| Age | Commit message (Collapse) | Author |
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Since the menus aren't actually assigned a parent, they would not be freed by wx. Plus, these should have initially been constructed on the stack in the first place.
Technically any time someone right-clicked the game list they would be leaking memory.
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Moves things over to Bind.
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Avoids that weird effect where scrolling offsets code from 4-byte boundaries,
showing nonsense 75% of the time.
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This is a more advanced drawing 'backend' over the previous one and allows us to control things like transparency and anti-aliasing, etc.
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The others were used when wx 2.4 was around
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Another host function that can be killed off by simple wx event handling
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Uses wxWidgets event propagation to the parent window which then appropriately handles the breakpoint list updating.
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This way if any entries are not populated, then an empty string will be used.
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This moves the Gekko disassembler to Common where it should be. Having it in the Bochs disassembly Externals is incorrect.
Unlike the PowerPC disassembler prior however, this one is updated to have an API that is more fitting for C++. e.g. Not needing to specify a string buffer and size. It does all of this under the hood.
This modifies all the DebuggingInterfaces as necessary to handle this.
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running.
Prior to this, attempting to execute these contextual menu options would
crash the application.
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- Gets rid of the underscore in some function names
- Appends the 'm_' prefix to class member variables.
Now it isn't a pain to see what is being modified in terms of state. Especially in the OnPaint call.
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Minor other alterations that relate to above as well.
Also added the PanicAlertT version of alerts for some error messages that
use PanicAlert. We want the user to actually understand why the error
occurred.
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Also moved && and || to ends of lines instead of start.
Fixed misc vertical alignments and some { needed newlining.
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and s/\bNULL\b/nullptr/g for *.cpp/h/mm files not compiled on my machine
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CamelCase names.
This is the standard coding convention in the codebase, so our interfaces should use it too.
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