haiku/src/apps/debugger/MessageCodes.h

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/*
* Copyright 2009, Ingo Weinhold, ingo_weinhold@gmx.de.
* Copyright 2013, Rene Gollent, rene@gollent.com.
* Distributed under the terms of the MIT License.
*/
#ifndef MESSAGE_CODES_H
#define MESSAGE_CODES_H
enum {
* 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
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MSG_THREAD_RUN = 'run_',
MSG_THREAD_SET_ADDRESS = 'sead',
* 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
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MSG_THREAD_STOP = 'stop',
MSG_THREAD_STEP_OVER = 'stov',
MSG_THREAD_STEP_INTO = 'stin',
MSG_THREAD_STEP_OUT = 'stou',
MSG_SET_BREAKPOINT = 'sbrk',
MSG_CLEAR_BREAKPOINT = 'cbrk',
MSG_ENABLE_BREAKPOINT = 'ebrk',
MSG_DISABLE_BREAKPOINT = 'dbrk',
MSG_SET_WATCHPOINT = 'swpt',
MSG_CLEAR_WATCHPOINT = 'cwpt',
MSG_ENABLE_WATCHPOINT = 'ewpt',
MSG_DISABLE_WATCHPOINT = 'dwpt',
MSG_STOP_ON_IMAGE_LOAD = 'tsil',
* 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
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MSG_THREAD_STATE_CHANGED = 'tsch',
MSG_THREAD_CPU_STATE_CHANGED = 'tcsc',
MSG_THREAD_STACK_TRACE_CHANGED = 'tstc',
MSG_STACK_FRAME_VALUE_RETRIEVED = 'sfvr',
MSG_IMAGE_DEBUG_INFO_CHANGED = 'idic',
MSG_CONSOLE_OUTPUT_RECEIVED = 'core',
* 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
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MSG_IMAGE_FILE_CHANGED = 'ifch',
MSG_FUNCTION_SOURCE_CODE_CHANGED = 'fnsc',
MSG_USER_BREAKPOINT_CHANGED = 'ubrc',
MSG_WATCHPOINT_CHANGED = 'wapc',
* 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
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MSG_DEBUGGER_EVENT = 'dbge',
MSG_LOAD_SETTINGS = 'ldst',
MSG_SETTINGS_MENU_IMPL_ITEM_SELECTED = 'smii',
MSG_SETTINGS_MENU_IMPL_OPTION_ITEM_SELECTED = 'smio',
MSG_TEXTVIEW_AUTOSCROLL = 'tvas',
MSG_VARIABLES_VIEW_CONTEXT_MENU_DONE = 'ctxd',
MSG_VARIABLES_VIEW_NODE_SETTINGS_CHANGED = 'vvns',
MSG_VALUE_NODE_CHANGED = 'vnch',
MSG_VALUE_NODE_CHILDREN_CREATED = 'vncc',
MSG_VALUE_NODE_CHILDREN_DELETED = 'vncd',
MSG_VALUE_NODE_VALUE_CHANGED = 'vnvc',
MSG_TEAM_DEBUGGER_QUIT = 'dbqt',
MSG_TEAM_RESTART_REQUESTED = 'trrq',
MSG_SHOW_TEAMS_WINDOW = 'stsw',
MSG_TEAMS_WINDOW_CLOSED = 'tswc',
MSG_SHOW_BREAK_CONDITION_CONFIG_WINDOW = 'sbcc',
MSG_BREAK_CONDITION_CONFIG_WINDOW_CLOSED = 'bccw',
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MSG_START_NEW_TEAM = 'sttt',
MSG_DEBUG_THIS_TEAM = 'dbtt',
MSG_SHOW_INSPECTOR_WINDOW = 'sirw',
MSG_INSPECTOR_WINDOW_CLOSED = 'irwc',
MSG_INSPECT_ADDRESS = 'isad',
MSG_SHOW_TYPECAST_NODE_PROMPT = 'stnp',
MSG_TYPECAST_TO_ARRAY = 'stta',
MSG_TYPECAST_NODE = 'tyno',
MSG_SHOW_WATCH_VARIABLE_PROMPT = 'swvp',
MSG_SHOW_CONTAINER_RANGE_PROMPT = 'scrp',
MSG_SET_CONTAINER_RANGE = 'chcr',
MSG_GENERATE_DEBUG_REPORT = 'gdrp'
};
#endif // MESSAGE_CODES_H