Stub a lua console

This commit is contained in:
Henrik Rydgård 2024-11-07 14:00:45 +01:00
parent da0168f41a
commit a35bb53c51
24 changed files with 426 additions and 10 deletions

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@ -1521,6 +1521,8 @@ list(APPEND NativeAppSource
android/jni/TestRunner.cpp
UI/ImDebugger/ImDebugger.cpp
UI/ImDebugger/ImDebugger.h
UI/ImDebugger/ImConsole.cpp
UI/ImDebugger/ImConsole.h
UI/ImDebugger/ImDisasmView.cpp
UI/ImDebugger/ImDisasmView.h
UI/DiscordIntegration.cpp
@ -2035,6 +2037,8 @@ add_library(${CoreLibName} ${CoreLinkType}
Core/KeyMap.h
Core/KeyMapDefaults.cpp
Core/KeyMapDefaults.h
Core/LuaContext.cpp
Core/LuaContext.h
Core/RetroAchievements.h
Core/RetroAchievements.cpp
Core/ThreadEventQueue.h

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@ -582,6 +582,7 @@
<ClCompile Include="Instance.cpp" />
<ClCompile Include="KeyMap.cpp" />
<ClCompile Include="KeyMapDefaults.cpp" />
<ClCompile Include="LuaContext.cpp" />
<ClCompile Include="MemFault.cpp" />
<ClCompile Include="MIPS\ARM64\Arm64IRAsm.cpp" />
<ClCompile Include="MIPS\ARM64\Arm64IRCompALU.cpp" />
@ -1193,6 +1194,7 @@
<ClInclude Include="Instance.h" />
<ClInclude Include="KeyMap.h" />
<ClInclude Include="KeyMapDefaults.h" />
<ClInclude Include="LuaContext.h" />
<ClInclude Include="MemFault.h" />
<ClInclude Include="MIPS\ARM64\Arm64IRJit.h" />
<ClInclude Include="MIPS\ARM64\Arm64IRRegCache.h" />

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@ -1318,6 +1318,9 @@
<ClCompile Include="HLE\AtracCtx2.cpp">
<Filter>HLE\Libraries</Filter>
</ClCompile>
<ClCompile Include="LuaContext.cpp">
<Filter>Core</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="ELF\ElfReader.h">
@ -2112,6 +2115,9 @@
<ClInclude Include="HLE\AtracCtx2.h">
<Filter>HLE\Libraries</Filter>
</ClInclude>
<ClInclude Include="LuaContext.h">
<Filter>Core</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\LICENSE.TXT" />

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@ -50,7 +50,6 @@
#include <switch.h>
#define TCP_MAXSEG 2
#endif // defined(HAVE_LIBNX) || PPSSPP_PLATFORM(SWITCH)
#include <algorithm>
#include <mutex>
#include <cstring>
@ -81,6 +80,11 @@
#include "Core/Instance.h"
#include "proAdhoc.h"
#ifdef _WIN32
#undef errno
#define errno WSAGetLastError()
#endif
#if PPSSPP_PLATFORM(SWITCH) && !defined(INADDR_NONE)
// Missing toolchain define
#define INADDR_NONE 0xFFFFFFFF

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@ -52,7 +52,6 @@
#include "Core/HLE/sceUtility.h"
#ifdef _WIN32
#undef errno
#undef ESHUTDOWN
#undef ECONNABORTED
#undef ECONNRESET
@ -66,7 +65,6 @@
#undef EALREADY
#undef ETIMEDOUT
#undef EOPNOTSUPP
#define errno WSAGetLastError()
#define ESHUTDOWN WSAESHUTDOWN
#define ECONNABORTED WSAECONNABORTED
#define ECONNRESET WSAECONNRESET

