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1d4c82885d
* Remove _isAttached member var and isAttached method * Engines now always call the onFrame method; whether it does something is decided by the debugger class resp. its subclasses * Make detach() protected instead of private, so that subclasses can invoke it * Remove _detach_now member var (call detach() instead). * Rename _frame_countdown to _frameCountdown and properly document it. * Add more doxygen comments * Cleanup svn-id: r50963
210 lines
6.1 KiB
C++
210 lines
6.1 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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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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namespace GUI {
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#ifndef USE_TEXT_CONSOLE
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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 DebugPrintf(const char *format, ...);
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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 = 0);
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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::Functor2<int, const char **, bool> Debuglet;
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/**
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* Convenience macro that makes it either 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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* DCmd_Register("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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enum VarType {
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DVAR_BYTE,
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DVAR_INT,
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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 DVar {
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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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/**
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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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* @paral arraySize for type DVAR_INTARRAY this specifies the size of the array
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*
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* @todo replace this single method by type safe variants.
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*/
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void DVar_Register(const Common::String &varname, void *variable, VarType type, int arraySize);
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void DCmd_Register(const Common::String &cmdname, Debuglet *debuglet);
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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<DVar> _dvars;
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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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char *_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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#ifndef USE_TEXT_CONSOLE
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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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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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virtual void postEnter() {}
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/**
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* Subclasses should invoke the detach() method in their Cmd_FOO 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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bool parseCommand(const char *input);
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bool tabComplete(const char *input, Common::String &completion) const;
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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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protected:
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bool Cmd_Exit(int argc, const char **argv);
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bool Cmd_Help(int argc, const char **argv);
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bool Cmd_DebugFlagsList(int argc, const char **argv);
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bool Cmd_DebugFlagEnable(int argc, const char **argv);
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bool Cmd_DebugFlagDisable(int argc, const char **argv);
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#ifndef USE_TEXT_CONSOLE
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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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