2009-10-15 09:47:24 +00:00
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/*
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* Copyright 2009, Ingo Weinhold, ingo_weinhold@gmx.de.
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* Distributed under the terms of the MIT License.
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*/
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#ifndef USER_INTERFACE_H
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#define USER_INTERFACE_H
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#include <OS.h>
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#include <Referenceable.h>
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2011-06-10 01:58:39 +00:00
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#include "TeamMemoryBlock.h"
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2009-10-15 09:47:24 +00:00
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#include "Types.h"
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* EnumerationValue -> EnumeratorValue
* Since some types don't have names (e.g. pointer types or anonymous structs or
unions), each type does now also have a unique ID. The global type cache
registers types by ID and by name (if they have one). This fixes clashes of
types with empty names.
* Completely refactored the code dealing with variable values. Formerly we had
Variable and TypeComponentPath to navigate to a component, mapped to a
BVariant representing the value. Now we have:
* Interface Value with various subclasses (BoolValue, IntegerValue, etc.) to
represent a value, with the flexibility for more esoteric values.
* A tree of ValueNode+ValueNodeChild objects to represent the components of a
variable. On top of each ValueNodeChild sits a ValueNode representing the
value of the component, potentially having ValueNodeChild children. This
should allow casting a component value, simply by replacing its ValueNode.
* Interface ValueHandler and various implementations for the different value
types. It is basically a factory for classes allowing to format/display a
value.
* ValueHandlerRoster -- a registry for ValueHandlers, finding the best one
for a given value.
* Interface TypeHandler and various implementions for the different type
kinds (primitive, compound, address, etc.). It is basically a factory for
ValueNodes for that type.
* TypeHandlerRoster -- a registry for TypeHandlers, finding the best one
for a given type.
That's still a bit work in progress. It introduces at least one regression:
The VariablesView doesn't save/restore its state anymore. Will take a while
until that is added back.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@33907 a95241bf-73f2-0310-859d-f6bbb57e9c96
2009-11-05 18:15:21 +00:00
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class CpuState;
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2009-10-15 09:47:24 +00:00
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class FunctionInstance;
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class Image;
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class StackFrame;
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class Team;
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2012-07-24 00:28:16 +02:00
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class TeamUiSettings;
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2009-10-15 09:47:24 +00:00
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class Thread;
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class TypeComponentPath;
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class UserBreakpoint;
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class UserInterfaceListener;
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* EnumerationValue -> EnumeratorValue
* Since some types don't have names (e.g. pointer types or anonymous structs or
unions), each type does now also have a unique ID. The global type cache
registers types by ID and by name (if they have one). This fixes clashes of
types with empty names.
* Completely refactored the code dealing with variable values. Formerly we had
Variable and TypeComponentPath to navigate to a component, mapped to a
BVariant representing the value. Now we have:
* Interface Value with various subclasses (BoolValue, IntegerValue, etc.) to
represent a value, with the flexibility for more esoteric values.
* A tree of ValueNode+ValueNodeChild objects to represent the components of a
variable. On top of each ValueNodeChild sits a ValueNode representing the
value of the component, potentially having ValueNodeChild children. This
should allow casting a component value, simply by replacing its ValueNode.
* Interface ValueHandler and various implementations for the different value
types. It is basically a factory for classes allowing to format/display a
value.
* ValueHandlerRoster -- a registry for ValueHandlers, finding the best one
for a given value.
* Interface TypeHandler and various implementions for the different type
kinds (primitive, compound, address, etc.). It is basically a factory for
ValueNodes for that type.
* TypeHandlerRoster -- a registry for TypeHandlers, finding the best one
for a given type.