View File

@ -66,6 +66,11 @@ extern "C" struct hostent *gethostbyname(const char *name);
#include "Core/Core.h"
#include "Core/HLE/proAdhocServer.h"
#ifdef _WIN32
#undef errno
#define errno WSAGetLastError()
#endif
// User Count
uint32_t _db_user_count = 0;

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@ -52,6 +52,11 @@
#define INADDR_NONE 0xFFFFFFFF
#endif
#ifdef _WIN32
#undef errno
#define errno WSAGetLastError()
#endif
bool netInited;
bool netInetInited;

View File

@ -63,6 +63,10 @@
#include "Core/HLE/proAdhocServer.h"
#include "Core/HLE/KernelWaitHelpers.h"
#ifdef _WIN32
#undef errno
#define errno WSAGetLastError()
#endif
// shared in sceNetAdhoc.h since it need to be used from sceNet.cpp also
// TODO: Make accessor functions instead, and throw all this state in a struct.

4
Core/LuaContext.cpp Normal file
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@ -0,0 +1,4 @@
#include "Core/LuaContext.h"
#include "ext/lua/lua.h"

1
Core/LuaContext.h Normal file
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@ -0,0 +1 @@
#pragma once

319
UI/ImDebugger/ImConsole.cpp Normal file
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@ -0,0 +1,319 @@
#pragma once
#include <cstdlib>
#include "ext/imgui/imgui.h"
#include "UI/ImDebugger/ImDebugger.h"
#include "UI/ImDebugger/ImConsole.h"
ImConsole::ImConsole() {
ClearLog();
memset(InputBuf, 0, sizeof(InputBuf));
HistoryPos = -1;
// "CLASSIFY" is here to provide the test case where "C"+[tab] completes to "CL" and display multiple matches.
Commands.push_back("HELP");
Commands.push_back("HISTORY");
Commands.push_back("CLEAR");
Commands.push_back("CLASSIFY");
AutoScroll = true;
ScrollToBottom = false;
AddLog("Welcome to Dear ImGui!");
}
ImConsole::~ImConsole() {
ClearLog();
for (int i = 0; i < History.Size; i++)
ImGui::MemFree(History[i]);
}
// Portable helpers
static int Stricmp(const char* s1, const char* s2) { int d; while ((d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; } return d; }
static int Strnicmp(const char* s1, const char* s2, int n) { int d = 0; while (n > 0 && (d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; n--; } return d; }
static char* Strdup(const char* s) { IM_ASSERT(s); size_t len = strlen(s) + 1; void* buf = ImGui::MemAlloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)s, len); }
static void Strtrim(char* s) { char* str_end = s + strlen(s); while (str_end > s && str_end[-1] == ' ') str_end--; *str_end = 0; }
void ImConsole::ClearLog() {
for (int i = 0; i < Items.Size; i++)
ImGui::MemFree(Items[i]);
Items.clear();
}
void ImConsole::AddLog(const char* fmt, ...) IM_FMTARGS(2) {
// FIXME-OPT
char buf[1024];
va_list args;
va_start(args, fmt);
vsnprintf(buf, IM_ARRAYSIZE(buf), fmt, args);
buf[IM_ARRAYSIZE(buf) - 1] = 0;
va_end(args);
Items.push_back(Strdup(buf));
}
// In C++11 you'd be better off using lambdas for this sort of forwarding callbacks
static int TextEditCallbackStub(ImGuiInputTextCallbackData* data) {
ImConsole* console = (ImConsole*)data->UserData;
return console->TextEditCallback(data);
}
void ImConsole::Draw(bool* p_open) {
ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver);
if (!ImGui::Begin("Console", p_open)) {
ImGui::End();
return;
}
// As a specific feature guaranteed by the library, after calling Begin() the last Item represent the title bar.
// So e.g. IsItemHovered() will return true when hovering the title bar.
// Here we create a context menu only available from the title bar.
if (ImGui::BeginPopupContextItem()) {
if (ImGui::MenuItem("Close Console"))
*p_open = false;
ImGui::EndPopup();
}
ImGui::TextWrapped(
"This example implements a console with basic coloring, completion (TAB key) and history (Up/Down keys). A more elaborate "
"implementation may want to store entries along with extra data such as timestamp, emitter, etc.");
ImGui::TextWrapped("Enter 'HELP' for help.");
// TODO: display items starting from the bottom
if (ImGui::SmallButton("Add Debug Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); }
