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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.
*
* $URL$
* $Id$
*/
#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"
namespace GUI {
#ifndef USE_TEXT_CONSOLE
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<int, const char **, bool> Debuglet;
/**
* Convenience macro that makes it either to register a method
* of a debugger subclass as a command.
* Usage example:
* DCmd_Register("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<int, const char **, bool, cls>(this, &cls::method)
enum VarType {
DVAR_BYTE,
DVAR_INT,
DVAR_BOOL,
DVAR_INTARRAY,
DVAR_STRING
};
struct DVar {
Common::String name;
void *variable;
VarType type;
int arraySize;
};
/**
* 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
*
* @todo replace this single method by type safe variants.
*/
void DVar_Register(const Common::String &varname, void *variable, VarType type, int arraySize);
void DCmd_Register(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<DVar> _dvars;
typedef Common::HashMap<Common::String, Common::SharedPtr<Debuglet>, 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
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 Cmd_FOO 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 Cmd_Exit(int argc, const char **argv);
bool Cmd_Help(int argc, const char **argv);
bool Cmd_DebugFlagsList(int argc, const char **argv);
bool Cmd_DebugFlagEnable(int argc, const char **argv);
bool Cmd_DebugFlagDisable(int argc, const char **argv);
#ifndef USE_TEXT_CONSOLE
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
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