Supermodel/Src/Debugger/SupermodelDebugger.cpp
Nik Henson 45dd662dee - Updated debugger classes to get them to compile with latest changes
- Moved CPU debugger for Turbo68K into separate class CTurbo68KDebug and made C68KDebug base class for later addition of Musashi core
- Fixed typos in ConsoleDebugger
2011-07-20 21:39:11 +00:00

418 lines
10 KiB
C++

#ifdef SUPERMODEL_DEBUGGER
#include "Supermodel.h"
#include "ConsoleDebugger.h"
#include "CPUDebug.h"
#include "Label.h"
#include <string.h>
#include <stdio.h>
namespace Debugger
{
CSupermodelDebugger::CSupermodelDebugger(::CModel3 *model3, ::CInputs *inputs, ::CLogger *logger) :
CConsoleDebugger(), m_model3(model3), m_inputs(inputs), m_logger(logger),
m_loadEmuState(false), m_saveEmuState(false), m_resetEmu(false)
{
AddCPU(new CPPCDebug());
}
void CSupermodelDebugger::WaitCommand(CCPUDebug *cpu)
{
m_inputs->GetInputSystem()->UngrabMouse();
CConsoleDebugger::WaitCommand(cpu);
m_inputs->GetInputSystem()->GrabMouse();
}
bool CSupermodelDebugger::ProcessToken(const char *token, const char *cmd)
{
//
// Emulator
//
if (CheckToken(token, "les", "loademustate")) // loademustate <filename>
{
// Parse arguments
token = strtok(NULL, " ");
if (token == NULL)
{
Print("Missing filename.\n");
return false;
}
strncpy(m_stateFile, token, 254);
m_stateFile[254] = '\0';
m_loadEmuState = true;
return true;
}
else if (CheckToken(token, "ses", "saveemustate")) // saveemustate <filename>
{
// Parse arguments
token = strtok(NULL, " ");
if (token == NULL)
{
Print("Missing filename.\n");
return false;
}
strncpy(m_stateFile, token, 254);
m_stateFile[254] = '\0';
m_saveEmuState = true;
return true;
}
else if (CheckToken(token, "res", "resetemu")) // resetemu
{
m_resetEmu = true;
return true;
}
//
// Inputs
//
else if (CheckToken(token, "lip", "listinputs")) // listinputs
{
ListInputs();
return false;
}
else if (CheckToken(token, "pip", "printinput")) // printinput (<id>|<label>)
{
// Parse arguments
token = strtok(NULL, " ");
if (token == NULL)
{
Print("Mising input name.\n");
return false;
}
::CInput *input = (*m_inputs)[token];
if (input == NULL)
{
Print("No input with id or label '%s'.\n", token);
return false;
}
if (!InputIsValid(input))
{
Print("Input '%s' is not valid for current game.\n", token);
return false;
}
if (!input->IsVirtual())
{
char mapTrunc[41];
Truncate(mapTrunc, 40, input->GetMapping());
Print("Input %s (%s) [%s] = %04X (%d)\n", input->id, input->label, mapTrunc, input->value, input->value);
}
else
Print("Input %s (%s) = %04X (%d)\n", input->id, input->label, input->value, input->value);
return false;
}
else if (CheckToken(token, "sip", "setinput")) // setinput (<id>|<label>) <mapping>
{
// Parse arguments
token = strtok(NULL, " ");
if (token == NULL)
{
Print("Mising input id or label.\n");
return false;
}
::CInput *input = (*m_inputs)[token];
if (input == NULL)
{
Print("No input with id or label '%s'.\n", token);
return false;
}
if (!InputIsValid(input))
{
Print("Input '%s' is not valid for current game.\n", token);
return false;
}
token = strtok(NULL, " ");
if (token == NULL)
{
Print("Missing mapping to set.\n");
return false;
}
input->SetMapping(token);