ImGui::SameLine();
if (ImGui::SmallButton("Add Debug Error")) { AddLog("[error] something went wrong"); }
ImGui::SameLine();
if (ImGui::SmallButton("Clear")) { ClearLog(); }
ImGui::SameLine();
bool copy_to_clipboard = ImGui::SmallButton("Copy");
//static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); }
ImGui::Separator();
// Options menu
if (ImGui::BeginPopup("Options")) {
ImGui::Checkbox("Auto-scroll", &AutoScroll);
ImGui::EndPopup();
}
// Options, Filter
ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_O, ImGuiInputFlags_Tooltip);
if (ImGui::Button("Options"))
ImGui::OpenPopup("Options");
ImGui::SameLine();
Filter.Draw("Filter (\"incl,-excl\") (\"error\")", 180);
ImGui::Separator();
// Reserve enough left-over height for 1 separator + 1 input text
const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing();
if (ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), ImGuiChildFlags_None, ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_NavFlattened)) {
if (ImGui::BeginPopupContextWindow()) {
if (ImGui::Selectable("Clear"))
ClearLog();
ImGui::EndPopup();
}
// Display every line as a separate entry so we can change their color or add custom widgets.
// If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end());
// NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping
// to only process visible items. The clipper will automatically measure the height of your first item and then
// "seek" to display only items in the visible area.
// To use the clipper we can replace your standard loop:
// for (int i = 0; i < Items.Size; i++)
// With:
// ImGuiListClipper clipper;
// clipper.Begin(Items.Size);
// while (clipper.Step())
// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
// - That your items are evenly spaced (same height)
// - That you have cheap random access to your elements (you can access them given their index,
// without processing all the ones before)
// You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property.
// We would need random-access on the post-filtered list.
// A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices
// or offsets of items that passed the filtering test, recomputing this array when user changes the filter,
// and appending newly elements as they are inserted. This is left as a task to the user until we can manage
// to improve this example code!
// If your items are of variable height:
// - Split them into same height items would be simpler and facilitate random-seeking into your list.
// - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items.
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing
if (copy_to_clipboard)
ImGui::LogToClipboard();
for (const char* item : Items) {
if (!Filter.PassFilter(item))
continue;
// Normally you would store more information in your item than just a string.
// (e.g. make Items[] an array of structure, store color/type etc.)
ImVec4 color;
bool has_color = false;
if (strstr(item, "[error]")) {
color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); has_color = true;
} else if (strncmp(item, "# ", 2) == 0) {
color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); has_color = true;
}
if (has_color)
ImGui::PushStyleColor(ImGuiCol_Text, color);
ImGui::TextUnformatted(item);
if (has_color)
ImGui::PopStyleColor();
}
if (copy_to_clipboard)
ImGui::LogFinish();
// Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame.
// Using a scrollbar or mouse-wheel will take away from the bottom edge.
if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()))
ImGui::SetScrollHereY(1.0f);
ScrollToBottom = false;
ImGui::PopStyleVar();
}
ImGui::EndChild();
ImGui::Separator();
// Command-line
bool reclaim_focus = false;
ImGuiInputTextFlags input_text_flags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_EscapeClearsAll | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory;
if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), input_text_flags, &TextEditCallbackStub, (void*)this)) {
