/* 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" namespace GUI { #ifndef USE_TEXT_CONSOLE_FOR_DEBUGGER class ConsoleDialog; #endif class Debugger { public: Debugger(); virtual ~Debugger(); int debugPrintf(const char *format, ...) GCC_PRINTF(2, 3); /** * 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 = 0); /** * 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 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(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, ...) * @paral arraySize for type DVAR_INTARRAY this specifies the size of the array */ void registerVar(const Common::String &varname, void *variable, VarType type, int arraySize); protected: void registerVar(const Common::String &varname, byte *variable) { registerVar(varname, variable, DVAR_BYTE, 0); } void registerVar(const Common::String &varname, int *variable) { registerVar(varname, variable, DVAR_INT, 0); } void registerVar(const Common::String &varname, bool *variable) { registerVar(varname, variable, DVAR_BOOL, 0); } void registerVar(const Common::String &varname, int32 **variable, int arraySize) { registerVar(varname, variable, DVAR_INTARRAY, arraySize); } void registerVar(const Common::String &varname, Common::String *variable) { registerVar(varname, variable, DVAR_STRING, 0); } void registerCmd(const Common::String &cmdname, Debuglet *debuglet); 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 _vars; typedef Common::HashMap, 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; char *_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; #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(); /** * 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(); bool parseCommand(const char *input); bool tabComplete(const char *input, Common::String &completion) const; /** * 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); 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