scummvm/gui/debugger.h
2020-09-27 19:45:22 +02:00

260 lines
7.6 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef GUI_DEBUGGER_H
#define GUI_DEBUGGER_H
#include "common/func.h"
#include "common/ptr.h"
#include "common/hashmap.h"
#include "common/hash-str.h"
#include "common/array.h"
#include "common/str.h"
#include "common/str-array.h"
#include "engines/engine.h"
namespace GUI {
#ifndef USE_TEXT_CONSOLE_FOR_DEBUGGER
class ConsoleDialog;
#endif
class Debugger {
public:
Debugger();
virtual ~Debugger();
int getCharsPerLine();
int debugPrintf(const char *format, ...) GCC_PRINTF(2, 3);
void debugPrintColumns(const Common::StringArray &list);
/**
* The onFrame() method should be invoked by the engine at regular
* intervals (usually once per main loop iteration) whenever the
* debugger is attached.
* This will open up the console and accept user input if certain
* preconditions are met, such as the frame countdown having
* reached zero.
*
* Subclasses can override this to e.g. check for breakpoints being
* triggered.
*/
virtual void onFrame();
/**
* 'Attach' the debugger. This ensures that the next time onFrame()
* is invoked, the debugger will activate and accept user input.
*/
virtual void attach(const char *entry = nullptr);
/**
* Return true if the debugger is currently active (i.e. executing
* a command or waiting for use input).
*/
bool isActive() const { return _isActive; }
protected:
typedef Common::Functor2<int, const char **, bool> Debuglet;
/**
* Convenience macro that makes it easier to register a method
* of a debugger subclass as a command.
* Usage example:
* registerCmd("COMMAND", WRAP_METHOD(MyDebugger, myCmd));
* would register the method MyDebugger::myCmd(int, const char **)
* under the command name "COMMAND".
*/
#define WRAP_METHOD(cls, method) \
new Common::Functor2Mem<int, const char **, bool, cls>(this, &cls::method)
enum VarType {
DVAR_BYTE,
DVAR_INT,
DVAR_BOOL,
DVAR_INTARRAY,
DVAR_STRING
};
struct Var {
Common::String name;
void *variable;
VarType type;
int arraySize;
};
private:
/**
* Register a variable with the debugger. This allows the user to read and modify
* this variable.
* @param varname the identifier with which the user may access the variable
* @param variable pointer to the actual storage of the variable
* @param type the type of the variable (byte, int, bool, ...)
* @param arraySize for type DVAR_INTARRAY this specifies the size of the array
*/
void registerVarImpl(const Common::String &varname, void *variable, VarType type, int arraySize);
protected:
void registerVar(const Common::String &varname, byte *variable) {
registerVarImpl(varname, variable, DVAR_BYTE, 0);
}
void registerVar(const Common::String &varname, int *variable) {
registerVarImpl(varname, variable, DVAR_INT, 0);
}
void registerVar(const Common::String &varname, bool *variable) {
registerVarImpl(varname, variable, DVAR_BOOL, 0);
}
void registerVar(const Common::String &varname, int32 **variable, int arraySize) {
registerVarImpl(varname, variable, DVAR_INTARRAY, arraySize);
}
void registerVar(const Common::String &varname, Common::String *variable) {
registerVarImpl(varname, variable, DVAR_STRING, 0);
}
void registerCmd(const Common::String &cmdname, Debuglet *debuglet);
/**
* Remove all vars except default "debug_countdown"
*/
void clearVars();
private:
/**
* The frame countdown specifies a number of frames that must pass
* until the console will show up. This value is decremented by one
* each time onFrame() is called, until it reaches 0, at which point
* onFrame() will open the console and handle input into it.
*
* The user can modify this value using the debug_countdown command.
*
* Note: The console must be in *attached* state, otherwise, it
* won't show up (and the countdown won't count down either).
*/
uint _frameCountdown;
Common::Array<Var> _vars;
typedef Common::HashMap<Common::String, Common::SharedPtr<Debuglet>, Common::IgnoreCase_Hash, Common::IgnoreCase_EqualTo> CommandsMap;
CommandsMap _cmds;
/**
* True if the debugger is currently active (i.e. executing
* a command or waiting for use input).
*/
bool _isActive;
Common::String _errStr;
/**
* Initially true, set to false when Debugger::enter is called
* the first time. We use this flag to show a greeting message
* to the user once, when he opens the debugger for the first
* time.
*/
bool _firstTime;
protected:
PauseToken _debugPauseToken;
#ifndef USE_TEXT_CONSOLE_FOR_DEBUGGER
GUI::ConsoleDialog *_debuggerDialog;
#endif
protected:
/**
* Hook for subclasses which is called just before enter() is run.
* A typical usage example is pausing music and sound effects.
*
* The default implementation invokes Engine::pauseEngine(true).
*/
virtual void preEnter();
/**
* Hook for subclasses which is called just after enter() was run.
* A typical usage example is resuming music and sound effects.
*
* The default implementation invokes Engine::pauseEngine(false).
*/
virtual void postEnter();
/**
* Process the given command line.
* Returns true if and only if argv[0] is a known command and was
* handled, false otherwise.
*/
virtual bool handleCommand(int argc, const char **argv, bool &keepRunning);
/**
* Subclasses should invoke the detach() method in their cmdFOO methods
* if that command will resume execution of the program (as opposed to
* executing, say, a "single step through code" command).
*
* This currently only hides the virtual keyboard, if any.
*/
void detach();
private:
void enter();
/**
* Splits up the input into individual parameters
* @remarks Adapted from code provided by torek on StackOverflow
*/
void splitCommand(Common::String &input, int &argc, const char **argv);
bool parseCommand(const char *input);
bool tabComplete(const char *input, Common::String &completion) const;
protected:
bool cmdExit(int argc, const char **argv);
bool cmdHelp(int argc, const char **argv);
bool cmdOpenLog(int argc, const char **argv);
#ifndef DISABLE_MD5
bool cmdMd5(int argc, const char **argv);
bool cmdMd5Mac(int argc, const char **argv);
#endif
bool cmdDebugLevel(int argc, const char **argv);
bool cmdDebugFlagsList(int argc, const char **argv);
bool cmdDebugFlagEnable(int argc, const char **argv);
bool cmdDebugFlagDisable(int argc, const char **argv);
#ifndef USE_TEXT_CONSOLE_FOR_DEBUGGER
private:
static bool debuggerInputCallback(GUI::ConsoleDialog *console, const char *input, void *refCon);
static bool debuggerCompletionCallback(GUI::ConsoleDialog *console, const char *input, Common::String &completion, void *refCon);
#elif defined(USE_READLINE)
public:
char *readlineComplete(const char *input, int state);
#endif
};
} // End of namespace GUI
#endif