Debugger: Never wait inactive on window update.

This blocks the UI, and we always get a message when stepping is actually
active anyway.  More importantly, we PostMessage() debugger state, so we
might've already resumed.
This commit is contained in:
Unknown W. Brackets committed 2021-12-12 11:36:06 -08:00
1 parent db2eddcf27
commit 045fc0f2b4
1 file changed
+3 -7
+3 -7
View File
@@ -32,9 +32,6 @@
#include <windowsx.h>
#include <commctrl.h>
// How long (max) to wait for Core to pause before clearing temp breakpoints.
static const int TEMP_BREAKPOINT_WAIT_MS = 100;
static FAR WNDPROC DefGotoEditProc;
LRESULT CALLBACK GotoEditProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
@@ -782,10 +779,9 @@ void CDisasm::SetDebugMode(bool _bDebug, bool switchPC)
HWND hDlg = m_hDlg;
bool ingame = (GetUIState() == UISTATE_INGAME || GetUIState() == UISTATE_EXCEPTION) && PSP_IsInited();
// Update Dialog Windows
if (_bDebug && ingame)
{
Core_WaitInactive(TEMP_BREAKPOINT_WAIT_MS);
// If we're stepping, update debugging windows.
// This is called potentially asynchronously, so state might've changed.
if (Core_IsStepping() && ingame) {
breakpointList->reloadBreakpoints();
threadList->reloadThreads();
stackTraceView->loadStackTrace();