https://github.com/scummvm/scummvm
Revision 0c0904d209b92560b2e44a35d12c30f23f40aed0 authored by VAN-Gluon on 08 July 2022, 17:19:00 UTC, committed by ScummVM-Translations on 09 July 2022, 06:32:15 UTC
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Tip revision: 0c0904d209b92560b2e44a35d12c30f23f40aed0 authored by VAN-Gluon on 08 July 2022, 17:19:00 UTC
I18N: Update translation (Japanese)
Tip revision: 0c0904d
debugger.h
/* 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 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"
#include "common/str.h"
#include "common/str-array.h"

#include "engines/engine.h"

namespace GUI {

#ifndef USE_TEXT_CONSOLE_FOR_DEBUGGER
class ConsoleDialog;
#endif

class Debugger {
public:
	Debugger();
	virtual ~Debugger();

	int getCharsPerLine();

	int debugPrintf(const char *format, ...) GCC_PRINTF(2, 3);

	void debugPrintColumns(const Common::StringArray &list);

	/**
	 * 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 = nullptr);

	/**
	 * 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::Functor1<const char *, bool> defaultCommand;
	typedef Common::Functor2<int, const char **, bool> 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<int, const char **, bool, cls>(this, &cls::method)

	/**
	 * Convenience macro that makes it easier to register a defaultCommandProcessor
	 * Usage example:
	 * 	registerDefaultCmd(WRAP_DEFAULTCOMMAND(MyDebugger, myCmd));
	 */
	#define WRAP_DEFAULTCOMMAND(cls, command) \
		new Common::Functor1Mem<const char *, bool, cls>(this, &cls::command)

	enum VarType {
		DVAR_BYTE,
		DVAR_INT,
		DVAR_FLOAT,
		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, ...)
	 * @param arraySize	for type DVAR_INTARRAY this specifies the size of the array
	 */
	void registerVarImpl(const Common::String &varname, void *variable, VarType type, int arraySize);

protected:
	void registerVar(const Common::String &varname, byte *variable) {
		registerVarImpl(varname, variable, DVAR_BYTE, 0);
	}

	void registerVar(const Common::String &varname, int *variable) {
		registerVarImpl(varname, variable, DVAR_INT, 0);
	}

	void registerVar(const Common::String &varname, float *variable) {
		registerVarImpl(varname, variable, DVAR_FLOAT, 0);
	}

	void registerVar(const Common::String &varname, bool *variable) {
		registerVarImpl(varname, variable, DVAR_BOOL, 0);
	}

	void registerVar(const Common::String &varname, int32 **variable, int arraySize) {
		registerVarImpl(varname, variable, DVAR_INTARRAY, arraySize);
	}

	void registerVar(const Common::String &varname, Common::String *variable) {
		registerVarImpl(varname, variable, DVAR_STRING, 0);
	}

	void registerCmd(const Common::String &cmdname, Debuglet *debuglet);

	/**
	 * Register a default command processor with the debugger. This
	 * allows an engine to receive all user input in the debugger.
	 *
	 * A defaultCommandProcessor has the following signature:
	 * 		bool func(const char **inputOrig)
	 *
	 * To deactivate call with a nullptr.
	 */
	void registerDefaultCmd(defaultCommand *defaultCommandProcessor) {
		_defaultCommandProcessor = defaultCommandProcessor; }

	/**
	 * Remove all vars except default "debug_countdown"
	 */
	void clearVars();

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<Var> _vars;

	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;

	Common::String _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;

	/**
	 * A nullptr till set by via registerDefaultCommand.
	 */
	defaultCommand *_defaultCommandProcessor;

protected:
	PauseToken _debugPauseToken;

#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();

	/**
	 * 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);

	/**
	 * 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();

	/**
	 * Splits up the input into individual parameters
	 * @remarks		Adapted from code provided by torek on StackOverflow
	 */
	void splitCommand(Common::String &input, int &argc, const char **argv);

	bool parseCommand(const char *input);
	bool tabComplete(const char *input, Common::String &completion) const;

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);
	bool cmdExecFile(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
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