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A defaultCommandProcessor let's an engine take over the processing of commands in the debugger. The Director Engine uses the functionality to implement a repl for the Lingo language. Example Usage: registerDefaultCmd(WRAP_DEFAULTCOMMAND(Debugger, lingoCommandProcessor)); The input will now be handled by lingoCommandProcessor. Other commands will not work untill control is given back to the debugger. It's up to the engine to return control to the debugger when done. To return control, call it with a nullptr: registerDefaultCmd(nullptr);
291 lines
8.5 KiB
C++
291 lines
8.5 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef GUI_DEBUGGER_H
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#define GUI_DEBUGGER_H
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#include "common/func.h"
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#include "common/ptr.h"
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#include "common/hashmap.h"
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#include "common/hash-str.h"
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#include "common/array.h"
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#include "common/str.h"
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#include "common/str-array.h"
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#include "engines/engine.h"
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namespace GUI {
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#ifndef USE_TEXT_CONSOLE_FOR_DEBUGGER
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class ConsoleDialog;
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#endif
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class Debugger {
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public:
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Debugger();
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virtual ~Debugger();
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int getCharsPerLine();
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int debugPrintf(const char *format, ...) GCC_PRINTF(2, 3);
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void debugPrintColumns(const Common::StringArray &list);
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/**
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* The onFrame() method should be invoked by the engine at regular
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* intervals (usually once per main loop iteration) whenever the
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* debugger is attached.
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* This will open up the console and accept user input if certain
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* preconditions are met, such as the frame countdown having
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* reached zero.
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*
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* Subclasses can override this to e.g. check for breakpoints being
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* triggered.
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*/
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virtual void onFrame();
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/**
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* 'Attach' the debugger. This ensures that the next time onFrame()
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* is invoked, the debugger will activate and accept user input.
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*/
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virtual void attach(const char *entry = nullptr);
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/**
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* Return true if the debugger is currently active (i.e. executing
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* a command or waiting for use input).
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*/
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bool isActive() const { return _isActive; }
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protected:
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typedef Common::Functor1<const char *, bool> defaultCommand;
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typedef Common::Functor2<int, const char **, bool> Debuglet;
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/**
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* Convenience macro that makes it easier to register a method
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* of a debugger subclass as a command.
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* Usage example:
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* registerCmd("COMMAND", WRAP_METHOD(MyDebugger, myCmd));
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* would register the method MyDebugger::myCmd(int, const char **)
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* under the command name "COMMAND".
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*/
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#define WRAP_METHOD(cls, method) \
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new Common::Functor2Mem<int, const char **, bool, cls>(this, &cls::method)
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/**
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* Convenience macro that makes it easier to register a defaultCommandProcessor
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* Usage example:
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* registerDefaultCmd(WRAP_DEFAULTCOMMAND(MyDebugger, myCmd));
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*/
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#define WRAP_DEFAULTCOMMAND(cls, command) \
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new Common::Functor1Mem<const char *, bool, cls>(this, &cls::command)
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enum VarType {
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DVAR_BYTE,
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DVAR_INT,
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DVAR_FLOAT,
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DVAR_BOOL,
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DVAR_INTARRAY,
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DVAR_STRING
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};
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struct Var {
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Common::String name;
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void *variable;
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VarType type;
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int arraySize;
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};
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private:
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/**
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* Register a variable with the debugger. This allows the user to read and modify
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* this variable.
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* @param varname the identifier with which the user may access the variable
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* @param variable pointer to the actual storage of the variable
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* @param type the type of the variable (byte, int, bool, ...)
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* @param arraySize for type DVAR_INTARRAY this specifies the size of the array
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*/
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void registerVarImpl(const Common::String &varname, void *variable, VarType type, int arraySize);
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protected:
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void registerVar(const Common::String &varname, byte *variable) {
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registerVarImpl(varname, variable, DVAR_BYTE, 0);
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}
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void registerVar(const Common::String &varname, int *variable) {
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registerVarImpl(varname, variable, DVAR_INT, 0);
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}
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void registerVar(const Common::String &varname, float *variable) {
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registerVarImpl(varname, variable, DVAR_FLOAT, 0);
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}
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void registerVar(const Common::String &varname, bool *variable) {
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registerVarImpl(varname, variable, DVAR_BOOL, 0);
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}
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void registerVar(const Common::String &varname, int32 **variable, int arraySize) {
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registerVarImpl(varname, variable, DVAR_INTARRAY, arraySize);
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}
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void registerVar(const Common::String &varname, Common::String *variable) {
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registerVarImpl(varname, variable, DVAR_STRING, 0);
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}
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void registerCmd(const Common::String &cmdname, Debuglet *debuglet);
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/**
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* Register a default command processor with the debugger. This
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* allows an engine to receive all user input in the debugger.
