK);
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pCoreMenu->Append(IDM_JIT_LSP_OFF, _("&JIT LoadStore Paired Off"), wxEmptyString, wxITEM_CHECK);
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pCoreMenu->Append(IDM_JIT_FP_OFF, _("&JIT FloatingPoint Off"), wxEmptyString, wxITEM_CHECK);
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pCoreMenu->Append(IDM_JIT_I_OFF, _("&JIT Integer Off"), wxEmptyString, wxITEM_CHECK);
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pCoreMenu->Append(IDM_JIT_P_OFF, _("&JIT Paired Off"), wxEmptyString, wxITEM_CHECK);
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pCoreMenu->Append(IDM_JIT_SR_OFF, _("&JIT SystemRegisters Off"), wxEmptyString, wxITEM_CHECK);
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pMenuBar->Append(pCoreMenu, _("&JIT"));
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// Debug Menu
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wxMenu* pDebugMenu = new wxMenu;
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pDebugMenu->Append(IDM_STEP, _("Step &Into\tF11"));
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pDebugMenu->Append(IDM_STEPOVER, _("Step &Over\tF10"));
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pDebugMenu->Append(IDM_STEPOUT, _("Step O&ut\tSHIFT+F11"));
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pDebugMenu->Append(IDM_TOGGLE_BREAKPOINT, _("Toggle &Breakpoint\tF9"));
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pDebugMenu->AppendSeparator();
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wxMenu* pPerspectives = new wxMenu;
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Parent->m_SavedPerspectives = new wxMenu;
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pDebugMenu->AppendSubMenu(pPerspectives, _("Perspectives"), _("Edit Perspectives"));
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pPerspectives->Append(IDM_SAVE_PERSPECTIVE, _("Save Perspectives"),
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_("Save currently-toggled perspectives"));
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pPerspectives->Append(IDM_EDIT_PERSPECTIVES, _("Edit Perspectives"),
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_("Toggle editing of perspectives"), wxITEM_CHECK);
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pPerspectives->AppendSeparator();
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pPerspectives->Append(IDM_ADD_PERSPECTIVE, _("Create New Perspective"));
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pPerspectives->AppendSubMenu(Parent->m_SavedPerspectives, _("Saved Perspectives"));
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Parent->PopulateSavedPerspectives();
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pPerspectives->AppendSeparator();
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wxMenu* pAddPane = new wxMenu;
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pPerspectives->AppendSubMenu(pAddPane, _("Add New Pane To"));
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pAddPane->Append(IDM_PERSPECTIVES_ADD_PANE_TOP, _("Top"));
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pAddPane->Append(IDM_PERSPECTIVES_ADD_PANE_BOTTOM, _("Bottom"));
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pAddPane->Append(IDM_PERSPECTIVES_ADD_PANE_LEFT, _("Left"));
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pAddPane->Append(IDM_PERSPECTIVES_ADD_PANE_RIGHT, _("Right"));
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pAddPane->Append(IDM_PERSPECTIVES_ADD_PANE_CENTER, _("Center"));
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pPerspectives->Append(IDM_TAB_SPLIT, _("Tab Split"), "", wxITEM_CHECK);
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pPerspectives->Append(IDM_NO_DOCKING, _("Disable Docking"),
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"Disable docking of perspective panes to main window", wxITEM_CHECK);
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pMenuBar->Append(pDebugMenu, _("&Debug"));
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CreateMenuSymbols(pMenuBar);
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}
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void CCodeWindow::CreateMenuOptions(wxMenu* pMenu)
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{
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wxMenuItem* boottopause =
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pMenu->Append(IDM_BOOT_TO_PAUSE, _("Boot to Pause"),
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_("Start the game directly instead of booting to pause"), wxITEM_CHECK);
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boottopause->Check(bBootToPause);
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wxMenuItem* automaticstart = pMenu->Append(
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IDM_AUTOMATIC_START, _("&Automatic Start"),
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_("Automatically load the Default ISO when Dolphin starts, or the last game you loaded,"
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" if you have not given it an elf file with the --elf command line. [This can be"
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" convenient if you are bug-testing with a certain game and want to rebuild"
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" and retry it several times, either with changes to Dolphin or if you are"
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" developing a homebrew game.]"),
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wxITEM_CHECK);
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automaticstart->Check(bAutomaticStart);
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pMenu->Append(IDM_FONT_PICKER, _("&Font..."));
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}
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// CPU Mode and JIT Menu
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void CCodeWindow::OnCPUMode(wxCommandEvent& event)