char* s = InputBuf;
Strtrim(s);
if (s[0])
ExecCommand(s);
strcpy(s, "");
reclaim_focus = true;
}
// Auto-focus on window apparition
ImGui::SetItemDefaultFocus();
if (reclaim_focus)
ImGui::SetKeyboardFocusHere(-1); // Auto focus previous widget
ImGui::End();
}
void ImConsole::ExecCommand(const char* command_line) {
AddLog("# %s\n", command_line);
// Insert into history. First find match and delete it so it can be pushed to the back.
// This isn't trying to be smart or optimal.
HistoryPos = -1;
for (int i = History.Size - 1; i >= 0; i--)
if (Stricmp(History[i], command_line) == 0)
{
ImGui::MemFree(History[i]);
History.erase(History.begin() + i);
break;
}
History.push_back(Strdup(command_line));
// Process command
if (Stricmp(command_line, "CLEAR") == 0) {
ClearLog();
} else if (Stricmp(command_line, "HELP") == 0) {
AddLog("Commands:");
for (int i = 0; i < Commands.Size; i++)
AddLog("- %s", Commands[i]);
} else if (Stricmp(command_line, "HISTORY") == 0) {
int first = History.Size - 10;
for (int i = first > 0 ? first : 0; i < History.Size; i++)
AddLog("%3d: %s\n", i, History[i]);
} else {
// TODO: Anything else, forward to Lua.
AddLog("Unknown command: '%s'\n", command_line);
}
// On command input, we scroll to bottom even if AutoScroll==false
ScrollToBottom = true;
}
int ImConsole::TextEditCallback(ImGuiInputTextCallbackData* data) {
//AddLog("cursor: %d, selection: %d-%d", data->CursorPos, data->SelectionStart, data->SelectionEnd);
switch (data->EventFlag) {
case ImGuiInputTextFlags_CallbackCompletion:
{
// Example of TEXT COMPLETION
// Locate beginning of current word
const char* word_end = data->Buf + data->CursorPos;
const char* word_start = word_end;
while (word_start > data->Buf)
{
const char c = word_start[-1];
if (c == ' ' || c == '\t' || c == ',' || c == ';')
break;
word_start--;
}
// Build a list of candidates
ImVector<const char*> candidates;
for (int i = 0; i < Commands.Size; i++)
if (Strnicmp(Commands[i], word_start, (int)(word_end - word_start)) == 0)
candidates.push_back(Commands[i]);
if (candidates.Size == 0) {
// No match
AddLog("No match for \"%.*s\"!\n", (int)(word_end - word_start), word_start);
} else if (candidates.Size == 1) {
// Single match. Delete the beginning of the word and replace it entirely so we've got nice casing.
data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start));
data->InsertChars(data->CursorPos, candidates[0]);
data->InsertChars(data->CursorPos, " ");
} else {
// Multiple matches. Complete as much as we can..
// So inputing "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches.
int match_len = (int)(word_end - word_start);
for (;;) {
int c = 0;
bool all_candidates_matches = true;
for (int i = 0; i < candidates.Size && all_candidates_matches; i++)
if (i == 0)
c = toupper(candidates[i][match_len]);
else if (c == 0 || c != toupper(candidates[i][match_len]))
all_candidates_matches = false;
if (!all_candidates_matches)
break;
match_len++;
}
if (match_len > 0) {
data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start));
data->InsertChars(data->CursorPos, candidates[0], candidates[0] + match_len);
}
// List matches
AddLog("Possible matches:\n");
for (int i = 0; i < candidates.Size; i++) {
AddLog("- %s\n", candidates[i]);
}
}
break;
}
case ImGuiInputTextFlags_CallbackHistory:
{
// Example of HISTORY
const int prev_history_pos = HistoryPos;
if (data->EventKey == ImGuiKey_UpArrow) {
if (HistoryPos == -1)
HistoryPos = History.Size - 1;
else if (HistoryPos > 0)
HistoryPos--;
} else if (data->EventKey == ImGuiKey_DownArrow) {
if (HistoryPos != -1)
if (++HistoryPos >= History.Size)
HistoryPos = -1;
}
// A better implementation would preserve the data on the current input line along with cursor position.
if (prev_history_pos != HistoryPos) {
const char* history_str = (HistoryPos >= 0) ? History[HistoryPos] : "";
data->DeleteChars(0, data->BufTextLen);
data->InsertChars(0, history_str);
}
}
}
return 0;
}

