Debugger::Debugger(QWidget *parent) : QMainWindow( parent ) , ui(new Ui::Debugger) , m_pItemAtPc( 0 ) , m_autoStepping( false ) { ui->setupUi(this); connect( ui->tableWidgetCode, SIGNAL(cellDoubleClicked(int,int)), this, SLOT(setBreakpoint(int, int)) ); connect( ui->actionStep_Into, SIGNAL(triggered()), this, SIGNAL(stepInto()) ); connect( ui->actionStep_Over, SIGNAL(triggered()), this, SIGNAL(stepOver()) ); connect( ui->actionStep_Skip, SIGNAL(triggered()), this, SIGNAL(stepSkip()) ); connect( ui->actionContinue, SIGNAL(triggered()), this, SLOT(setupExecution()) ); connect( ui->radioButtonP, SIGNAL(clicked()), this, SLOT(updateP()) ); connect( ui->radioButtonX, SIGNAL(clicked()), this, SLOT(updateX()) ); connect( ui->radioButtonY, SIGNAL(clicked()), this, SLOT(updateY()) ); connect( ui->radioButtonL, SIGNAL(clicked()), this, SLOT(updateL()) ); connect( ui->lineEditX0, SIGNAL(editingFinished()), this, SLOT(setRegisterX0()) ); connect( ui->lineEditX1, SIGNAL(editingFinished()), this, SLOT(setRegisterX1()) ); connect( ui->lineEditY0, SIGNAL(editingFinished()), this, SLOT(setRegisterY0()) ); connect( ui->lineEditY1, SIGNAL(editingFinished()), this, SLOT(setRegisterY1()) ); connect( ui->lineEditA0, SIGNAL(editingFinished()), this, SLOT(setRegisterA0()) ); connect( ui->lineEditA1, SIGNAL(editingFinished()), this, SLOT(setRegisterA1()) ); connect( ui->lineEditA2, SIGNAL(editingFinished()), this, SLOT(setRegisterA2()) ); connect( ui->lineEditB0, SIGNAL(editingFinished()), this, SLOT(setRegisterB0()) ); connect( ui->lineEditB1, SIGNAL(editingFinished()), this, SLOT(setRegisterB1()) ); connect( ui->lineEditB2, SIGNAL(editingFinished()), this, SLOT(setRegisterB2()) ); connect( ui->lineEditR0, SIGNAL(editingFinished()), this, SLOT(setRegisterR0()) ); connect( ui->lineEditR1, SIGNAL(editingFinished()), this, SLOT(setRegisterR1()) ); connect( ui->lineEditR2, SIGNAL(editingFinished()), this, SLOT(setRegisterR2()) ); connect( ui->lineEditR3, SIGNAL(editingFinished()), this, SLOT(setRegisterR3()) ); connect( ui->lineEditR4, SIGNAL(editingFinished()), this, SLOT(setRegisterR4()) ); connect( ui->lineEditR5, SIGNAL(editingFinished()), this, SLOT(setRegisterR5()) ); connect( ui->lineEditR6, SIGNAL(editingFinished()), this, SLOT(setRegisterR6()) ); connect( ui->lineEditR7, SIGNAL(editingFinished()), this, SLOT(setRegisterR7()) ); connect( ui->lineEditN0, SIGNAL(editingFinished()), this, SLOT(setRegisterN0()) ); connect( ui->lineEditN1, SIGNAL(editingFinished()), this, SLOT(setRegisterN1()) ); connect( ui->lineEditN2, SIGNAL(editingFinished()), this, SLOT(setRegisterN2()) ); connect( ui->lineEditN3, SIGNAL(editingFinished()), this, SLOT(setRegisterN3()) ); connect( ui->lineEditN4, SIGNAL(editingFinished()), this, SLOT(setRegisterN4()) ); connect( ui->lineEditN5, SIGNAL(editingFinished()), this, SLOT(setRegisterN5()) ); connect( ui->lineEditN6, SIGNAL(editingFinished()), this, SLOT(setRegisterN6()) ); connect( ui->lineEditN7, SIGNAL(editingFinished()), this, SLOT(setRegisterN7()) ); connect( ui->lineEditM0, SIGNAL(editingFinished()), this, SLOT(setRegisterM0()) ); connect( ui->lineEditM1, SIGNAL(editingFinished()), this, SLOT(setRegisterM1()) ); connect( ui->lineEditM2, SIGNAL(editingFinished()), this, SLOT(setRegisterM2()) ); connect( ui->lineEditM3, SIGNAL(editingFinished()), this, SLOT(setRegisterM3()) ); connect( ui->lineEditM4, SIGNAL(editingFinished()), this, SLOT(setRegisterM4()) ); connect( ui->lineEditM5, SIGNAL(editingFinished()), this, SLOT(setRegisterM5()) ); connect( ui->lineEditM6, SIGNAL(editingFinished()), this, SLOT(setRegisterM6()) ); connect( ui->lineEditM7, SIGNAL(editingFinished()), this, SLOT(setRegisterM7()) ); connect( ui->lineEditSR, SIGNAL(editingFinished()), this, SLOT(setRegisterSR()) ); connect( ui->lineEditPC, SIGNAL(editingFinished()), this, SLOT(setRegisterPC()) ); connect( ui->lineEditLC, SIGNAL(editingFinished()), this, SLOT(setRegisterLC()) ); }
void RenderPartition::execute(void) { if(_bDone == false) { setupExecution(); doExecution (); } GroupStore::iterator gIt = _vGroupStore.begin(); GroupStore::iterator gEnd = _vGroupStore.end (); while(gIt != gEnd) { (*gIt)->execute(); // (*gIt)->exit (); ++gIt; } }
void RenderPartition::execute(HardwareContext *pContext, DrawEnv *pEnv) { #ifdef OSG_RENPART_DUMP_PAR fprintf(stderr, "execute %p %d\n", this, UInt32(_ubState)); fflush(stderr); #endif switch(_ubState) { case Setup: { this->setupExecution(true); ++_ubState; } break; case Execute: { this->doExecution(); ++_ubState; } break; case Full: { if(_bDone == false) { setupExecution(); doExecution (); } } break; } #ifdef OSG_RENPART_DUMP_PAR fprintf(stderr, "execute done %p %d\n", this, UInt32(_ubState)); fflush(stderr); #endif }