2009-06-18 04:35:12 +04:00
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/*
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* Copyright 2009, Ingo Weinhold, ingo_weinhold@gmx.de.
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2013-05-30 03:16:08 +04:00
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* Copyright 2013, Rene Gollent, rene@gollent.com.
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2009-06-18 04:35:12 +04:00
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* Distributed under the terms of the MIT License.
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*/
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#ifndef MESSAGE_CODES_H
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#define MESSAGE_CODES_H
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enum {
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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 21:15:21 +03:00
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MSG_THREAD_RUN = 'run_',
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2013-05-17 05:16:45 +04:00
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MSG_THREAD_SET_ADDRESS = 'sead',
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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 21:15:21 +03:00
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MSG_THREAD_STOP = 'stop',
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MSG_THREAD_STEP_OVER = 'stov',
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MSG_THREAD_STEP_INTO = 'stin',
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MSG_THREAD_STEP_OUT = 'stou',
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MSG_SET_BREAKPOINT = 'sbrk',
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MSG_CLEAR_BREAKPOINT = 'cbrk',
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MSG_ENABLE_BREAKPOINT = 'ebrk',
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MSG_DISABLE_BREAKPOINT = 'dbrk',
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2012-11-06 14:45:26 +04:00
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MSG_SET_WATCHPOINT = 'swpt',
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MSG_CLEAR_WATCHPOINT = 'cwpt',
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MSG_ENABLE_WATCHPOINT = 'ewpt',
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MSG_DISABLE_WATCHPOINT = 'dwpt',
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2013-07-04 18:39:34 +04:00
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MSG_STOP_ON_IMAGE_LOAD = 'tsil',
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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 21:15:21 +03:00
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MSG_THREAD_STATE_CHANGED = 'tsch',
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MSG_THREAD_CPU_STATE_CHANGED = 'tcsc',
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MSG_THREAD_STACK_TRACE_CHANGED = 'tstc',
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MSG_STACK_FRAME_VALUE_RETRIEVED = 'sfvr',
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MSG_IMAGE_DEBUG_INFO_CHANGED = 'idic',
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2013-06-28 05:05:42 +04:00
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MSG_CONSOLE_OUTPUT_RECEIVED = 'core',
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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 21:15:21 +03:00
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MSG_IMAGE_FILE_CHANGED = 'ifch',
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MSG_FUNCTION_SOURCE_CODE_CHANGED = 'fnsc',
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MSG_USER_BREAKPOINT_CHANGED = 'ubrc',
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2012-11-07 17:50:17 +04:00
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MSG_WATCHPOINT_CHANGED = 'wapc',
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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 21:15:21 +03:00
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MSG_DEBUGGER_EVENT = 'dbge',
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MSG_LOAD_SETTINGS = 'ldst',
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MSG_SETTINGS_MENU_IMPL_ITEM_SELECTED = 'smii',
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MSG_SETTINGS_MENU_IMPL_OPTION_ITEM_SELECTED = 'smio',
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MSG_TEXTVIEW_AUTOSCROLL = 'tvas',
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MSG_VARIABLES_VIEW_CONTEXT_MENU_DONE = 'ctxd',
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MSG_VARIABLES_VIEW_NODE_SETTINGS_CHANGED = 'vvns',
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MSG_VALUE_NODE_CHANGED = 'vnch',
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MSG_VALUE_NODE_CHILDREN_CREATED = 'vncc',
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MSG_VALUE_NODE_CHILDREN_DELETED = 'vncd',
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MSG_VALUE_NODE_VALUE_CHANGED = 'vnvc',
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2010-09-21 19:07:48 +04:00
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MSG_TEAM_DEBUGGER_QUIT = 'dbqt',
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2013-05-30 03:16:08 +04:00
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MSG_TEAM_RESTART_REQUESTED = 'trrq',
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2010-09-21 19:07:48 +04:00
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MSG_SHOW_TEAMS_WINDOW = 'stsw',
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MSG_TEAMS_WINDOW_CLOSED = 'tswc',
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2013-07-06 20:53:37 +04:00
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MSG_SHOW_BREAK_CONDITION_CONFIG_WINDOW = 'sbcc',
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MSG_BREAK_CONDITION_CONFIG_WINDOW_CLOSED = 'bccw',
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2013-05-04 04:14:13 +04:00
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MSG_START_NEW_TEAM = 'sttt',
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2011-06-10 05:58:39 +04:00
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MSG_DEBUG_THIS_TEAM = 'dbtt',
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2011-06-13 06:09:12 +04:00
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MSG_SHOW_INSPECTOR_WINDOW = 'sirw',
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2011-06-10 05:58:39 +04:00
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MSG_INSPECTOR_WINDOW_CLOSED = 'irwc',
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2012-11-04 12:37:16 +04:00
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MSG_INSPECT_ADDRESS = 'isad',
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MSG_SHOW_TYPECAST_NODE_PROMPT = 'stnp',
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2013-05-19 19:50:11 +04:00
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MSG_TYPECAST_TO_ARRAY = 'stta',
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2012-11-06 23:54:18 +04:00
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MSG_TYPECAST_NODE = 'tyno',
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2012-11-18 22:08:38 +04:00
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MSG_SHOW_WATCH_VARIABLE_PROMPT = 'swvp',
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2013-04-21 22:10:21 +04:00
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MSG_SHOW_CONTAINER_RANGE_PROMPT = 'scrp',
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MSG_SET_CONTAINER_RANGE = 'chcr',
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2012-11-18 22:08:38 +04:00
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MSG_GENERATE_DEBUG_REPORT = 'gdrp'
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2009-06-18 04:35:12 +04:00
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};
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#endif // MESSAGE_CODES_H
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