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{
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@ -572,10 +468,10 @@ void CCodeWindow::OnCPUMode(wxCommandEvent& event)
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PowerPC::SetMode(UseInterpreter() ? PowerPC::MODE_INTERPRETER : PowerPC::MODE_JIT);
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break;
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case IDM_BOOT_TO_PAUSE:
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bBootToPause = !bBootToPause;
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SConfig::GetInstance().bBootToPause = event.IsChecked();
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return;
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case IDM_AUTOMATIC_START:
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bAutomaticStart = !bAutomaticStart;
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SConfig::GetInstance().bAutomaticStart = event.IsChecked();
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return;
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case IDM_JIT_OFF:
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SConfig::GetInstance().bJITOff = event.IsChecked();
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@ -97,9 +97,6 @@ public:
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void Repopulate();
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void NotifyMapLoaded();
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void CreateMenu(const SConfig& _LocalCoreStartupParameter, wxMenuBar* pMenuBar);
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void CreateMenuOptions(wxMenu* pMenu);
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void CreateMenuSymbols(wxMenuBar* pMenuBar);
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void PopulateToolbar(wxToolBar* toolBar);
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void UpdateButtonStates();
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void OpenPages();
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@ -130,8 +127,6 @@ public:
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}
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// Settings
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bool bAutomaticStart;
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bool bBootToPause;
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bool bShowOnStart[IDM_DEBUG_WINDOW_LIST_END - IDM_DEBUG_WINDOW_LIST_START];
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int iNbAffiliation[IDM_DEBUG_WINDOW_LIST_END - IDM_DEBUG_WINDOW_LIST_START];
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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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@ -206,6 +206,10 @@ private:
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wxMenu* CreateOptionsMenu();
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wxMenu* CreateToolsMenu();
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wxMenu* CreateViewMenu();
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wxMenu* CreateJITMenu();
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wxMenu* CreateDebugMenu();
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wxMenu* CreateSymbolsMenu();
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wxMenu* CreateProfilerMenu();
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wxMenu* CreateHelpMenu();
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// Utility
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@ -111,9 +111,12 @@ wxMenuBar* CFrame::CreateMenuBar()
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menu_bar->Append(CreateToolsMenu(), _("&Tools"));
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menu_bar->Append(CreateViewMenu(), _("&View"));
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if (g_pCodeWindow)
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if (UseDebugger)
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{
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g_pCodeWindow->CreateMenu(SConfig::GetInstance(), menu_bar);
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menu_bar->Append(CreateJITMenu(), _("&JIT"));
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menu_bar->Append(CreateDebugMenu(), _("&Debug"));
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menu_bar->Append(CreateSymbolsMenu(), _("&Symbols"));
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menu_bar->Append(CreateProfilerMenu(), _("&Profiler"));
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}
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menu_bar->Append(CreateHelpMenu(), _("&Help"));
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@ -230,10 +233,27 @@ wxMenu* CFrame::CreateOptionsMenu()
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options_menu->Append(IDM_CONFIG_CONTROLLERS, _("&Controller Settings"));
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options_menu->Append(IDM_CONFIG_HOTKEYS, _("&Hotkey Settings"));
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if (g_pCodeWindow)
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if (UseDebugger)
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{
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options_menu->AppendSeparator();
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g_pCodeWindow->CreateMenuOptions(options_menu);
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const auto& config_instance = SConfig::GetInstance();
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auto* const boot_to_pause =
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options_menu->AppendCheckItem(IDM_BOOT_TO_PAUSE, _("Boot to Pause"),
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_("Start the game directly instead of booting to pause"));
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boot_to_pause->Check(config_instance.bBootToPause);
