scummvm/common/debug-channels.h
Eugene Sandulenko bf3117e935
COMMON: Switch debug channels to a hashmap
We used to use a bitfield there, which was restricting the total
number of flags to 32 (unless we switch to uint64, which is suboptimal).
Moreover, with the introduction of the global debug flags, we have
even fewer bits to flip, and this shared nature was restricting
the introduction of more global debug channels.

The goal for the bitfield was to make it possible to put a debug message into
more than one channel. But this feature was practically not used by the engines.
This was removed by the previous commits.

This commit turns the debug channels into a hashmap and puts the global channel
IDs after 100000.

There is no absolute need to renumber the existing debug channels, but
I could follow with an engine or two.
2023-12-28 01:41:10 +01:00

179 lines
4.9 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef COMMON_DEBUG_CHANNELS_H
#define COMMON_DEBUG_CHANNELS_H
#include "common/scummsys.h"
#include "common/hashmap.h"
#include "common/hash-str.h"
#include "common/list.h"
#include "common/singleton.h"
#include "common/str.h"
#include "engines/metaengine.h"
namespace Common {
/**
* @defgroup common_debug_channels Debug channels
* @ingroup common
*
* @brief Functions for managing debug channels.
* @{
*/
// TODO: Find a better name for this
class DebugManager : public Singleton<DebugManager> {
public:
struct DebugChannel {
DebugChannel() : channel(0) {}
DebugChannel(uint32 c, const String &n, const String &d)
: name(n), description(d), channel(c) {}
String name; /*!< Name of the channel */
String description; /*!< Description of the channel */
uint32 channel; /*!< Channel ID */
};
/**
* Add a debug channel.
*
* A debug channel is considered roughly similar to what the debug levels described by
* gDebugLevel try to achieve:
*
* Debug channels should only affect the display of additional debug output, based on
* their state. That is, if they are enabled, channel-specific debug messages should
* be shown. If they are disabled on the other hand, those messages will be hidden.
*
* @see gDebugLevel
*
* Note that we have debug* functions that depend both on the debug level set and
* specific debug channels. Those functions will only show output, when *both* criteria
* are satisfied.
*
* @param channel Channel ID.
* @param name The option name that is used in the debugger/on the command line to enable
* this special debug level (case will be ignored).
* @param description The description that shows up in the debugger.
*
* @return True on success, false on failure.
*/
bool addDebugChannel(uint32 channel, const String &name, const String &description);
/**
* Add all the debug channels for an engine. This replaces any existing engine
* debug channels and disables all channels.
*/
void addAllDebugChannels(const DebugChannelDef *channels);
/**
* Remove all engine debug channels and disable all global debug channels.
*/
void removeAllDebugChannels();
/**
* Enable a debug channel.
*
* @param name Name of the debug channel to enable.
* @return True on success, false on failure.
*/
bool enableDebugChannel(const String &name);
/**
* @overload enableDebugChannel(uint32 channel)
*
* @param channel Debug channel.
* @return True on success, false on failure.
*/
bool enableDebugChannel(uint32 channel);
/**
* Disable a debug channel.
*
* @param name Name of the debug channel to disable.
* @return True on success, false on failure.
*/
bool disableDebugChannel(const String &name);
/**
* @overload bool disableDebugChannel(uint32 channel)
*
* @param channel The debug channel ID
* @return true on success, false on failure
*/
bool disableDebugChannel(uint32 channel);
typedef List<DebugChannel> DebugChannelList;
/**
* Lists all debug channels. This includes engine and global
* debug channels.
*
* @return List of all debug channels sorted by debug level.
*/
DebugChannelList getDebugChannels();
/**
* Enable all debug channels.
*/
void enableAllDebugChannels();
/**
* Disable all debug channels.
*/
void disableAllDebugChannels();
/**
* Test whether the given debug channel is enabled.
*/
bool isDebugChannelEnabled(uint32 channel, bool enforce = false);
private:
typedef HashMap<String, DebugChannel, IgnoreCase_Hash, IgnoreCase_EqualTo> DebugChannelMap;
typedef HashMap<uint32, bool> EnabledChannelsMap;
DebugChannelMap _debugChannels;
EnabledChannelsMap _debugChannelsEnabled;
uint32 _globalChannelsMask;
friend class Singleton<SingletonBaseType>;
DebugManager();
/**
* Internal method for adding an array of debug channels.
*/
void addDebugChannels(const DebugChannelDef *channels);
};
/** Shortcut for accessing the Debug Manager. */
#define DebugMan Common::DebugManager::instance()
/** @} */
} // End of namespace Common
#endif