Print("Set input %s (%s) to [%s]\n", input->id, input->label, input->GetMapping());
return false;
}
else if (CheckToken(token, "rip", "resetinput")) // resetinput (<id>|<label>)
{
// Parse arguments
token = strtok(NULL, " ");
if (token == NULL)
{
Print("Mising input id or label.\n");
return false;
}
::CInput *input = (*m_inputs)[token];
if (input == NULL)
{
Print("No input with id or label '%s'.\n", token);
return false;
}
if (!InputIsValid(input))
{
Print("Input '%s' is not valid for current game.\n", token);
return false;
}
input->ResetToDefaultMapping();
Print("Reset input %s (%s) to [%s]\n", input->id, input->label, input->GetMapping());
return false;
}
else if (CheckToken(token, "cip", "configinput")) // configinput (<id>|<label>) [(s)et|(a)ppend]
{
// Parse arguments
token = strtok(NULL, " ");
if (token == NULL)
{
Print("Mising input id or label.\n");
return false;
}
CInput *input = (*m_inputs)[token];
if (input == NULL)
{
Print("No input with id or label '%s'.\n", token);
return false;
}
if (!InputIsValid(input))
{
Print("Input '%s' is not valid for current game.\n", token);
return false;
}
token = strtok(NULL, " ");
bool append;
if (token == NULL || CheckToken(token, "s", "set"))
append = false;
else if (CheckToken(token, "a", "append"))
append = true;
else
{
Print("Enter a valid mode (s)et or (a)ppend.\n");
return false;
}
Print("Configure input %s [%s]: %s...", input->label, input->GetMapping(), (append ? "Appending" : "Setting"));
fflush(stdout); // required on terminals that use buffering
// Configure the input
if (input->Configure(append, "KEY_ESCAPE"))
Print(" %s\n", input->GetMapping());
else
Print(" [Cancelled]\n");
return false;
}
else if (CheckToken(token, "caip", "configallinputs")) // configallinputs
{
m_inputs->ConfigureInputs(m_model3->GetGameInfo());
return false;
}
//
// Help
//
else if (CheckToken(token, "h", "help"))
{
CConsoleDebugger::ProcessToken(token, cmd);
const char *fmt = " %-6s %-25s %s\n";
Print(" Emulator:\n");
Print(fmt, "les", "loademustate", "<filename>");
Print(fmt, "ses", "saveemustate", "<filename>");
Print(fmt, "res", "resetemu", "");
Print(" Inputs:\n");
Print(fmt, "lip", "listinputs", "");
Print(fmt, "pip", "printinput", "(<id>|<label>)");
Print(fmt, "sip", "setinput", "(<id>|<label>) <mapping>");
Print(fmt, "rip", "resetinput", "(<id>|<label>)");
Print(fmt, "cip", "configinput", "(<id>|<label>) [(s)et|(a)ppend]");
Print(fmt, "caip", "configallinputs", "");
return false;
}
else
return CConsoleDebugger::ProcessToken(token, cmd);
}
bool CSupermodelDebugger::InputIsValid(::CInput *input)
{
return input->IsUIInput() || (input->gameFlags & m_model3->GetGameInfo()->inputFlags);
}
void CSupermodelDebugger::ListInputs()
{
Print("Inputs:\n");
if (m_inputs->Count() == 0)
Print(" None\n");
// Get maximum id, label and mapping widths
size_t idAndLabelWidth = 0;
size_t mappingWidth = 0;
for (unsigned i = 0; i < m_inputs->Count(); i++)
{
::CInput *input = (*m_inputs)[i];
if (!InputIsValid(input))
continue;
idAndLabelWidth = max<size_t>(idAndLabelWidth, strlen(input->id) + strlen(input->label) + 3);
if (!input->IsVirtual())
mappingWidth = max<size_t>(mappingWidth, strlen(input->GetMapping()));