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auto* const automatic_start = options_menu->AppendCheckItem(
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IDM_AUTOMATIC_START, _("&Automatic Start"),
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_("Automatically load the Default ISO when Dolphin starts, or the last game you loaded,"
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" if you have not given it an elf file with the --elf command line. [This can be"
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" convenient if you are bug-testing with a certain game and want to rebuild"
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" and retry it several times, either with changes to Dolphin or if you are"
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" developing a homebrew game.]"));
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automatic_start->Check(config_instance.bAutomaticStart);
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options_menu->Append(IDM_FONT_PICKER, _("&Font..."));
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}
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return options_menu;
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@ -373,6 +393,153 @@ wxMenu* CFrame::CreateViewMenu()
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return view_menu;
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}
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wxMenu* CFrame::CreateJITMenu()
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{
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auto* const jit_menu = new wxMenu;
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const auto& config_instance = SConfig::GetInstance();
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auto* const interpreter = jit_menu->AppendCheckItem(
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IDM_INTERPRETER, _("&Interpreter Core"),
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_("This is necessary to get break points"
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" and stepping to work as explained in the Developer Documentation. But it can be very"
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" slow, perhaps slower than 1 fps."));
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interpreter->Check(config_instance.iCPUCore == PowerPC::CORE_INTERPRETER);
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jit_menu->AppendSeparator();
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jit_menu->AppendCheckItem(IDM_JIT_NO_BLOCK_LINKING, _("&JIT Block Linking Off"),
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_("Provide safer execution by not linking the JIT blocks."));
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jit_menu->AppendCheckItem(
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IDM_JIT_NO_BLOCK_CACHE, _("&Disable JIT Cache"),
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_("Avoid any involuntary JIT cache clearing, this may prevent Zelda TP from "
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"crashing.\n[This option must be selected before a game is started.]"));
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jit_menu->Append(IDM_CLEAR_CODE_CACHE, _("&Clear JIT Cache"));
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jit_menu->AppendSeparator();
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jit_menu->Append(IDM_LOG_INSTRUCTIONS, _("&Log JIT Instruction Coverage"));
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jit_menu->Append(IDM_SEARCH_INSTRUCTION, _("&Search for an Instruction"));
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jit_menu->AppendSeparator();
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jit_menu->AppendCheckItem(
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IDM_JIT_OFF, _("&JIT Off (JIT Core)"),
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_("Turn off all JIT functions, but still use the JIT core from Jit.cpp"));
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jit_menu->AppendCheckItem(IDM_JIT_LS_OFF, _("&JIT LoadStore Off"));
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jit_menu->AppendCheckItem(IDM_JIT_LSLBZX_OFF, _("&JIT LoadStore lbzx Off"));
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jit_menu->AppendCheckItem(IDM_JIT_LSLXZ_OFF, _("&JIT LoadStore lXz Off"));
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jit_menu->AppendCheckItem(IDM_JIT_LSLWZ_OFF, _("&JIT LoadStore lwz Off"));
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jit_menu->AppendCheckItem(IDM_JIT_LSF_OFF, _("&JIT LoadStore Floating Off"));
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jit_menu->AppendCheckItem(IDM_JIT_LSP_OFF, _("&JIT LoadStore Paired Off"));
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jit_menu->AppendCheckItem(IDM_JIT_FP_OFF, _("&JIT FloatingPoint Off"));
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jit_menu->AppendCheckItem(IDM_JIT_I_OFF, _("&JIT Integer Off"));
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jit_menu->AppendCheckItem(IDM_JIT_P_OFF, _("&JIT Paired Off"));
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jit_menu->AppendCheckItem(IDM_JIT_SR_OFF, _("&JIT SystemRegisters Off"));
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return jit_menu;
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}
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wxMenu* CFrame::CreateDebugMenu()
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{
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m_SavedPerspectives = new wxMenu;
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PopulateSavedPerspectives();
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auto* const add_pane_menu = new wxMenu;
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add_pane_menu->Append(IDM_PERSPECTIVES_ADD_PANE_TOP, _("Top"));
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add_pane_menu->Append(IDM_PERSPECTIVES_ADD_PANE_BOTTOM, _("Bottom"));
