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Debugger/ BreakpointsWidget: Add option to disable/enable all breaking without affecting individual breakpoint enabled states.
Allows you to quickly stop breaking, play the game, then re-enable breaking. useful if you have many active breakpoints, but need to run the game.
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@@ -173,6 +173,7 @@ void BreakpointWidget::CreateWidgets()
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layout->setContentsMargins(2, 2, 2, 2);
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layout->setSpacing(0);
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m_enabled = m_toolbar->addAction(tr("Disable"), this, &BreakpointWidget::OnToggleBreaking);
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m_new = m_toolbar->addAction(tr("New"), this, &BreakpointWidget::OnNewBreakpoint);
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m_clear = m_toolbar->addAction(tr("Clear"), this, &BreakpointWidget::OnClear);
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@@ -190,6 +191,10 @@ void BreakpointWidget::CreateWidgets()
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void BreakpointWidget::UpdateIcons()
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{
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if (m_system.GetPowerPC().GetBreakPoints().IsBreakingEnabled())
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m_enabled->setIcon(Resources::GetThemeIcon("pause"));
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else
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m_enabled->setIcon(Resources::GetThemeIcon("play"));
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m_new->setIcon(Resources::GetThemeIcon("debugger_add_breakpoint"));
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m_clear->setIcon(Resources::GetThemeIcon("debugger_clear"));
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m_load->setIcon(Resources::GetThemeIcon("debugger_load"));
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@@ -289,6 +294,24 @@ void BreakpointWidget::Update()
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QPixmap enabled_icon =
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Resources::GetThemeIcon("debugger_breakpoint").pixmap(QSize(downscale, downscale));
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auto& power_pc = m_system.GetPowerPC();
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auto& breakpoints = power_pc.GetBreakPoints();
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if (!breakpoints.IsBreakingEnabled())
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{
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// Use QPainter to draw a transparent hole in the center
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QImage image = enabled_icon.toImage().convertToFormat(QImage::Format_ARGB32_Premultiplied);
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QPainter painter(&image);
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painter.setCompositionMode(QPainter::CompositionMode_Source);
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painter.setRenderHint(QPainter::Antialiasing, true);
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painter.setPen(Qt::NoPen);
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painter.setBrush(Qt::transparent);
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// Center and radius
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painter.drawEllipse(QPoint(downscale / 2, downscale / 2), downscale / 4, downscale / 4);
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painter.end();
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enabled_icon = QPixmap::fromImage(image);
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}
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const auto create_item = [](const QString& string = {}) {
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QTableWidgetItem* item = new QTableWidgetItem(string);
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item->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable);
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@@ -306,8 +329,6 @@ void BreakpointWidget::Update()
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Settings::Instance().IsThemeDark() ? QColor(75, 75, 75) : QColor(225, 225, 225);
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disabled_item.setBackground(disabled_color);
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auto& power_pc = m_system.GetPowerPC();
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auto& breakpoints = power_pc.GetBreakPoints();
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auto& memchecks = power_pc.GetMemChecks();
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auto& ppc_symbol_db = power_pc.GetSymbolDB();
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@@ -466,6 +487,36 @@ void BreakpointWidget::OnEditBreakpoint(u32 address, bool is_instruction_bp)
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emit Host::GetInstance()->PPCBreakpointsChanged();
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}
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void BreakpointWidget::OnToggleBreaking()
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{
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auto& breakpoints = m_system.GetPowerPC().GetBreakPoints();
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auto& memchecks = m_system.GetPowerPC().GetMemChecks();
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// Memcheck's HasAny() will report no memchecks while breaking is disabled, so only check when
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// breaking is true.
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bool has_memory_bp;
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// Currently toggles all code and memory breakpoints. Could be split if needed.
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if (breakpoints.IsBreakingEnabled())
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{
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has_memory_bp = memchecks.HasAny();
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breakpoints.EnableBreaking(false);
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memchecks.EnableBreaking(false);
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m_enabled->setText(tr("Enable"));
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m_enabled->setIcon(Resources::GetThemeIcon("play"));
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}
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else
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{
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breakpoints.EnableBreaking(true);
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memchecks.EnableBreaking(true);
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has_memory_bp = memchecks.HasAny();
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m_enabled->setText(tr("Disable"));
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m_enabled->setIcon(Resources::GetThemeIcon("pause"));
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}
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if (has_memory_bp || !breakpoints.GetBreakPoints().empty())
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emit Host::GetInstance()->PPCBreakpointsChanged();
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}
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void BreakpointWidget::OnLoad()
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{
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Common::IniFile ini;
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