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qt-creator/src/plugins/debugger/qml/qmlengine.h

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/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of Qt Creator.
**
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3 as published by the Free Software
** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-3.0.html.
2010-12-17 16:01:08 +01:00
**
****************************************************************************/
#pragma once
#include <debugger/debuggerengine.h>
#include <qmldebug/qdebugmessageclient.h>
#include <qmldebug/qmloutputparser.h>
#include <qmljs/qmljsdocument.h>
2011-01-07 18:04:38 +01:00
namespace Debugger {
namespace Internal {
class QmlEnginePrivate;
class QmlInspectorAgent;
class QmlEngine : public DebuggerEngine
{
Q_OBJECT
public:
QmlEngine();
~QmlEngine() override;
void logServiceStateChange(const QString &service, float version,
QmlDebug::QmlDebugClient::State newState);
void logServiceActivity(const QString &service, const QString &logMessage);
void expressionEvaluated(quint32 queryId, const QVariant &result);
private:
void disconnected();
void errorMessageBoxFinished(int result);
void updateCurrentContext();
void tryToConnect();
void beginConnection();
void handleLauncherStarted();
void connectionEstablished();
void connectionStartupFailed();
void appStartupFailed(const QString &errorMessage);
void appMessage(const QString &msg, Utils::OutputFormat);
void setState(DebuggerState state, bool forced) override;
void gotoLocation(const Internal::Location &location) override;
bool canDisplayTooltip() const override { return false; }
void resetLocation() override;
void executeStep() override;
void executeStepOut() override;
void executeNext() override;
void executeStepI() override;
void executeNextI() override;
void setupEngine() override;
void runEngine() override;
void shutdownInferior() override;
void shutdownEngine() override;
bool canHandleToolTip(const DebuggerToolTipContext &) const override;
void continueInferior() override;
void interruptInferior() override;
void executeRunToLine(const ContextData &data) override;
void executeRunToFunction(const QString &functionName) override;
void executeJumpToLine(const ContextData &data) override;
void activateFrame(int index) override;
void selectThread(const Thread &thread) override;
Debugger: Make most views per-engine instead of singletons This is a step towards properly supporting multiple debugger sessions side-by-side. The combined C++-and-QML engine has been removed, instead a combined setup creates now two individual engines, under a single DebuggerRunTool but mostly independent with no combined state machine. This requires a few more clicks in some cases, but makes it easier to direct e.g. interrupt requests to the interesting engine. Care has been taken to not change the UX of the single debugger session use case if possible. The fat debug button operates as-before in that case, i.e. switches to Interrupt if the single active runconfiguration runs in the debugger etc. Most views are made per-engine, running an engine creates a new Perspective, which is destroyed when the run control dies. The snapshot view remains global and becomes primary source of information on a "current engine" that receives all menu and otherwise global input. There is a new global "Breakpoint Preset" view containing all "static" breakpoint data. When an engine starts up it "claims" breakpoint it believes it can handle, but operates on a copy of the static data. The markers of the static version are suppressed as long as an engine controls a breakpoint (that inclusive all resolved locations), but are re-instatet once the engine quits. The old Breakpoint class that already contained this split per-instance was split into a new Breakpoint and a GlobalBreakpoint class, with a per-engine model for Breakpoints, and a singleton model containing GlobalBreakpoints. There is a new CppDebuggerEngine intermediate level serving as base for C++ (or, rather, "compiled") binary debugging, i.e. {Gdb,Lldb,Cdb}Engine, taking over bits of the current DebuggerEngine base that are not applicable to non-binary debuggers. Change-Id: I9994f4c188379b4aee0c4f379edd4759fbb0bd43 Reviewed-by: Christian Stenger <christian.stenger@qt.io> Reviewed-by: hjk <hjk@qt.io>
2018-07-31 12:30:48 +02:00
bool acceptsBreakpoint(const BreakpointParameters &bp) const final;
void insertBreakpoint(const Breakpoint &bp) final;
void removeBreakpoint(const Breakpoint &bp) final;
void updateBreakpoint(const Breakpoint &bp) final;
void assignValueInDebugger(WatchItem *item,
const QString &expr, const QVariant &value) override;
void loadSymbols(const QString &moduleName) override;
void loadAllSymbols() override;
void requestModuleSymbols(const QString &moduleName) override;
void reloadModules() override;
void reloadRegisters() override {}
void reloadSourceFiles() override;
void reloadFullStack() override {}
void updateAll() override;
void updateItem(const QString &iname) override;
void expandItem(const QString &iname) override;
void selectWatchData(const QString &iname) override;
