haiku/headers/private/debugger/value/ValueNode.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

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/*
* Copyright 2015, Rene Gollent, rene@gollent.com.
* Copyright 2009, Ingo Weinhold, ingo_weinhold@gmx.de.
* Distributed under the terms of the MIT License.
*/
#ifndef VALUE_NODE_H
#define VALUE_NODE_H
#include <String.h>
#include <Referenceable.h>
class TeamTypeInformation;
class Type;
class Value;
class ValueLoader;
class ValueLocation;
class ValueNodeChild;
class ValueNodeContainer;
enum {
VALUE_NODE_UNRESOLVED = 1
};
class ValueNode : public BReferenceable {
public:
ValueNode(ValueNodeChild* nodeChild);
virtual ~ValueNode();
ValueNodeChild* NodeChild() const { return fNodeChild; }
virtual const BString& Name() const;
virtual Type* GetType() const = 0;
virtual status_t ResolvedLocationAndValue(
ValueLoader* valueLoader,
ValueLocation*& _location,
Value*& _value) = 0;
// returns references, a NULL value can be
// returned
// locking required
ValueNodeContainer* Container() const
{ return fContainer; }
void SetContainer(ValueNodeContainer* container);
virtual bool ChildCreationNeedsValue() const
{ return false; }
bool ChildrenCreated() const
{ return fChildrenCreated; }
virtual status_t CreateChildren(TeamTypeInformation* info) = 0;
virtual int32 CountChildren() const = 0;
virtual ValueNodeChild* ChildAt(int32 index) const = 0;
// optional virtual hooks for container type value nodes such as
// arrays that may contain a variable (and potentially quite large)
// number of children. The calls below should be implemented for such
// node types to allow the upper layers to be aware of this, and to be
// able to request that only a subset of children be created.
virtual bool IsRangedContainer() const;
virtual bool IsContainerRangeFixed() const;
// indicates that the user can't
// arbitrarily go outside of the
// specified/supported range.
virtual void ClearChildren();
virtual status_t CreateChildrenInRange(
TeamTypeInformation* info,
int32 lowIndex, int32 highIndex);
virtual status_t SupportedChildRange(int32& lowIndex,
int32& highIndex) const;
status_t LocationAndValueResolutionState() const
{ return fLocationResolutionState; }
void SetLocationAndValue(ValueLocation* location,
Value* value, status_t resolutionState);
ValueLocation* Location() const { return fLocation; }
Value* GetValue() const { return fValue; }
// immutable after SetLocationAndValue()
protected:
ValueNodeContainer* fContainer;
ValueNodeChild* fNodeChild;
ValueLocation* fLocation;
Value* fValue;
status_t fLocationResolutionState;
bool fChildrenCreated;
};
class ValueNodeChild : public BReferenceable {
public:
ValueNodeChild();
virtual ~ValueNodeChild();
virtual const BString& Name() const = 0;
virtual Type* GetType() const = 0;
virtual ValueNode* Parent() const = 0;
virtual bool IsInternal() const;
virtual status_t CreateInternalNode(ValueNode*& _node);
virtual status_t ResolveLocation(ValueLoader* valueLoader,
ValueLocation*& _location) = 0;
// returns a reference
// locking required
ValueNodeContainer* Container() const
{ return fContainer; }
void SetContainer(ValueNodeContainer* container);
ValueNode* Node() const { return fNode; }
void SetNode(ValueNode* node);
status_t LocationResolutionState() const
{ return fLocationResolutionState; }
ValueLocation* Location() const;
// immutable after SetLocation()
void SetLocation(ValueLocation* location,
status_t resolutionState);
protected:
ValueNodeContainer* fContainer;
ValueNode* fNode;
ValueLocation* fLocation;
status_t fLocationResolutionState;
};
class ChildlessValueNode : public ValueNode {
public:
ChildlessValueNode(ValueNodeChild* nodeChild);
virtual status_t CreateChildren(TeamTypeInformation* info);
virtual int32 CountChildren() const;
virtual ValueNodeChild* ChildAt(int32 index) const;
};
#endif // VALUE_NODE_H