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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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