30
UI/ImDebugger/ImConsole.h Normal file
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@ -0,0 +1,30 @@
#pragma once
#include <cstdlib>
#include <locale>
#include "ext/imgui/imgui.h"
// Adapted from the ImGui demo.
struct ImConsole {
char InputBuf[256];
ImVector<char*> Items;
ImVector<const char*> Commands;
ImVector<char*> History;
int HistoryPos; // -1: new line, 0..History.Size-1 browsing history.
ImGuiTextFilter Filter;
bool AutoScroll;
bool ScrollToBottom;
ImConsole();
~ImConsole();
void ClearLog();
void AddLog(const char* fmt, ...) IM_FMTARGS(2);
void Draw(bool* p_open);
void ExecCommand(const char* command_line);
int TextEditCallback(ImGuiInputTextCallbackData* data);
};

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@ -297,6 +297,10 @@ void ImDebugger::Frame(MIPSDebugInterface *mipsDebug) {
if (modulesOpen_) {
DrawModules(mipsDebug, &modulesOpen_);
}
if (consoleOpen_) {
luaConsole_.Draw(&consoleOpen_);
}
}
void ImDisasmWindow::Draw(MIPSDebugInterface *mipsDebug, bool *open, CoreState coreState) {

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@ -14,6 +14,7 @@
#include "Core/Debugger/DebugInterface.h"
#include "UI/ImDebugger/ImDisasmView.h"
#include "UI/ImDebugger/ImConsole.h"
// This is the main state container of the whole Dear ImGUI-based in-game cross-platform debugger.
//
@ -43,16 +44,11 @@ private:
ImDisasmView disasmView_;
};
class ImLuaConsole {
public:
// Stub
};
struct ImDebugger {
void Frame(MIPSDebugInterface *mipsDebug);
ImDisasmWindow disasm_;
ImLuaConsole luaConsole_;
ImConsole luaConsole_;
// Open variables.
bool disasmOpen_ = true;
@ -61,4 +57,5 @@ struct ImDebugger {
bool threadsOpen_ = true;
bool callstackOpen_ = true;
bool modulesOpen_ = true;
bool consoleOpen_ = true;
};

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@ -27,6 +27,7 @@
// Background worker threads should be spawned in NativeInit and joined
// in NativeShutdown.
#include <errno.h>
#include <clocale>
#include <algorithm>

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@ -51,6 +51,7 @@
<ClCompile Include="GameScreen.cpp" />
<ClCompile Include="GameSettingsScreen.cpp" />
<ClCompile Include="GPUDriverTestScreen.cpp" />
<ClCompile Include="ImDebugger\ImConsole.cpp" />
<ClCompile Include="ImDebugger\ImDebugger.cpp" />
<ClCompile Include="ImDebugger\ImDisasmView.cpp" />
<ClCompile Include="JitCompareScreen.cpp" />
@ -93,6 +94,7 @@
<ClInclude Include="GameSettingsScreen.h" />
<ClInclude Include="CwCheatScreen.h" />
<ClInclude Include="GPUDriverTestScreen.h" />
<ClInclude Include="ImDebugger\ImConsole.h" />
<ClInclude Include="ImDebugger\ImDebugger.h" />
<ClInclude Include="ImDebugger\ImDisasmView.h" />
<ClInclude Include="JitCompareScreen.h" />