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add_pane_menu->Append(IDM_PERSPECTIVES_ADD_PANE_LEFT, _("Left"));
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add_pane_menu->Append(IDM_PERSPECTIVES_ADD_PANE_RIGHT, _("Right"));
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add_pane_menu->Append(IDM_PERSPECTIVES_ADD_PANE_CENTER, _("Center"));
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auto* const perspective_menu = new wxMenu;
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perspective_menu->Append(IDM_SAVE_PERSPECTIVE, _("Save Perspectives"),
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_("Save currently-toggled perspectives"));
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perspective_menu->AppendCheckItem(IDM_EDIT_PERSPECTIVES, _("Edit Perspectives"),
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_("Toggle editing of perspectives"));
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perspective_menu->AppendSeparator();
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perspective_menu->Append(IDM_ADD_PERSPECTIVE, _("Create New Perspective"));
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perspective_menu->AppendSubMenu(m_SavedPerspectives, _("Saved Perspectives"));
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perspective_menu->AppendSeparator();
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perspective_menu->AppendSubMenu(add_pane_menu, _("Add New Pane To"));
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perspective_menu->AppendCheckItem(IDM_TAB_SPLIT, _("Tab Split"));
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perspective_menu->AppendCheckItem(IDM_NO_DOCKING, _("Disable Docking"),
|
||||
_("Disable docking of perspective panes to main window"));
|
||||
|
||||
auto* const debug_menu = new wxMenu;
|
||||
debug_menu->Append(IDM_STEP, _("Step &Into\tF11"));
|
||||
debug_menu->Append(IDM_STEPOVER, _("Step &Over\tF10"));
|
||||
debug_menu->Append(IDM_STEPOUT, _("Step O&ut\tSHIFT+F11"));
|
||||
debug_menu->Append(IDM_TOGGLE_BREAKPOINT, _("Toggle &Breakpoint\tF9"));
|
||||
debug_menu->AppendSeparator();
|
||||
debug_menu->AppendSubMenu(perspective_menu, _("Perspectives"), _("Edit Perspectives"));
|
||||
|
||||
return debug_menu;
|
||||
}
|
||||
|
||||
wxMenu* CFrame::CreateSymbolsMenu()
|
||||
{
|
||||
auto* const symbols_menu = new wxMenu;
|
||||
symbols_menu->Append(IDM_CLEAR_SYMBOLS, _("&Clear Symbols"),
|
||||
_("Remove names from all functions and variables."));
|
||||
symbols_menu->Append(IDM_SCAN_FUNCTIONS, _("&Generate Symbol Map"),
|
||||
_("Recognise standard functions from sys\\totaldb.dsy, and use generic zz_ "
|
||||
"names for other functions."));
|
||||
symbols_menu->AppendSeparator();
|
||||
symbols_menu->Append(IDM_LOAD_MAP_FILE, _("&Load Symbol Map"),
|
||||
_("Try to load this game's function names automatically - but doesn't check "
|
||||
".map files stored on the disc image yet."));
|
||||
symbols_menu->Append(IDM_SAVEMAPFILE, _("&Save Symbol Map"),
|
||||
_("Save the function names for each address to a .map file in your user "
|
||||
"settings map folder, named after the title id."));
|
||||
symbols_menu->AppendSeparator();
|
||||
symbols_menu->Append(
|
||||
IDM_LOAD_MAP_FILE_AS, _("Load &Other Map File..."),
|
||||
_("Load any .map file containing the function names and addresses for this game."));
|
||||
symbols_menu->Append(
|
||||
IDM_LOAD_BAD_MAP_FILE, _("Load &Bad Map File..."),
|
||||
_("Try to load a .map file that might be from a slightly different version."));
|
||||
symbols_menu->Append(IDM_SAVE_MAP_FILE_AS, _("Save Symbol Map &As..."),
|
||||
_("Save the function names and addresses for this game as a .map file. If "
|
||||
"you want to open it in IDA pro, use the .idc script."));
|
||||
symbols_menu->AppendSeparator();
|
||||
symbols_menu->Append(
|
||||
IDM_SAVE_MAP_FILE_WITH_CODES, _("Save Code"),
|
||||
_("Save the entire disassembled code. This may take a several seconds"
|
||||
" and may require between 50 and 100 MB of hard drive space. It will only save code"
|
||||
" that are in the first 4 MB of memory, if you are debugging a game that load .rel"
|
||||
" files with code to memory you may want to increase that to perhaps 8 MB, you can do"
|
||||
" that from SymbolDB::SaveMap()."));
|
||||
|
||||
symbols_menu->AppendSeparator();
|
||||
symbols_menu->Append(
|
||||
IDM_CREATE_SIGNATURE_FILE, _("&Create Signature File..."),
|
||||
_("Create a .dsy file that can be used to recognise these same functions in other games."));
|
||||
symbols_menu->Append(IDM_APPEND_SIGNATURE_FILE, _("Append to &Existing Signature File..."),
|
||||
_("Add any named functions missing from a .dsy file, so it can also "
|
||||
"recognise these additional functions in other games."));
|
||||
symbols_menu->Append(IDM_COMBINE_SIGNATURE_FILES, _("Combine Two Signature Files..."),
|
||||
_("Make a new .dsy file which can recognise more functions, by combining "
|
||||
"two existing files. The first input file has priority."));
|
||||
symbols_menu->Append(
|
||||
IDM_USE_SIGNATURE_FILE, _("Apply Signat&ure File..."),
|
||||
_("Must use Generate symbol map first! Recognise names of any standard library functions "
|
||||
"used in multiple games, by loading them from a .dsy file."));
|
||||
symbols_menu->AppendSeparator();
|
||||
symbols_menu->Append(IDM_PATCH_HLE_FUNCTIONS, _("&Patch HLE Functions"));
|
||||
symbols_menu->Append(IDM_RENAME_SYMBOLS, _("&Rename Symbols from File..."));
|
||||
|
||||
return symbols_menu;
|
||||
}
|
||||
|
||||
wxMenu* CFrame::CreateProfilerMenu()
|
||||
{
|
||||
auto* const profiler_menu = new wxMenu;
|
||||
profiler_menu->AppendCheckItem(IDM_PROFILE_BLOCKS, _("&Profile Blocks"));
|
||||
profiler_menu->AppendSeparator();
|
||||
profiler_menu->Append(IDM_WRITE_PROFILE, _("&Write to profile.txt, Show"));
|
||||
|
||||
return profiler_menu;
|
||||
}
|
||||
|
||||
wxMenu* CFrame::CreateHelpMenu()
|
||||
{
|
||||
auto* const help_menu = new wxMenu;
|
||||
|
|
Loading…
Reference in New Issue