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GE Debugger: Add a menu to the GE debugger window.
This will allow adding more features without making the UI a mess.
This commit is contained in:
parent
b5e8c21042
commit
a4a72ed7c1
3 changed files with 39 additions and 7 deletions
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@ -129,6 +129,8 @@ void CGEDebugger::Init() {
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CGEDebugger::CGEDebugger(HINSTANCE _hInstance, HWND _hParent)
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: Dialog((LPCSTR)IDD_GEDEBUGGER, _hInstance, _hParent)
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, stepCountDlg(_hInstance, m_hDlg) {
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SetMenu(m_hDlg, LoadMenu(_hInstance, MAKEINTRESOURCE(IDR_GEDBG_MENU)));
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// minimum size = a little more than the default
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RECT windowRect;
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GetWindowRect(m_hDlg, &windowRect);
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@ -185,8 +187,8 @@ CGEDebugger::CGEDebugger(HINSTANCE _hInstance, HWND _hParent)
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// set window position
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int x = g_Config.iGEWindowX == -1 ? windowRect.left : g_Config.iGEWindowX;
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int y = g_Config.iGEWindowY == -1 ? windowRect.top : g_Config.iGEWindowY;
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int w = g_Config.iGEWindowW == -1 ? minWidth_ : g_Config.iGEWindowW;
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int h = g_Config.iGEWindowH == -1 ? minHeight_ : g_Config.iGEWindowH;
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int w = g_Config.iGEWindowW == -1 ? minWidth_ : std::max(minWidth_, g_Config.iGEWindowW);
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int h = g_Config.iGEWindowH == -1 ? minHeight_ : std::max(minHeight_, g_Config.iGEWindowH);
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MoveWindow(m_hDlg,x,y,w,h,FALSE);
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SetTimer(m_hDlg, 1, USER_TIMER_MINIMUM, nullptr);
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@ -704,11 +706,10 @@ void CGEDebugger::UpdateSize(WORD width, WORD height) {
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MoveWindow(tabControl,tabRect.left,tabRect.top,tabRect.right-tabRect.left,tabRect.bottom-tabRect.top,TRUE);
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}
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void CGEDebugger::SavePosition()
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{
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void CGEDebugger::SavePosition() {
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RECT rc;
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if (GetWindowRect(m_hDlg, &rc))
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{
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// Don't save while we're still loading.
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if (tabs && GetWindowRect(m_hDlg, &rc)) {
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g_Config.iGEWindowX = rc.left;
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g_Config.iGEWindowY = rc.top;
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g_Config.iGEWindowW = rc.right - rc.left;
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@ -662,6 +662,33 @@ BEGIN
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END
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END
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IDR_GEDBG_MENU MENUEX
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BEGIN
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POPUP "&Actions", ID_GEDBG_ACTIONS_MENU
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BEGIN
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MENUITEM "Rec&ord Next Frame", IDC_GEDBG_RECORD
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END
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POPUP "&Step", ID_GEDBG_STEP_MENU
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BEGIN
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MENUITEM "Next &Instruction", IDC_GEDBG_STEP
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MENUITEM "To Cou&nter...", IDC_GEDBG_STEPCOUNT
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MENUITEM "Next &Primitive", IDC_GEDBG_STEPPRIM
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MENUITEM "Next &Curve", IDC_GEDBG_STEPCURVE
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MENUITEM "Next &Texture", IDC_GEDBG_STEPTEX
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MENUITEM "Next &Draw Flush", IDC_GEDBG_STEPDRAW
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MENUITEM "Next &Frame", IDC_GEDBG_STEPFRAME
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END
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POPUP "&Breakpoints", ID_GEDBG_BREAK_MENU
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BEGIN
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MENUITEM "&Resume", IDC_GEDBG_RESUME
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MENUITEM "", 0, MFT_SEPARATOR
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MENUITEM "Te&xture Pointer...", IDC_GEDBG_BREAKTEX
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MENUITEM "Render Target Pointer...", IDC_GEDBG_BREAKTARGET
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END
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END
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IDR_POPUPMENUS MENU
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BEGIN
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POPUP "memview"
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@ -11,6 +11,7 @@
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#define IDC_RAM 107
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#define IDC_STEPOVER 108
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#define IDC_TABDATATYPE 109
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#define IDR_GEDBG_MENU 110
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#define ID_MEMVIEW_GOTOINDISASM 112
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#define IDI_PPSSPP 115
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#define IDI_STOPDISABLE 118
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@ -318,6 +319,9 @@
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#define IDC_MEMVIEW_STATUS 40206
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#define ID_MEMVIEW_EXTENTBEGIN 40207
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#define ID_MEMVIEW_EXTENTEND 40208
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#define ID_GEDBG_ACTIONS_MENU 40209
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#define ID_GEDBG_STEP_MENU 40210
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#define ID_GEDBG_BREAK_MENU 40211
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// Dummy option to let the buffered rendering hotkey cycle through all the options.
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#define ID_OPTIONS_BUFFEREDRENDERINGDUMMY 40500
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@ -330,7 +334,7 @@
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#ifdef APSTUDIO_INVOKED
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#ifndef APSTUDIO_READONLY_SYMBOLS
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#define _APS_NEXT_RESOURCE_VALUE 256
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#define _APS_NEXT_COMMAND_VALUE 40209
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#define _APS_NEXT_COMMAND_VALUE 40212
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#define _APS_NEXT_CONTROL_VALUE 1202
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#define _APS_NEXT_SYMED_VALUE 101
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#endif
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