Пример #1
0
/**
 * Remote/parallel debugger line usage API.
 * Return false for failed command, true for success.
 */
bool DebugUI_ParseLine(const char *input)
{
	char *expanded;
	int ret = 0;

	DebugUI_Init();

	/* returns new string if input needed expanding! */
	expanded = DebugUI_EvaluateExpressions(input);
	if (expanded)
	{
		fprintf(stderr, "> %s\n", expanded);
		ret = DebugUI_ParseCommand(expanded);
		free(expanded);

		DebugCpu_SetDebugging();
		DebugDsp_SetDebugging();
	}
	return (ret == DEBUGGER_CMDDONE);
}
Пример #2
0
/**
 * Debugger user interface main function.
 */
void DebugUI(debug_reason_t reason)
{
	int cmdret, alertLevel;
	char *expCmd, *psCmd = NULL;
	static const char *welcome =
		"\n----------------------------------------------------------------------"
		"\nYou have entered debug mode. Type c to continue emulation, h for help.\n";

	History_Mark(reason);

	if (bInFullScreen)
		Screen_ReturnFromFullScreen();

	/* Make sure mouse isn't grabbed regardless of where
	 * this is invoked from.  E.g. returning from fullscreen
	 * enables grab if that was enabled on windowed mode.
	 */
	SDL_WM_GrabInput(SDL_GRAB_OFF);

	DebugUI_Init();

	if (welcome)
	{
		fputs(welcome, stderr);
		welcome = NULL;
	}
	DebugCpu_InitSession();
	DebugDsp_InitSession();
	Symbols_LoadCurrentProgram();
	DebugInfo_ShowSessionInfo();

	/* override paused message so that user knows to look into console
	 * on how to continue in case he invoked the debugger by accident.
	 */
	Statusbar_AddMessage("Console Debugger", 100);
	Statusbar_Update(sdlscrn, true);

	/* disable normal GUI alerts while on console */
	alertLevel = Log_SetAlertLevel(LOG_FATAL);

	cmdret = DEBUGGER_CMDDONE;
	do
	{
		/* Read command from the keyboard and give previous
		 * command for freeing / adding to history
		 */
		psCmd = DebugUI_GetCommand(psCmd);
		if (!psCmd)
			break;

		/* returns new expression expanded string */
		if (!(expCmd = DebugUI_EvaluateExpressions(psCmd)))
			continue;

		/* Parse and execute the command string */
		cmdret = DebugUI_ParseCommand(expCmd);
		free(expCmd);
	}
	while (cmdret != DEBUGGER_END);

	/* free exit command */
	DebugUI_FreeCommand(psCmd);

	Log_SetAlertLevel(alertLevel);
	DebugUI_SetLogDefault();

	DebugCpu_SetDebugging();
	DebugDsp_SetDebugging();
}
Пример #3
0
/**
 * Initialise emulation
 */
static void Main_Init(void)
{
	/* Open debug log file */
	if (!Log_Init())
	{
		fprintf(stderr, "Logging/tracing initialization failed\n");
		exit(-1);
	}
	Log_Printf(LOG_INFO, PROG_NAME ", compiled on:  " __DATE__ ", " __TIME__ "\n");

	/* Init SDL's video subsystem. Note: Audio and joystick subsystems
	   will be initialized later (failures there are not fatal). */
	if (SDL_Init(SDL_INIT_VIDEO | Opt_GetNoParachuteFlag()) < 0)
	{
		fprintf(stderr, "Could not initialize the SDL library:\n %s\n", SDL_GetError() );
		exit(-1);
	}
	ClocksTimings_InitMachine ( ConfigureParams.System.nMachineType );
	Resolution_Init();
	SDLGui_Init();
	Screen_Init();
	Main_SetTitle(NULL);
//	HostScreen_Init();
	DSP_Init();
//	Floppy_Init();
	M68000_Init();                /* Init CPU emulation */
//	Audio_Init();
//	DmaSnd_Init();
	Keymap_Init();


    /* call menu at startup */
    if (!File_Exists(sConfigFileName) || ConfigureParams.ConfigDialog.bShowConfigDialogAtStartup)
        Dialog_DoProperty();
    else
        Dialog_CheckFiles();
    
    if (bQuitProgram)
    {
        SDL_Quit();
        exit(-2);
    }
    
    
//    const char *err_msg;
//    
//    while ((err_msg=Reset_Cold())!=NULL)
//    {
//        DlgMissing_Rom();
//        if (bQuitProgram) {
//            Main_RequestQuit();
//            break;
//        }
//    }

    Reset_Cold();
    
//    if (bQuitProgram) {
//        SDL_Quit();
//        exit(-2);
//    }
	IoMem_Init();
	
	/* done as last, needs CPU & DSP running... */
	DebugUI_Init();
}