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https://github.com/holub/mame
synced 2025-04-19 07:00:31 +03:00

"byte per chunk" is sostituted by "data format" data formats lesser than 9 work as before, data format 9 is 32 but floating point in the debug_view_memory class method bytes_per_chunk is substituted by get_data_format, set_bytes_per_chunk is substituted by set_data_format floating point values cannot be edited currently floating point values are available only in the windows debugger, next commit will add them to the qt debugger, osx i won't be able to do it afterwards 64 and 80 bit formats will be added
73 lines
1.4 KiB
C++
73 lines
1.4 KiB
C++
// license:BSD-3-Clause
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// copyright-holders:Aaron Giles, Vas Crabb
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//============================================================
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//
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// memoryviewinfo.c - Win32 debug window handling
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//
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//============================================================
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#include "memoryviewinfo.h"
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#include "debug/dvmemory.h"
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memoryview_info::memoryview_info(debugger_windows_interface &debugger, debugwin_info &owner, HWND parent) :
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debugview_info(debugger, owner, parent, DVT_MEMORY)
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{
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}
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memoryview_info::~memoryview_info()
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{
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}
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UINT8 memoryview_info::data_format() const
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{
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return view<debug_view_memory>()->get_data_format();
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}
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UINT32 memoryview_info::chunks_per_row() const
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{
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return view<debug_view_memory>()->chunks_per_row();
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}
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bool memoryview_info::reverse() const
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{
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return view<debug_view_memory>()->reverse();
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}
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bool memoryview_info::physical() const
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{
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return view<debug_view_memory>()->physical();
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}
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void memoryview_info::set_expression(char const *string)
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{
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view<debug_view_memory>()->set_expression(string);
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}
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void memoryview_info::set_data_format(UINT8 dataformat)
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{
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view<debug_view_memory>()->set_data_format(dataformat);
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}
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void memoryview_info::set_chunks_per_row(UINT32 rowchunks)
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{
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view<debug_view_memory>()->set_chunks_per_row(rowchunks);
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}
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void memoryview_info::set_reverse(bool reverse)
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{
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view<debug_view_memory>()->set_reverse(reverse);
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}
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void memoryview_info::set_physical(bool physical)
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{
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view<debug_view_memory>()->set_physical(physical);
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}
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