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gui/debugger.h
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294
gui/debugger.h
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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 GUI_DEBUGGER_H
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#define GUI_DEBUGGER_H
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#include "common/func.h"
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#include "common/ptr.h"
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#include "common/hashmap.h"
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#include "common/hash-str.h"
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#include "common/array.h"
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#include "common/str.h"
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#include "common/str-array.h"
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#include "engines/engine.h"
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namespace GUI {
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#ifndef USE_TEXT_CONSOLE_FOR_DEBUGGER
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class ConsoleDialog;
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#endif
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class Debugger {
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public:
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Debugger();
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virtual ~Debugger();
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int getCharsPerLine();
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int debugPrintf(MSVC_PRINTF const char *format, ...) GCC_PRINTF(2, 3);
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void debugPrintColumns(const Common::StringArray &list);
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/**
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* The onFrame() method should be invoked by the engine at regular
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* intervals (usually once per main loop iteration) whenever the
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* debugger is attached.
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* This will open up the console and accept user input if certain
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* preconditions are met, such as the frame countdown having
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* reached zero.
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*
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* Subclasses can override this to e.g. check for breakpoints being
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* triggered.
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*/
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virtual void onFrame();
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/**
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* 'Attach' the debugger. This ensures that the next time onFrame()
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* is invoked, the debugger will activate and accept user input.
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*/
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virtual void attach(const char *entry = nullptr);
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/**
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* Return true if the debugger is currently active (i.e. executing
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* a command or waiting for use input).
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*/
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bool isActive() const { return _isActive; }
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protected:
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typedef Common::Functor1<const char *, bool> defaultCommand;
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typedef Common::Functor2<int, const char **, bool> Debuglet;
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/**
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* Convenience macro that makes it easier to register a method
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* of a debugger subclass as a command.
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* Usage example:
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* registerCmd("COMMAND", WRAP_METHOD(MyDebugger, myCmd));
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* would register the method MyDebugger::myCmd(int, const char **)
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* under the command name "COMMAND".
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*/
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#define WRAP_METHOD(cls, method) \
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new Common::Functor2Mem<int, const char **, bool, cls>(this, &cls::method)
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/**
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* Convenience macro that makes it easier to register a defaultCommandProcessor
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* Usage example:
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* registerDefaultCmd(WRAP_DEFAULTCOMMAND(MyDebugger, myCmd));
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*/
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#define WRAP_DEFAULTCOMMAND(cls, command) \
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new Common::Functor1Mem<const char *, bool, cls>(this, &cls::command)
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enum VarType {
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DVAR_BYTE,
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DVAR_INT,
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DVAR_FLOAT,
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DVAR_BOOL,
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DVAR_INTARRAY,
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DVAR_STRING
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};
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struct Var {
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Common::String name;
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void *variable;
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VarType type;
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int arraySize;
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};
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private:
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/**
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* Register a variable with the debugger. This allows the user to read and modify
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* this variable.
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* @param varname the identifier with which the user may access the variable
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* @param variable pointer to the actual storage of the variable
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* @param type the type of the variable (byte, int, bool, ...)
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* @param arraySize for type DVAR_INTARRAY this specifies the size of the array
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*/
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void registerVarImpl(const Common::String &varname, void *variable, VarType type, int arraySize);
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protected:
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void registerVar(const Common::String &varname, byte *variable) {
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registerVarImpl(varname, variable, DVAR_BYTE, 0);
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}
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void registerVar(const Common::String &varname, int *variable) {
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registerVarImpl(varname, variable, DVAR_INT, 0);
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}
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void registerVar(const Common::String &varname, float *variable) {
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registerVarImpl(varname, variable, DVAR_FLOAT, 0);
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}
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void registerVar(const Common::String &varname, bool *variable) {
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registerVarImpl(varname, variable, DVAR_BOOL, 0);
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}
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void registerVar(const Common::String &varname, int32 **variable, int arraySize) {
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registerVarImpl(varname, variable, DVAR_INTARRAY, arraySize);
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}
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void registerVar(const Common::String &varname, Common::String *variable) {
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registerVarImpl(varname, variable, DVAR_STRING, 0);
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}
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void registerCmd(const Common::String &cmdname, Debuglet *debuglet);
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/**
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* Register a default command processor with the debugger. This
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* allows an engine to receive all user input in the debugger.