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*
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* A defaultCommandProcessor has the following signature:
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* bool func(const char **inputOrig)
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*
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* To deactivate call with a nullptr.
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*/
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void registerDefaultCmd(defaultCommand *defaultCommandProcessor) {
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_defaultCommandProcessor = defaultCommandProcessor; }
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/**
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* Remove all vars except default "debug_countdown"
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*/
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void clearVars();
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private:
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/**
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* The frame countdown specifies a number of frames that must pass
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* until the console will show up. This value is decremented by one
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* each time onFrame() is called, until it reaches 0, at which point
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* onFrame() will open the console and handle input into it.
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*
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* The user can modify this value using the debug_countdown command.
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*
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* Note: The console must be in *attached* state, otherwise, it
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* won't show up (and the countdown won't count down either).
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*/
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uint _frameCountdown;
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Common::Array<Var> _vars;
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typedef Common::HashMap<Common::String, Common::SharedPtr<Debuglet>, Common::IgnoreCase_Hash, Common::IgnoreCase_EqualTo> CommandsMap;
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CommandsMap _cmds;
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/**
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* True if the debugger is currently active (i.e. executing
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* a command or waiting for use input).
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*/
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bool _isActive;
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Common::String _errStr;
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/**
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* Initially true, set to false when Debugger::enter is called
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* the first time. We use this flag to show a greeting message
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* to the user once, when he opens the debugger for the first
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* time.
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*/
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bool _firstTime;
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/**
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* A nullptr till set by via registerDefaultCommand.
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*/
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defaultCommand *_defaultCommandProcessor;
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protected:
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PauseToken _debugPauseToken;
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#ifndef USE_TEXT_CONSOLE_FOR_DEBUGGER
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GUI::ConsoleDialog *_debuggerDialog;
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#endif
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protected:
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/**
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* Hook for subclasses which is called just before enter() is run.
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* A typical usage example is pausing music and sound effects.
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*
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* The default implementation invokes Engine::pauseEngine(true).
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*/
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virtual void preEnter();
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/**
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* Hook for subclasses which is called just after enter() was run.
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* A typical usage example is resuming music and sound effects.
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*
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* The default implementation invokes Engine::pauseEngine(false).
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*/
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virtual void postEnter();
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/**
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* Process the given command line.
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* Returns true if and only if argv[0] is a known command and was
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* handled, false otherwise.
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*/
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virtual bool handleCommand(int argc, const char **argv, bool &keepRunning);
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/**
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* Subclasses should invoke the detach() method in their cmdFOO methods
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* if that command will resume execution of the program (as opposed to
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* executing, say, a "single step through code" command).
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*
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* This currently only hides the virtual keyboard, if any.
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*/
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void detach();
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private:
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void enter();
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/**
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* Splits up the input into individual parameters
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* @remarks Adapted from code provided by torek on StackOverflow
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*/
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void splitCommand(Common::String &input, int &argc, const char **argv);
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bool parseCommand(const char *input);
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bool tabComplete(const char *input, Common::String &completion) const;
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protected:
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bool cmdExit(int argc, const char **argv);
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bool cmdHelp(int argc, const char **argv);
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bool cmdOpenLog(int argc, const char **argv);
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#ifndef DISABLE_MD5
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bool cmdMd5(int argc, const char **argv);
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bool cmdMd5Mac(int argc, const char **argv);
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#endif
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bool cmdDebugLevel(int argc, const char **argv);
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bool cmdDebugFlagsList(int argc, const char **argv);
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bool cmdDebugFlagEnable(int argc, const char **argv);
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bool cmdDebugFlagDisable(int argc, const char **argv);
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bool cmdExecFile(int argc, const char **argv);
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#ifndef USE_TEXT_CONSOLE_FOR_DEBUGGER
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private:
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static bool debuggerInputCallback(GUI::ConsoleDialog *console, const char *input, void *refCon);
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static bool debuggerCompletionCallback(GUI::ConsoleDialog *console, const char *input, Common::String &completion, void *refCon);
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#elif defined(USE_READLINE)
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public:
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char *readlineComplete(const char *input, int state);
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#endif
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};
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} // End of namespace GUI
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#endif
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