// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #pragma once #include #include #include "VideoCommon/Debugger.h" class GFXDebuggerPanel : public wxPanel, public GFXDebuggerBase { public: GFXDebuggerPanel(wxWindow *parent, wxWindowID id = wxID_ANY, const wxPoint& pos = wxDefaultPosition, const wxSize& size = wxDefaultSize, long style = wxTAB_TRAVERSAL, const wxString &title = _("GFX Debugger")); virtual ~GFXDebuggerPanel(); void SaveSettings() const; void LoadSettings(); bool bInfoLog; bool bPrimLog; bool bSaveTextures; bool bSaveTargets; bool bSaveShaders; void OnPause(); // Called from GFX thread once the GFXDebuggerPauseFlag spin lock has finished void OnContinue(); private: DECLARE_EVENT_TABLE(); wxPanel* m_MainPanel; wxButton* m_pButtonPause; wxButton* m_pButtonPauseAtNext; wxButton* m_pButtonPauseAtNextFrame; wxButton* m_pButtonCont; wxChoice* m_pPauseAtList; wxButton* m_pButtonDump; wxChoice* m_pDumpList; wxButton* m_pButtonUpdateScreen; wxButton* m_pButtonClearScreen; wxButton* m_pButtonClearTextureCache; wxButton* m_pButtonClearVertexShaderCache; wxButton* m_pButtonClearPixelShaderCache; wxTextCtrl* m_pCount; // TODO: Prefix with GFX_ enum { ID_MAINPANEL = 3900, ID_CONT, ID_PAUSE, ID_PAUSE_AT_NEXT, ID_PAUSE_AT_NEXT_FRAME, ID_PAUSE_AT_LIST, ID_DUMP, ID_DUMP_LIST, ID_UPDATE_SCREEN, ID_CLEAR_SCREEN, ID_CLEAR_TEXTURE_CACHE, ID_CLEAR_VERTEX_SHADER_CACHE, ID_CLEAR_PIXEL_SHADER_CACHE, ID_COUNT }; void OnClose(wxCloseEvent& event); void CreateGUIControls(); void GeneralSettings(wxCommandEvent& event); // These set GFXDebuggerPauseFlag to true (either immediately or once the specified event has occurred) void OnPauseButton(wxCommandEvent& event); void OnPauseAtNextButton(wxCommandEvent& event); void OnPauseAtNextFrameButton(wxCommandEvent& event); void OnDumpButton(wxCommandEvent& event); // sets GFXDebuggerPauseFlag to false void OnContButton(wxCommandEvent& event); void OnUpdateScreenButton(wxCommandEvent& event); void OnClearScreenButton(wxCommandEvent& event); void OnClearTextureCacheButton(wxCommandEvent& event); void OnClearVertexShaderCacheButton(wxCommandEvent& event); void OnClearPixelShaderCacheButton(wxCommandEvent& event); void OnCountEnter(wxCommandEvent& event); };