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+/* 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 DEBUGGABLE_SCRIPT_ENGINE_H_
+#define DEBUGGABLE_SCRIPT_ENGINE_H_
+#include "engines/wintermute/base/scriptables/script_engine.h"
+#include "engines/wintermute/coll_templ.h"
+#include "common/algorithm.h"
+#include "engines/wintermute/base/scriptables/debuggable/debuggable_script.h"
+
+namespace Wintermute {
+
+class Breakpoint;
+class Watch;
+class DebuggableScript;
+class DebuggableScEngine;
+class ScriptMonitor;
+
+class PublisherWArray : private Common::Array<Watch *> {
+ Common::Array<DebuggableScript *> _subscribers;
+ void notifySubscribers() {
+ for (uint i = 0; i < _subscribers.size(); i++) {
+ _subscribers[i]->updateWatches();
+ }
+ }
+public:
+ void subscribe(DebuggableScript *script) {
+ if (Common::find(_subscribers.begin(), _subscribers.end(), script) == _subscribers.end()) {
+ // If not already contained
+ _subscribers.push_back(script);
+ }
+ }
+
+ void unsubscribe(DebuggableScript *script) {
+ int location = -1;
+ for (uint i = 0; i < _subscribers.size() && location == -1; i++) {
+ if (_subscribers[i] == script) {
+ location = i;
+ }
+ }
+ if (location >= 0) {
+ _subscribers.remove_at(location);
+ } else {
+ // TODO: If this happens... it's funny. Some script out there forgot to subscribe.
+ }
+ }
+
+ void push_back(Watch *newElement) {
+ Common::Array<Watch *>::push_back(newElement);
+ notifySubscribers();
+ }
+
+ size_type size() {
+ return Common::Array<Watch *>::size();
+ }
+
+ iterator begin() {
+ return Common::Array<Watch *>::begin();
+ }
+
+ iterator end() {
+ return Common::Array<Watch *>::end();
+ }
+
+ Watch *&operator[](size_type idx) {
+ return Common::Array<Watch *>::operator[](idx);
+ }
+ Watch *remove_at(size_type idx) {
+ Watch *res = Common::Array<Watch *>::remove_at(idx);
+ notifySubscribers();
+ return res;
+ }
+};
+
+class DebuggableScEngine : public ScEngine {
+ Common::Array<Breakpoint *> _breakpoints;
+ PublisherWArray _watches;
+ ScriptMonitor *_monitor;
+public:
+ DebuggableScEngine(BaseGame *inGame);
+ void attachMonitor(ScriptMonitor *);
+
+ friend class DebuggerController;
+ friend class DebuggableScript;
+ friend class ScScript;
+ friend class WatchableScriptArray;
+};
+
+} // End of namespace Wintermute
+
+#endif /* DEBUGGABLE_SCRIPT_ENGINE_H_ */