Initial commit
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/tokenizer.h"
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#include "debuggable_script.h"
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#include "engines/wintermute/base/scriptables/script_stack.h"
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#include "engines/wintermute/base/scriptables/script_value.h"
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#include "engines/wintermute/base/scriptables/debuggable/debuggable_script_engine.h"
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#include "engines/wintermute/debugger/breakpoint.h"
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#include "engines/wintermute/debugger/script_monitor.h"
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#include "engines/wintermute/debugger/watch_instance.h"
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namespace Wintermute {
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DebuggableScript::DebuggableScript(BaseGame *inGame, DebuggableScEngine *engine) : ScScript(inGame, engine), _engine(engine), _stepDepth(kDefaultStepDepth) {
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_engine->_watches.subscribe(this);
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for (uint i = 0; i < _engine->_watches.size(); i++) {
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_watchInstances.add(new WatchInstance(_engine->_watches[i], this));
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}
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}
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DebuggableScript::~DebuggableScript() {
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for (int32 i = 0; i < _watchInstances.getSize(); i++) {
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delete _watchInstances[i];
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}
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_engine->_watches.unsubscribe(this);
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}
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void DebuggableScript::preInstHook(uint32 inst) {}
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void DebuggableScript::postInstHook(uint32 inst) {
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if (inst == II_DBG_LINE) {
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for (uint j = 0; j < _engine->_breakpoints.size(); j++) {
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_engine->_breakpoints[j]->evaluate(this);
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}
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if (_callStack->_sP <= _stepDepth) {
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_engine->_monitor->notifyStep(this);
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}
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}
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for (int32 i = 0; i < _watchInstances.getSize(); i++) {
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this->_watchInstances[i]->evaluate();
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}
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}
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void DebuggableScript::setStepDepth(int depth) {
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_stepDepth = depth;
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}
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void DebuggableScript::step() {
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setStepDepth(_callStack->_sP);
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// TODO double check
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}
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void DebuggableScript::stepContinue() {
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setStepDepth(kDefaultStepDepth);
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}
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void DebuggableScript::stepFinish() {
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setStepDepth(_callStack->_sP - 1);
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}
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ScValue *DebuggableScript::resolveName(const Common::String &name) {
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Common::String trimmed = name;
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trimmed.trim();
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Common::StringTokenizer st = Common::StringTokenizer(trimmed.c_str(), ".");
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Common::String nextToken;
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nextToken = st.nextToken();
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char cstr[256]; // TODO not pretty
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Common::strlcpy(cstr, nextToken.c_str(), nextToken.size() + 1);
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cstr[255] = '\0'; // We 0-terminate it just in case it's > 256 chars.
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ScValue *value = getVar(cstr);
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ScValue *res = new ScValue(_game);
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if (value == nullptr) {
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return res;
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}
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nextToken = st.nextToken();
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while (nextToken.size() > 0 && (value->isObject() || value->isNative())) {
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value = value->getProp(nextToken.c_str());
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nextToken = st.nextToken();
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if (value == nullptr) {
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return res;
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}
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}
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res->copy(value);
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return res;
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}
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uint DebuggableScript::dbgGetLine() const {
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return _currentLine;
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}
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Common::String DebuggableScript::dbgGetFilename() const {
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return _filename;
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}
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void DebuggableScript::updateWatches() {
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// We drop obsolete watches
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for (int32 i = 0; i < _watchInstances.getSize(); i++) {
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Watch *findMe = _watchInstances[i]->_watch;
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if (Common::find(_engine->_watches.begin(), _engine->_watches.end(), findMe) == _engine->_watches.end()) {
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// Not found on engine-wide list, must have been removed from watches. Must remove it from local list.
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delete _watchInstances[i];
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_watchInstances.removeAt(i);
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}
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}
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// We add any new watches
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for (uint i = 0; i < _engine->_watches.size(); i++) {
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Watch *findMe = _engine->_watches[i];
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if (Common::find(_engine->_watches.begin(), _engine->_watches.end(), findMe) == _engine->_watches.end()) {
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// Not found on local list, must be a new one.