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@ -104,6 +104,9 @@
<ClCompile Include="ImDebugger\ImDisasmView.cpp">
<Filter>ImDebugger</Filter>
</ClCompile>
<ClCompile Include="ImDebugger\ImConsole.cpp">
<Filter>ImDebugger</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="GameInfoCache.h" />
@ -208,6 +211,9 @@
<ClInclude Include="ImDebugger\ImDisasmView.h">
<Filter>ImDebugger</Filter>
</ClInclude>
<ClInclude Include="ImDebugger\ImConsole.h">
<Filter>ImDebugger</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<Filter Include="Screens">

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@ -269,6 +269,7 @@
<ClInclude Include="..\..\Core\KeyMap.h" />
<ClInclude Include="..\..\Core\KeyMapDefaults.h" />
<ClInclude Include="..\..\Core\Loaders.h" />
<ClInclude Include="..\..\Core\LuaContext.h" />
<ClInclude Include="..\..\Core\MemFault.h" />
<ClInclude Include="..\..\Core\MemMap.h" />
<ClInclude Include="..\..\Core\MemMapHelpers.h" />
@ -520,6 +521,7 @@
<ClCompile Include="..\..\Core\KeyMap.cpp" />
<ClCompile Include="..\..\Core\KeyMapDefaults.cpp" />
<ClCompile Include="..\..\Core\Loaders.cpp" />
<ClCompile Include="..\..\Core\LuaContext.cpp" />
<ClCompile Include="..\..\Core\MemFault.cpp" />
<ClCompile Include="..\..\Core\MemMap.cpp" />
<ClCompile Include="..\..\Core\MemMapFunctions.cpp" />
@ -1013,6 +1015,9 @@
<ProjectReference Include="..\libchdr_UWP\libchdr_UWP.vcxproj">
<Project>{191b6f52-ad66-4172-bd20-733eeeceef8c}</Project>
</ProjectReference>
<ProjectReference Include="..\lua\lua.vcxproj">
<Project>{3cea9e74-a31d-4044-a378-ed2e485931f2}</Project>
</ProjectReference>
<ProjectReference Include="..\miniupnpc_UWP\miniupnpc_UWP.vcxproj">
<Project>{d31fd4f0-53eb-477c-9dc7-149796f628e2}</Project>
</ProjectReference>

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@ -1208,6 +1208,7 @@
<ClCompile Include="..\..\Core\HLE\AtracCtx2.cpp">
<Filter>HLE</Filter>
</ClCompile>
<ClCompile Include="..\..\Core\LuaContext.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="pch.h" />
@ -1900,6 +1901,7 @@
<ClInclude Include="..\..\Core\HLE\AtracCtx2.h">
<Filter>HLE</Filter>
</ClInclude>
<ClInclude Include="..\..\Core\LuaContext.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\..\ext\gason\LICENSE">

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@ -126,6 +126,7 @@
<ClInclude Include="..\..\UI\GameScreen.h" />
<ClInclude Include="..\..\UI\GameSettingsScreen.h" />
<ClInclude Include="..\..\UI\GPUDriverTestScreen.h" />
<ClInclude Include="..\..\UI\ImDebugger\ImConsole.h" />
<ClInclude Include="..\..\UI\ImDebugger\ImDebugger.h" />
<ClInclude Include="..\..\UI\ImDebugger\ImDisasmView.h" />
<ClInclude Include="..\..\UI\InstallZipScreen.h" />
@ -168,6 +169,7 @@
<ClCompile Include="..\..\UI\GameScreen.cpp" />
<ClCompile Include="..\..\UI\GameSettingsScreen.cpp" />
<ClCompile Include="..\..\UI\GPUDriverTestScreen.cpp" />
<ClCompile Include="..\..\UI\ImDebugger\ImConsole.cpp" />
<ClCompile Include="..\..\UI\ImDebugger\ImDebugger.cpp" />
<ClCompile Include="..\..\UI\ImDebugger\ImDisasmView.cpp" />
<ClCompile Include="..\..\UI\InstallZipScreen.cpp" />
@ -198,6 +200,9 @@
<ProjectReference Include="..\CommonUWP\CommonUWP.vcxproj">
<Project>{acb316ca-3ecb-48e5-be0a-91e72d5b0f12}</Project>
</ProjectReference>
<ProjectReference Include="..\lua\lua.vcxproj">
<Project>{3cea9e74-a31d-4044-a378-ed2e485931f2}</Project>
</ProjectReference>
<ProjectReference Include="..\rcheevos_UWP\rcheevos_UWP.vcxproj">
<Project>{4c9d52d0-310a-4347-8991-e3788cb22169}</Project>
</ProjectReference>

