diff options
Diffstat (limited to 'Source/Core/DolphinWX/FrameTools.cpp')
| -rw-r--r-- | Source/Core/DolphinWX/FrameTools.cpp | 175 |
1 files changed, 171 insertions, 4 deletions
diff --git a/Source/Core/DolphinWX/FrameTools.cpp b/Source/Core/DolphinWX/FrameTools.cpp index 273a3cc97b..ef08e6b721 100644 --- a/Source/Core/DolphinWX/FrameTools.cpp +++ b/Source/Core/DolphinWX/FrameTools.cpp @@ -111,9 +111,12 @@ wxMenuBar* CFrame::CreateMenuBar() menu_bar->Append(CreateToolsMenu(), _("&Tools")); menu_bar->Append(CreateViewMenu(), _("&View")); - if (g_pCodeWindow) + if (UseDebugger) { - g_pCodeWindow->CreateMenu(SConfig::GetInstance(), menu_bar); + menu_bar->Append(CreateJITMenu(), _("&JIT")); + menu_bar->Append(CreateDebugMenu(), _("&Debug")); + menu_bar->Append(CreateSymbolsMenu(), _("&Symbols")); + menu_bar->Append(CreateProfilerMenu(), _("&Profiler")); } menu_bar->Append(CreateHelpMenu(), _("&Help")); @@ -230,10 +233,27 @@ wxMenu* CFrame::CreateOptionsMenu() options_menu->Append(IDM_CONFIG_CONTROLLERS, _("&Controller Settings")); options_menu->Append(IDM_CONFIG_HOTKEYS, _("&Hotkey Settings")); - if (g_pCodeWindow) + if (UseDebugger) { options_menu->AppendSeparator(); - g_pCodeWindow->CreateMenuOptions(options_menu); + + const auto& config_instance = SConfig::GetInstance(); + + auto* const boot_to_pause = + options_menu->AppendCheckItem(IDM_BOOT_TO_PAUSE, _("Boot to Pause"), + _("Start the game directly instead of booting to pause")); + boot_to_pause->Check(config_instance.bBootToPause); + + auto* const automatic_start = options_menu->AppendCheckItem( + IDM_AUTOMATIC_START, _("&Automatic Start"), + _("Automatically load the Default ISO when Dolphin starts, or the last game you loaded," + " if you have not given it an elf file with the --elf command line. [This can be" + " convenient if you are bug-testing with a certain game and want to rebuild" + " and retry it several times, either with changes to Dolphin or if you are" + " developing a homebrew game.]")); + automatic_start->Check(config_instance.bAutomaticStart); + + options_menu->Append(IDM_FONT_PICKER, _("&Font...")); } return options_menu; @@ -373,6 +393,153 @@ wxMenu* CFrame::CreateViewMenu() return view_menu; } +wxMenu* CFrame::CreateJITMenu() +{ + auto* const jit_menu = new wxMenu; + const auto& config_instance = SConfig::GetInstance(); + + auto* const interpreter = jit_menu->AppendCheckItem( + IDM_INTERPRETER, _("&Interpreter Core"), + _("This is necessary to get break points" + " and stepping to work as explained in the Developer Documentation. But it can be very" + " slow, perhaps slower than 1 fps.")); + interpreter->Check(config_instance.iCPUCore == PowerPC::CORE_INTERPRETER); + + jit_menu->AppendSeparator(); + jit_menu->AppendCheckItem(IDM_JIT_NO_BLOCK_LINKING, _("&JIT Block Linking Off"), + _("Provide safer execution by not linking the JIT blocks.")); + + jit_menu->AppendCheckItem( + IDM_JIT_NO_BLOCK_CACHE, _("&Disable JIT Cache"), + _("Avoid any involuntary JIT cache clearing, this may prevent Zelda TP from " + "crashing.\n[This option must be selected before a game is started.]")); + + jit_menu->Append(IDM_CLEAR_CODE_CACHE, _("&Clear JIT Cache")); + jit_menu->AppendSeparator(); + jit_menu->Append(IDM_LOG_INSTRUCTIONS, _("&Log JIT Instruction Coverage")); + jit_menu->Append(IDM_SEARCH_INSTRUCTION, _("&Search for an Instruction")); + jit_menu->AppendSeparator(); + + jit_menu->AppendCheckItem( + IDM_JIT_OFF, _("&JIT Off (JIT Core)"), + _("Turn off all JIT functions, but still use the JIT core from Jit.cpp")); + + jit_menu->AppendCheckItem(IDM_JIT_LS_OFF, _("&JIT LoadStore Off")); + jit_menu->AppendCheckItem(IDM_JIT_LSLBZX_OFF, _("&JIT LoadStore lbzx Off")); + jit_menu->AppendCheckItem(IDM_JIT_LSLXZ_OFF, _("&JIT LoadStore lXz Off")); + jit_menu->AppendCheckItem(IDM_JIT_LSLWZ_OFF, _("&JIT LoadStore lwz Off")); + jit_menu->AppendCheckItem(IDM_JIT_LSF_OFF, _("&JIT LoadStore Floating Off")); + jit_menu->AppendCheckItem(IDM_JIT_LSP_OFF, _("&JIT LoadStore Paired Off")); + jit_menu->AppendCheckItem(IDM_JIT_FP_OFF, _("&JIT FloatingPoint Off")); + jit_menu->AppendCheckItem(IDM_JIT_I_OFF, _("&JIT Integer Off")); + jit_menu->AppendCheckItem(IDM_JIT_P_OFF, _("&JIT Paired Off")); + jit_menu->AppendCheckItem(IDM_JIT_SR_OFF, _("&JIT SystemRegisters Off")); + + return jit_menu; +} + +wxMenu* CFrame::CreateDebugMenu() +{ + m_SavedPerspectives = new wxMenu; + PopulateSavedPerspectives(); + + auto* const add_pane_menu = new wxMenu; + add_pane_menu->Append(IDM_PERSPECTIVES_ADD_PANE_TOP, _("Top")); + add_pane_menu->Append(IDM_PERSPECTIVES_ADD_PANE_BOTTOM, _("Bottom")); + add_pane_menu->Append(IDM_PERSPECTIVES_ADD_PANE_LEFT, _("Left")); + add_pane_menu->Append(IDM_PERSPECTIVES_ADD_PANE_RIGHT, _("Right")); + add_pane_menu->Append(IDM_PERSPECTIVES_ADD_PANE_CENTER, _("Center")); + + auto* const perspective_menu = new wxMenu; + perspective_menu->Append(IDM_SAVE_PERSPECTIVE, _("Save Perspectives"), + _("Save currently-toggled perspectives")); + perspective_menu->AppendCheckItem(IDM_EDIT_PERSPECTIVES, _("Edit Perspectives"), + _("Toggle editing of perspectives")); + perspective_menu->AppendSeparator(); + perspective_menu->Append(IDM_ADD_PERSPECTIVE, _("Create New Perspective")); + perspective_menu->AppendSubMenu(m_SavedPerspectives, _("Saved Perspectives")); + perspective_menu->AppendSeparator(); + perspective_menu->AppendSubMenu(add_pane_menu, _("Add New Pane To")); + perspective_menu->AppendCheckItem(IDM_TAB_SPLIT, _("Tab Split")); + 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; |
