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Two cellGame functions partially implemented: - cellGameGetParamInt - cellGameGetParamString New debugging features: - Call Stack viewer added - Memory Viewer rewritten (Not finished yet) Modified definition of UNIMPLEMENTED_FUNC to improve compatibility with other compilers: Thanks @krofna Replaced the "Compiler" menu entry with "Tools" and "Memory Viewer" entry added. NOTE: To "quickly" browse the memory using the Memory Viewer you can use the scrollbar. Notice the irony of the word 'quickly' since the memory viewer is actually slow as fuck. I will fix that soon. As you can see, I'd like to add a Raw image viewer in the future in order to "see" textures directly from memory.
41 lines
No EOL
1 KiB
C++
41 lines
No EOL
1 KiB
C++
#pragma once
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#include "GameViewer.h"
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#include "wx/aui/aui.h"
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class MainFrame : public FrameBase
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{
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GameViewer* m_game_viewer;
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wxAuiManager m_aui_mgr;
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AppConnector m_app_connector;
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bool m_sys_menu_opened;
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public:
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MainFrame();
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~MainFrame();
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void AddPane(wxWindow* wind, const wxString& caption, int flags);
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void DoSettings(bool load);
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private:
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void OnQuit(wxCloseEvent& event);
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void BootGame(wxCommandEvent& event);
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void BootPkg(wxCommandEvent& event);
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void BootElf(wxCommandEvent& event);
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void BootSelf(wxCommandEvent& event);
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void Pause(wxCommandEvent& event);
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void Stop(wxCommandEvent& event);
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void SendExit(wxCommandEvent& event);
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void SendOpenCloseSysMenu(wxCommandEvent& event);
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void Config(wxCommandEvent& event);
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void ConfigVFS(wxCommandEvent& event);
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void ConfigVHDD(wxCommandEvent& event);
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void OpenELFCompiler(wxCommandEvent& evt);
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void OpenMemoryViewer(wxCommandEvent& evt);
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void AboutDialogHandler(wxCommandEvent& event);
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void UpdateUI(wxCommandEvent& event);
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void OnKeyDown(wxKeyEvent& event);
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private:
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DECLARE_EVENT_TABLE()
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}; |