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@ -45,6 +45,9 @@
<ClCompile Include="..\..\UI\ImDebugger\ImDisasmView.cpp">
<Filter>ImDebugger</Filter>
</ClCompile>
<ClCompile Include="..\..\UI\ImDebugger\ImConsole.cpp">
<Filter>ImDebugger</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="pch.h" />
@ -91,6 +94,9 @@
<ClInclude Include="..\..\UI\ImDebugger\ImDisasmView.h">
<Filter>ImDebugger</Filter>
</ClInclude>
<ClInclude Include="..\..\UI\ImDebugger\ImConsole.h">
<Filter>ImDebugger</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<Filter Include="ImDebugger">

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@ -493,6 +493,9 @@
<ProjectReference Include="libzstd_UWP\libzstd_UWP.vcxproj">
<Project>{75286959-e7a2-4cbe-8b95-bf05c9c540fe}</Project>
</ProjectReference>
<ProjectReference Include="lua\lua.vcxproj">
<Project>{3cea9e74-a31d-4044-a378-ed2e485931f2}</Project>
</ProjectReference>
<ProjectReference Include="SPIRVCross_UWP\SPIRVCross_UWP.vcxproj">
<Project>{2b2d16bd-1d37-46af-a3f8-552900951b26}</Project>
</ProjectReference>
@ -524,4 +527,4 @@
<Import Project="$(VSINSTALLDIR)\Common7\IDE\Extensions\Microsoft\VsGraphics\MeshContentTask.targets" />
<Import Project="$(VSINSTALLDIR)\Common7\IDE\Extensions\Microsoft\VsGraphics\ShaderGraphContentTask.targets" />
</ImportGroup>
</Project>
</Project>

View File

@ -598,6 +598,7 @@ EXEC_AND_LIB_FILES := \
$(SRC)/Core/Instance.cpp \
$(SRC)/Core/KeyMap.cpp \
$(SRC)/Core/KeyMapDefaults.cpp \
$(SRC)/Core/LuaContext.cpp \
$(SRC)/Core/Loaders.cpp \
$(SRC)/Core/PSPLoaders.cpp \
$(SRC)/Core/FileLoaders/CachingFileLoader.cpp \
@ -875,6 +876,7 @@ LOCAL_SRC_FILES := \
$(SRC)/android/jni/AndroidAudio.cpp \
$(SRC)/android/jni/OpenSLContext.cpp \
$(SRC)/UI/ImDebugger/ImDebugger.cpp \
$(SRC)/UI/ImDebugger/ImConsole.cpp \
$(SRC)/UI/ImDebugger/ImDisasmView.cpp \
$(SRC)/UI/AudioCommon.cpp \
$(SRC)/UI/BackgroundAudio.cpp \

View File

@ -651,6 +651,7 @@ SOURCES_CXX += \
$(COREDIR)/WaveFile.cpp \
$(COREDIR)/KeyMap.cpp \
$(COREDIR)/KeyMapDefaults.cpp \
$(COREDIR)/LuaContext.cpp \
$(COREDIR)/FileLoaders/HTTPFileLoader.cpp \
$(COREDIR)/FileLoaders/CachingFileLoader.cpp \
$(COREDIR)/FileLoaders/DiskCachingFileLoader.cpp \