Enable the debug windows always, disable buttons.
This way you can close them/whatever, and hopefully should avoid crashes. Only downside is you can't pause the game now and then hit stop in the debugger.
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parent
301884428f
commit
8902e85f0a
7 changed files with 34 additions and 31 deletions
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@ -230,7 +230,7 @@ void CDisasm::changeSubWindow(SubWindowType type)
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void CDisasm::stepInto()
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{
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if (Core_IsActive()) return;
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if (!Core_IsStepping()) return;
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CtrlDisAsmView *ptr = CtrlDisAsmView::getFrom(GetDlgItem(m_hDlg,IDC_DISASMVIEW));
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lastTicks = CoreTiming::GetTicks();
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@ -790,7 +790,7 @@ void CDisasm::SetDebugMode(bool _bDebug)
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HWND hDlg = m_hDlg;
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// Update Dialog Windows
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if (_bDebug)
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if (_bDebug && globalUIState == UISTATE_INGAME)
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{
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Core_WaitInactive(TEMP_BREAKPOINT_WAIT_MS);
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CBreakPoints::ClearTemporaryBreakPoints();
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@ -800,6 +800,7 @@ void CDisasm::SetDebugMode(bool _bDebug)
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updateThreadLabel(false);
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SetDlgItemText(m_hDlg, IDC_STOPGO, L"Go");
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EnableWindow( GetDlgItem(hDlg, IDC_STOPGO), TRUE);
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EnableWindow( GetDlgItem(hDlg, IDC_STEP), TRUE);
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EnableWindow( GetDlgItem(hDlg, IDC_STEPOVER), TRUE);
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EnableWindow( GetDlgItem(hDlg, IDC_STEPHLE), TRUE);
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@ -819,7 +820,16 @@ void CDisasm::SetDebugMode(bool _bDebug)
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{
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updateThreadLabel(true);
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SetDlgItemText(m_hDlg, IDC_STOPGO, L"Stop");
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if (globalUIState == UISTATE_INGAME)
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{
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SetDlgItemText(m_hDlg, IDC_STOPGO, L"Stop");
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EnableWindow( GetDlgItem(hDlg, IDC_STOPGO), TRUE);
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}
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else
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{
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SetDlgItemText(m_hDlg, IDC_STOPGO, L"Go");
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EnableWindow( GetDlgItem(hDlg, IDC_STOPGO), FALSE);
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}
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EnableWindow( GetDlgItem(hDlg, IDC_STEP), FALSE);
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EnableWindow( GetDlgItem(hDlg, IDC_STEPOVER), FALSE);
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EnableWindow( GetDlgItem(hDlg, IDC_STEPHLE), FALSE);
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