That's still a bit work in progress. It introduces at least one regression:
The VariablesView doesn't save/restore its state anymore. Will take a while
until that is added back.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@33907 a95241bf-73f2-0310-859d-f6bbb57e9c96
2009-11-05 18:15:21 +00:00
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class ValueNode;
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class ValueNodeContainer;
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2009-10-15 09:47:24 +00:00
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class Variable;
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enum user_notification_type {
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USER_NOTIFICATION_INFO,
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USER_NOTIFICATION_WARNING,
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USER_NOTIFICATION_ERROR
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};
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class UserInterface : public BReferenceable {
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public:
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virtual ~UserInterface();
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2011-11-02 19:04:24 +00:00
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virtual const char* ID() const = 0;
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2009-10-15 09:47:24 +00:00
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virtual status_t Init(Team* team,
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UserInterfaceListener* listener) = 0;
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virtual void Show() = 0;
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virtual void Terminate() = 0;
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// shut down the UI *now* -- no more user
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// feedback
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2012-07-24 00:28:16 +02:00
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virtual status_t LoadSettings(const TeamUiSettings* settings)
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2011-11-02 19:04:24 +00:00
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= 0;
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2012-07-24 00:28:16 +02:00
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virtual status_t SaveSettings(TeamUiSettings*& settings)
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2011-11-02 19:04:24 +00:00
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const = 0;
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2009-10-15 09:47:24 +00:00
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virtual void NotifyUser(const char* title,
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const char* message,
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user_notification_type type) = 0;
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virtual int32 SynchronouslyAskUser(const char* title,
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const char* message, const char* choice1,
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const char* choice2, const char* choice3)
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= 0;
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2012-07-27 23:04:16 +02:00
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// returns -1, if not implemented or user
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// cannot be asked
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2009-10-15 09:47:24 +00:00
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};
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class UserInterfaceListener {
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2012-07-27 23:04:16 +02:00
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public:
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2012-07-29 00:18:43 +02:00
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enum QuitOption {
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QUIT_OPTION_ASK_USER,
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QUIT_OPTION_ASK_KILL_TEAM,
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QUIT_OPTION_ASK_RESUME_TEAM
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};
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2012-07-27 23:04:16 +02:00
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2009-10-15 09:47:24 +00:00
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public:
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virtual ~UserInterfaceListener();
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virtual void FunctionSourceCodeRequested(
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FunctionInstance* function) = 0;
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2010-11-03 21:52:39 +00:00
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virtual void SourceEntryLocateRequested(
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const char* sourcePath,
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const char* locatedPath) = 0;
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2009-10-15 09:47:24 +00:00
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virtual void ImageDebugInfoRequested(Image* image) = 0;
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* EnumerationValue -> EnumeratorValue
* Since some types don't have names (e.g. pointer types or anonymous structs or
unions), each type does now also have a unique ID. The global type cache
registers types by ID and by name (if they have one). This fixes clashes of
types with empty names.
* Completely refactored the code dealing with variable values. Formerly we had
Variable and TypeComponentPath to navigate to a component, mapped to a
BVariant representing the value. Now we have:
* Interface Value with various subclasses (BoolValue, IntegerValue, etc.) to
represent a value, with the flexibility for more esoteric values.
* A tree of ValueNode+ValueNodeChild objects to represent the components of a
variable. On top of each ValueNodeChild sits a ValueNode representing the
value of the component, potentially having ValueNodeChild children. This
should allow casting a component value, simply by replacing its ValueNode.
* Interface ValueHandler and various implementations for the different value
types. It is basically a factory for classes allowing to format/display a
value.
* ValueHandlerRoster -- a registry for ValueHandlers, finding the best one
for a given value.
* Interface TypeHandler and various implementions for the different type
kinds (primitive, compound, address, etc.). It is basically a factory for
ValueNodes for that type.
* TypeHandlerRoster -- a registry for TypeHandlers, finding the best one
for a given type.
That's still a bit work in progress. It introduces at least one regression:
The VariablesView doesn't save/restore its state anymore. Will take a while
until that is added back.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@33907 a95241bf-73f2-0310-859d-f6bbb57e9c96
2009-11-05 18:15:21 +00:00
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virtual void ValueNodeValueRequested(CpuState* cpuState,
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ValueNodeContainer* container,
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ValueNode* valueNode) = 0;
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2009-10-15 09:47:24 +00:00
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virtual void ThreadActionRequested(thread_id threadID,
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uint32 action) = 0;
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virtual void SetBreakpointRequested(target_addr_t address,
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bool enabled) = 0;
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virtual void SetBreakpointEnabledRequested(
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UserBreakpoint* breakpoint,
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bool enabled) = 0;
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virtual void ClearBreakpointRequested(
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target_addr_t address) = 0;
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virtual void ClearBreakpointRequested(
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UserBreakpoint* breakpoint) = 0;
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// TODO: Consolidate those!
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2011-06-10 01:58:39 +00:00
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virtual void InspectRequested(
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target_addr_t address,
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TeamMemoryBlock::Listener* listener) = 0;
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2012-07-27 23:04:16 +02:00
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virtual bool UserInterfaceQuitRequested(
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QuitOption quitOption
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= QUIT_OPTION_ASK_USER) = 0;
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2009-10-15 09:47:24 +00:00
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};
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#endif // USER_INTERFACE_H
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