Debugger: Make most views per-engine instead of singletons This is a step towards properly supporting multiple debugger sessions side-by-side. The combined C++-and-QML engine has been removed, instead a combined setup creates now two individual engines, under a single DebuggerRunTool but mostly independent with no combined state machine. This requires a few more clicks in some cases, but makes it easier to direct e.g. interrupt requests to the interesting engine. Care has been taken to not change the UX of the single debugger session use case if possible. The fat debug button operates as-before in that case, i.e. switches to Interrupt if the single active runconfiguration runs in the debugger etc. Most views are made per-engine, running an engine creates a new Perspective, which is destroyed when the run control dies. The snapshot view remains global and becomes primary source of information on a "current engine" that receives all menu and otherwise global input. There is a new global "Breakpoint Preset" view containing all "static" breakpoint data. When an engine starts up it "claims" breakpoint it believes it can handle, but operates on a copy of the static data. The markers of the static version are suppressed as long as an engine controls a breakpoint (that inclusive all resolved locations), but are re-instatet once the engine quits. The old Breakpoint class that already contained this split per-instance was split into a new Breakpoint and a GlobalBreakpoint class, with a per-engine model for Breakpoints, and a singleton model containing GlobalBreakpoints. There is a new CppDebuggerEngine intermediate level serving as base for C++ (or, rather, "compiled") binary debugging, i.e. {Gdb,Lldb,Cdb}Engine, taking over bits of the current DebuggerEngine base that are not applicable to non-binary debuggers. Change-Id: I9994f4c188379b4aee0c4f379edd4759fbb0bd43 Reviewed-by: Christian Stenger <christian.stenger@qt.io> Reviewed-by: hjk <hjk@qt.io>
2018-07-31 12:30:48 +02:00
void executeDebuggerCommand(const QString &command) override;
Debugger: Make most views per-engine instead of singletons This is a step towards properly supporting multiple debugger sessions side-by-side. The combined C++-and-QML engine has been removed, instead a combined setup creates now two individual engines, under a single DebuggerRunTool but mostly independent with no combined state machine. This requires a few more clicks in some cases, but makes it easier to direct e.g. interrupt requests to the interesting engine. Care has been taken to not change the UX of the single debugger session use case if possible. The fat debug button operates as-before in that case, i.e. switches to Interrupt if the single active runconfiguration runs in the debugger etc. Most views are made per-engine, running an engine creates a new Perspective, which is destroyed when the run control dies. The snapshot view remains global and becomes primary source of information on a "current engine" that receives all menu and otherwise global input. There is a new global "Breakpoint Preset" view containing all "static" breakpoint data. When an engine starts up it "claims" breakpoint it believes it can handle, but operates on a copy of the static data. The markers of the static version are suppressed as long as an engine controls a breakpoint (that inclusive all resolved locations), but are re-instatet once the engine quits. The old Breakpoint class that already contained this split per-instance was split into a new Breakpoint and a GlobalBreakpoint class, with a per-engine model for Breakpoints, and a singleton model containing GlobalBreakpoints. There is a new CppDebuggerEngine intermediate level serving as base for C++ (or, rather, "compiled") binary debugging, i.e. {Gdb,Lldb,Cdb}Engine, taking over bits of the current DebuggerEngine base that are not applicable to non-binary debuggers. Change-Id: I9994f4c188379b4aee0c4f379edd4759fbb0bd43 Reviewed-by: Christian Stenger <christian.stenger@qt.io> Reviewed-by: hjk <hjk@qt.io>
2018-07-31 12:30:48 +02:00
bool companionPreventsActions() const override;
bool hasCapability(unsigned) const override;
void quitDebugger() override;
void doUpdateLocals(const UpdateParameters &params) override;
Debugger: Make most views per-engine instead of singletons This is a step towards properly supporting multiple debugger sessions side-by-side. The combined C++-and-QML engine has been removed, instead a combined setup creates now two individual engines, under a single DebuggerRunTool but mostly independent with no combined state machine. This requires a few more clicks in some cases, but makes it easier to direct e.g. interrupt requests to the interesting engine. Care has been taken to not change the UX of the single debugger session use case if possible. The fat debug button operates as-before in that case, i.e. switches to Interrupt if the single active runconfiguration runs in the debugger etc. Most views are made per-engine, running an engine creates a new Perspective, which is destroyed when the run control dies. The snapshot view remains global and becomes primary source of information on a "current engine" that receives all menu and otherwise global input. There is a new global "Breakpoint Preset" view containing all "static" breakpoint data. When an engine starts up it "claims" breakpoint it believes it can handle, but operates on a copy of the static data. The markers of the static version are suppressed as long as an engine controls a breakpoint (that inclusive all resolved locations), but are re-instatet once the engine quits. The old Breakpoint class that already contained this split per-instance was split into a new Breakpoint and a GlobalBreakpoint class, with a per-engine model for Breakpoints, and a singleton model containing GlobalBreakpoints. There is a new CppDebuggerEngine intermediate level serving as base for C++ (or, rather, "compiled") binary debugging, i.e. {Gdb,Lldb,Cdb}Engine, taking over bits of the current DebuggerEngine base that are not applicable to non-binary debuggers. Change-Id: I9994f4c188379b4aee0c4f379edd4759fbb0bd43 Reviewed-by: Christian Stenger <christian.stenger@qt.io> Reviewed-by: hjk <hjk@qt.io>
2018-07-31 12:30:48 +02:00
Core::Context languageContext() const override;
void closeConnection();
void startApplicationLauncher();
void stopApplicationLauncher();
void connectionFailed();
void checkConnectionState();
void showConnectionStateMessage(const QString &message);
bool isConnected() const;
private:
friend class QmlEnginePrivate;
friend class QmlInspectorAgent;
QmlEnginePrivate *d;
};
} // namespace Internal
} // namespace Debugger