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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 2
 * 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
 * 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, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 * $URL$
 * $Id$


#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"

namespace Common {

// TODO: Find a better name for this
00040 class DebugManager : public Singleton<DebugManager> {

00043       struct DebugChannel {
            DebugChannel() : channel(0), enabled(false) {}
            DebugChannel(uint32 c, const String &n, const String &d)
                  : name(n), description(d), channel(c), enabled(false) {}

            String name;
            String description;

            uint32 channel;
            bool enabled;

       * Adds a debug channel.
       * A debug channel is considered roughly similar to what our 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 which depend both on the debug level set and
       * specific debug channels. Those functions will only show output, when *both* criteria
       * are satisfied.
       * @param channel the channel flag (should be OR-able i.e. first one should be 1 then 2, 4, etc.)
       * @param name the option name which is used in the debugger/on the command line to enable
       *             this special debug level (case will be ignored)
       * @param description the description which shows up in the debugger
       * @return true on success false on failure
      bool addDebugChannel(uint32 channel, const String &name, const String &description);

       * Resets all engine specific debug channels.
      void clearAllDebugChannels();

       * Enables an debug channel.
       * @param name the name of the debug channel to enable
       * @return true on success, false on failure
      bool enableDebugChannel(const String &name);

       * Disables an debug channel.
       * @param name the name of the debug channel to disable
       * @return true on success, false on failure
      bool disableDebugChannel(const String &name);

      typedef List<DebugChannel> DebugChannelList;

       * Lists all engine specific debug channels.
       * @return returns an array with all debug channels
      DebugChannelList listDebugChannels();

       * Test whether the given debug channel is enabled.
      bool isDebugChannelEnabled(uint32 channel);

      typedef HashMap<String, DebugChannel, IgnoreCase_Hash, IgnoreCase_EqualTo> DebugChannelMap;

      DebugChannelMap gDebugChannels;
      uint32 gDebugChannelsEnabled;

      friend class Singleton<SingletonBaseType>;
      DebugManager() : gDebugChannelsEnabled(0) {}

/** Shortcut for accessing the debug manager. */
#define DebugMan        Common::DebugManager::instance()

}     // End of namespace Common


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