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/* 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 COMMON_DEBUG_CHANNELS_H
#define COMMON_DEBUG_CHANNELS_H
#include "common/scummsys.h"
#include "common/hashmap.h"
#include "common/hash-str.h"
#include "common/list.h"
#include "common/singleton.h"
#include "common/str.h"
/**
* debug channels structure
*/
struct DebugChannelDef {
uint32 channel; /*!< enum value, channel id, e.g. kDebugGlobalDetection */
const char *name; /*!< name of debug channel, e.g. "detection" */
const char *description; /*!< description of debug channel, e.g. "track scripts" */
};
/**
* delimiter of the array of DebugChannelDef
*/
#define DEBUG_CHANNEL_END {0, NULL, NULL}
extern const DebugChannelDef gDebugChannels[];
namespace Common {
/**
* @defgroup common_debug_channels Debug channels
* @ingroup common
*
* @brief Functions for managing debug channels.
* @{
*/
// TODO: Find a better name for this
class DebugManager : public Singleton<DebugManager> {
public:
struct DebugChannel {
DebugChannel() : channel(0) {}
DebugChannel(uint32 c, const String &n, const String &d)
: name(n), description(d), channel(c) {}
String name; /*!< Name of the channel */
String description; /*!< Description of the channel */
uint32 channel; /*!< Channel ID */
};
/**
* Add a debug channel.
*
* A debug channel is considered roughly similar to what the debug levels described by
* gDebugLevel try to achieve:
*
* Debug channels should only affect the display of additional debug output, based on
* their state. That is, if they are enabled, channel-specific debug messages should
* be shown. If they are disabled on the other hand, those messages will be hidden.
*
* @see gDebugLevel
*
* Note that we have debug* functions that depend both on the debug level set and
* specific debug channels. Those functions will only show output, when *both* criteria
* are satisfied.
*
* @param channel Channel ID.
* @param name The option name that is used in the debugger/on the command line to enable
* this special debug level (case will be ignored).
* @param description The description that shows up in the debugger.
*
* @return True on success, false on failure.
*/
bool addDebugChannel(uint32 channel, const String &name, const String &description);
/**
* Add all the debug channels for an engine. This replaces any existing engine
* debug channels and disables all channels.
*/
void addAllDebugChannels(const DebugChannelDef *channels);
/**
* Remove all engine debug channels and disable all global debug channels.
*/
void removeAllDebugChannels();
/**
* Enable a debug channel.
*
* @param name Name of the debug channel to enable.
* @return True on success, false on failure.
*/
bool enableDebugChannel(const String &name);
/**
* @overload enableDebugChannel(uint32 channel)
*
* @param channel Debug channel.
* @return True on success, false on failure.
*/
bool enableDebugChannel(uint32 channel);
/**
* Disable a debug channel.
*
* @param name Name of the debug channel to disable.
* @return True on success, false on failure.
*/
bool disableDebugChannel(const String &name);
/**
* @overload bool disableDebugChannel(uint32 channel)
*
* @param channel The debug channel ID
* @return true on success, false on failure
*/
bool disableDebugChannel(uint32 channel);
typedef List<DebugChannel> DebugChannelList;
/**
* Lists all debug channels. This includes engine and global
* debug channels.
*
* @return List of all debug channels sorted by debug level.
*/
DebugChannelList getDebugChannels();
/**
* Enable all debug channels.
*/
void enableAllDebugChannels();
/**
* Disable all debug channels.
*/
void disableAllDebugChannels();
/**
* Test whether the given debug channel is enabled.
*/
bool isDebugChannelEnabled(uint32 channel, bool enforce = false);
private:
typedef HashMap<String, DebugChannel, IgnoreCase_Hash, IgnoreCase_EqualTo> DebugChannelMap;
typedef HashMap<uint32, bool> EnabledChannelsMap;
DebugChannelMap _debugChannels;
EnabledChannelsMap _debugChannelsEnabled;
uint32 _globalChannelsMask;
friend class Singleton<SingletonBaseType>;
DebugManager();
/**
* Internal method for adding an array of debug channels.
*/
void addDebugChannels(const DebugChannelDef *channels);
};
/** Shortcut for accessing the Debug Manager. */
#define DebugMan Common::DebugManager::instance()
/** @} */
} // End of namespace Common
#endif
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