}
mappingWidth = min<size_t>(mappingWidth, 20);
// Print labels, mappings and values for each input
const char *groupLabel = NULL;
char idAndLabel[255];
char mapping[21];
for (unsigned i = 0; i < m_inputs->Count(); i++)
{
::CInput *input = (*m_inputs)[i];
if (!InputIsValid(input))
continue;
if (groupLabel == NULL || stricmp(groupLabel, input->GetInputGroup()) != 0)
{
groupLabel = input->GetInputGroup();
Print(" %s:\n", groupLabel);
}
sprintf(idAndLabel, "%s (%s)", input->id, input->label);
Print(" %-*s", (int)idAndLabelWidth, idAndLabel);
if (!input->IsVirtual())
Truncate(mapping, 20, input->GetMapping());
else
mapping[0] = '\0';
Print(" %-*s %04X (%d)\n", (int)mappingWidth, mapping, input->value, input->value);
}
}
void CSupermodelDebugger::Attached()
{
CConsoleDebugger::Attached();
char fileName[25];
sprintf(fileName, "Debug/%s.ds", m_model3->GetGameInfo()->id);
LoadState(fileName);
}
void CSupermodelDebugger::Detaching()
{
char fileName[25];
sprintf(fileName, "Debug/%s.ds", m_model3->GetGameInfo()->id);
SaveState(fileName);
CConsoleDebugger::Detaching();
}
bool CSupermodelDebugger::LoadModel3State(const char *fileName)
{
// Open file and find header
CBlockFile state;
if (state.Load(fileName) != OKAY)
return false;
if (state.FindBlock("Debugger Model3 State") != OKAY)
{
state.Close();
return false;
}
// Check version in header matches
unsigned version;
state.Read(&version, sizeof(version));
if (version != MODEL3_STATEFILE_VERSION)
{
state.Close();
return false;
}
// Load Model3 state
m_model3->LoadState(&state);
state.Close();
// Reset debugger
Reset();
return true;
}
bool CSupermodelDebugger::SaveModel3State(const char *fileName)
{
// Create file with header
CBlockFile state;
if (state.Create(fileName, "Debugger Model3 State", __FILE__) != OKAY)
return false;
// Write out version in header
unsigned version = MODEL3_STATEFILE_VERSION;
state.Write(&version, sizeof(version));
// Save Model3 state
m_model3->SaveState(&state);
state.Close();
return true;
}
void CSupermodelDebugger::ResetModel3()
{
// Reset Model3
m_model3->Reset();
// Reset debugger
Reset();
}
void CSupermodelDebugger::DebugLog(const char *fmt, va_list vl)
{
// Use the supplied logger, if any
if (m_logger != NULL)
m_logger->DebugLog(fmt, vl);
else
CConsoleDebugger::DebugLog(fmt, vl);
}
void CSupermodelDebugger::InfoLog(const char *fmt, va_list vl)
{
// Use the supplied logger, if any
if (m_logger != NULL)
m_logger->InfoLog(fmt, vl);
else
CConsoleDebugger::InfoLog(fmt, vl);
}
void CSupermodelDebugger::ErrorLog(const char *fmt, va_list vl)
{
// Use the supplied logger, if any
if (m_logger != NULL)
m_logger->ErrorLog(fmt, vl);
else
CConsoleDebugger::ErrorLog(fmt, vl);
}
void CSupermodelDebugger::Poll()
{
CConsoleDebugger::Poll();
// Load/saving of emulator state and resetting emulator must be done here
if (m_loadEmuState)
{
LoadModel3State(m_stateFile);
m_loadEmuState = false;
ForceBreak(false);
}
else if (m_saveEmuState)
{
SaveModel3State(m_stateFile);
m_saveEmuState = false;
ForceBreak(false);
}
else if (m_resetEmu)
{
ResetModel3();
m_resetEmu = false;
ForceBreak(false);
}
}
}
#endif // SUPERMODEL_DEBUGGER