haiku/headers/private/debugger/value/value_nodes/BMessageValueNode.h
Rene Gollent fce4895d18 Debugger: Split into core library and application.
- Add subfolder src/kits/debugger which contains the debugger's core
  functionality and lower layers. Correspondingly add headers/private/debugger
  for shared headers to be used by clients such as the Debugger application
  and eventual remote_debug_server. Adjust various files to account for
  differences as a result of the split and moves.
- Add libdebugger.so to minimal Jamfile.
2016-06-04 13:18:39 -04:00

140 lines
3.5 KiB
C++

/*
* Copyright 2011-2015, Rene Gollent, rene@gollent.com.
* Distributed under the terms of the MIT License.
*/
#ifndef BMESSAGE_VALUE_NODE_H
#define BMESSAGE_VALUE_NODE_H
#include <Message.h>
#include <MessagePrivate.h>
#include <ObjectList.h>
#include <Variant.h>
#include "ValueLocation.h"
#include "ValueNode.h"
class CompoundType;
class BMessageValueNode : public ValueNode {
public:
BMessageValueNode(
ValueNodeChild* nodeChild, Type* type);
virtual ~BMessageValueNode();
virtual Type* GetType() const;
virtual status_t ResolvedLocationAndValue(
ValueLoader* valueLoader,
ValueLocation*& _location,
Value*& _value);
virtual bool ChildCreationNeedsValue() const
{ return true; }
virtual status_t CreateChildren(TeamTypeInformation* info);
virtual int32 CountChildren() const;
virtual ValueNodeChild* ChildAt(int32 index) const;
private:
status_t _GetTypeForTypeCode(
TeamTypeInformation* info,
type_code type,
Type*& _type);
status_t _FindField(const char* name,
type_code type,
BMessage::field_header** result) const;
uint32 _HashName(const char* name) const;
status_t _FindDataLocation(const char* name,
type_code type, int32 index,
ValueLocation& location) const;
private:
class BMessageFieldNode;
class BMessageFieldNodeChild;
// for GCC2
friend class BMessageFieldNode;
friend class BMessageFieldNodeChild;
friend class BMessageWhatNodeChild;
typedef BObjectList<ValueNodeChild> ChildNodeList;
private:
Type* fType;
ChildNodeList fChildren;
BVariant fDataLocation;
BMessage::message_header*
fHeader;
BMessage::field_header* fFields;
uint8* fData;
BMessage fMessage;
bool fIsFlatMessage;
};
class BMessageValueNode::BMessageFieldNode : public ValueNode {
public:
BMessageFieldNode(
BMessageFieldNodeChild *child,
BMessageValueNode* parent,
const BString& name,
type_code type, int32 count);
virtual ~BMessageFieldNode();
virtual Type* GetType() const;
virtual status_t ResolvedLocationAndValue(
ValueLoader* loader,
ValueLocation *& _location,
Value*& _value);
virtual status_t CreateChildren(TeamTypeInformation* info);
virtual int32 CountChildren() const;
virtual ValueNodeChild* ChildAt(int32 index) const;
private:
BString fName;
Type* fType;
BMessageValueNode* fParent;
type_code fFieldType;
int32 fFieldCount;
ChildNodeList fChildren;
};
class BMessageValueNode::BMessageFieldNodeChild : public ValueNodeChild {
public:
BMessageFieldNodeChild(
BMessageValueNode* parent,
Type* nodeType,
const BString &name,
type_code type, int32 count,
int32 index = -1);
virtual ~BMessageFieldNodeChild();
virtual const BString& Name() const;
virtual Type* GetType() const;
virtual ValueNode* Parent() const;
virtual bool IsInternal() const;
virtual status_t CreateInternalNode(
ValueNode*& _node);
virtual status_t ResolveLocation(ValueLoader* valueLoader,
ValueLocation*& _location);
private:
BString fName;
BString fPresentationName;
Type* fType;
BMessageValueNode* fParent;
type_code fFieldType;
int32 fFieldCount;
int32 fFieldIndex;
};
#endif // BMESSAGE_VALUE_NODE_H