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_watchInstances.add(new WatchInstance(_engine->_watches[i], this));
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}
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}
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}
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} // End of namespace Wintermute
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@@ -0,0 +1,66 @@
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef DEBUGGABLE_SCRIPT_H_
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#define DEBUGGABLE_SCRIPT_H_
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#include "engines/wintermute/base/scriptables/script.h"
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namespace Wintermute {
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class ScriptMonitor;
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class Watch;
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class WatchInstance;
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class DebuggableScEngine;
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class DebuggableScript : public ScScript {
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static const int kDefaultStepDepth = -2;
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int32 _stepDepth;
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DebuggableScEngine *_engine;
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BaseArray<WatchInstance *> _watchInstances;
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void preInstHook(uint32 inst) override;
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void postInstHook(uint32 inst) override;
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void setStepDepth(int depth);
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public:
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DebuggableScript(BaseGame *inGame, DebuggableScEngine *engine);
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~DebuggableScript() override;
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ScValue *resolveName(const Common::String &name);
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/**
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* Return argument to last II_DBG_LINE encountered
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*/
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virtual uint dbgGetLine() const;
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virtual Common::String dbgGetFilename() const;
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/**
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* Execute one more instruction
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*/
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void step();
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/**
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* Continue execution
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*/
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void stepContinue();
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/**
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* Continue execution until the activation record on top of the stack is popped
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*/
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void stepFinish();
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void updateWatches();
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};
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} // End of namespace Wintermute
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#endif /* DEBUGGABLE_SCRIPT_H_ */
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@@ -0,0 +1,34 @@
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "debuggable_script_engine.h"
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#include "debuggable_script.h"
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#include "engines/wintermute/debugger/watch_instance.h"
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namespace Wintermute {
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DebuggableScEngine::DebuggableScEngine(BaseGame *inGame) : ScEngine(inGame), _monitor(nullptr) {}
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void DebuggableScEngine::attachMonitor(ScriptMonitor *monitor) {
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_monitor = monitor;
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}
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} // End of namespace Wintermute
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@@ -0,0 +1,109 @@
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef DEBUGGABLE_SCRIPT_ENGINE_H_
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#define DEBUGGABLE_SCRIPT_ENGINE_H_
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#include "engines/wintermute/base/scriptables/script_engine.h"
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#include "engines/wintermute/coll_templ.h"
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#include "common/algorithm.h"
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#include "engines/wintermute/base/scriptables/debuggable/debuggable_script.h"
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namespace Wintermute {
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class Breakpoint;
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class Watch;
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class DebuggableScript;
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class DebuggableScEngine;
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class ScriptMonitor;
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class PublisherWArray : private Common::Array<Watch *> {
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Common::Array<DebuggableScript *> _subscribers;
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void notifySubscribers() {
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for (uint i = 0; i < _subscribers.size(); i++) {
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_subscribers[i]->updateWatches();
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}
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}
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public:
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void subscribe(DebuggableScript *script) {
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if (Common::find(_subscribers.begin(), _subscribers.end(), script) == _subscribers.end()) {
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// If not already contained
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_subscribers.push_back(script);
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}
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}
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void unsubscribe(DebuggableScript *script) {
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int location = -1;
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for (uint i = 0; i < _subscribers.size() && location == -1; i++) {
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if (_subscribers[i] == script) {
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location = i;
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}
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}
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if (location >= 0) {
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_subscribers.remove_at(location);
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} else {
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// TODO: If this happens... it's funny. Some script out there forgot to subscribe.
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}
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}
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void push_back(Watch *newElement) {
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Common::Array<Watch *>::push_back(newElement);
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notifySubscribers();
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}
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size_type size() {
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return Common::Array<Watch *>::size();
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}
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iterator begin() {
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return Common::Array<Watch *>::begin();
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}
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iterator end() {
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return Common::Array<Watch *>::end();
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}
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Watch *&operator[](size_type idx) {
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return Common::Array<Watch *>::operator[](idx);
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}
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Watch *remove_at(size_type idx) {
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Watch *res = Common::Array<Watch *>::remove_at(idx);
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notifySubscribers();
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return res;
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}
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};
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class DebuggableScEngine : public ScEngine {
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Common::Array<Breakpoint *> _breakpoints;
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PublisherWArray _watches;
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ScriptMonitor *_monitor;
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public:
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DebuggableScEngine(BaseGame *inGame);
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void attachMonitor(ScriptMonitor *);
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friend class DebuggerController;
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friend class DebuggableScript;
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friend class ScScript;
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friend class WatchableScriptArray;
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};
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} // End of namespace Wintermute
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#endif /* DEBUGGABLE_SCRIPT_ENGINE_H_ */
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