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*
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* A defaultCommandProcessor has the following signature:
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* bool func(const char **inputOrig)
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*
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* To deactivate call with a nullptr.
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*/
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void registerDefaultCmd(defaultCommand *defaultCommandProcessor) {
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_defaultCommandProcessor = defaultCommandProcessor; }
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/**
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* Remove all vars except default "debug_countdown"
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*/
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void clearVars();
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void setPrompt(Common::String prompt);
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void resetPrompt();
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private:
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/**
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* The frame countdown specifies a number of frames that must pass
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* until the console will show up. This value is decremented by one
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* each time onFrame() is called, until it reaches 0, at which point
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* onFrame() will open the console and handle input into it.
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*
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* The user can modify this value using the debug_countdown command.
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*
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* Note: The console must be in *attached* state, otherwise, it
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* won't show up (and the countdown won't count down either).
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*/
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uint _frameCountdown;
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Common::Array<Var> _vars;
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typedef Common::HashMap<Common::String, Common::SharedPtr<Debuglet>, Common::IgnoreCase_Hash, Common::IgnoreCase_EqualTo> CommandsMap;
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CommandsMap _cmds;
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/**
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* True if the debugger is currently active (i.e. executing
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* a command or waiting for use input).
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*/
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bool _isActive;
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Common::String _errStr;
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/**
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* Initially true, set to false when Debugger::enter is called
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* the first time. We use this flag to show a greeting message
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* to the user once, when he opens the debugger for the first
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* time.
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*/
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bool _firstTime;
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/**
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* A nullptr till set by via registerDefaultCommand.
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*/
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defaultCommand *_defaultCommandProcessor;
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protected:
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PauseToken _debugPauseToken;
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#ifndef USE_TEXT_CONSOLE_FOR_DEBUGGER
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GUI::ConsoleDialog *_debuggerDialog;
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#endif
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protected:
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/**
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* Hook for subclasses which is called just before enter() is run.
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* A typical usage example is pausing music and sound effects.
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*
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* The default implementation invokes Engine::pauseEngine(true).
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*/
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virtual void preEnter();
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/**
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* Hook for subclasses which is called just after enter() was run.
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* A typical usage example is resuming music and sound effects.
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*
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* The default implementation invokes Engine::pauseEngine(false).
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*/
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virtual void postEnter();
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/**
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* Process the given command line.
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* Returns true if and only if argv[0] is a known command and was
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* handled, false otherwise.
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*/
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virtual bool handleCommand(int argc, const char **argv, bool &keepRunning);
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/**
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* Subclasses should invoke the detach() method in their cmdFOO methods
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* if that command will resume execution of the program (as opposed to
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* executing, say, a "single step through code" command).
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*
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* This currently only hides the virtual keyboard, if any.
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*/
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void detach();
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private:
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void enter();
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/**
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* Splits up the input into individual parameters
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* @remarks Adapted from code provided by torek on StackOverflow
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*/
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void splitCommand(Common::String &input, int &argc, const char **argv);
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bool parseCommand(const char *input);
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bool tabComplete(const char *input, Common::String &completion) const;
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protected:
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bool cmdExit(int argc, const char **argv);
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bool cmdHelp(int argc, const char **argv);
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bool cmdOpenLog(int argc, const char **argv);
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#ifndef DISABLE_MD5
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bool cmdMd5(int argc, const char **argv);
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bool cmdMd5Mac(int argc, const char **argv);
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#endif
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bool cmdDebugLevel(int argc, const char **argv);
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bool cmdDebugFlagsList(int argc, const char **argv);
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bool cmdDebugFlagEnable(int argc, const char **argv);
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bool cmdDebugFlagDisable(int argc, const char **argv);
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bool cmdClearLog(int argc, const char **argv);
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bool cmdExecFile(int argc, const char **argv);
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#ifndef USE_TEXT_CONSOLE_FOR_DEBUGGER
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private:
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static bool debuggerInputCallback(GUI::ConsoleDialog *console, const char *input, void *refCon);
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static bool debuggerCompletionCallback(GUI::ConsoleDialog *console, const char *input, Common::String &completion, void *refCon);
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#elif defined(USE_READLINE)
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public:
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char *readlineComplete(const char *input, int state);
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#endif
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};
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} // End of namespace GUI
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#endif
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