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o3de/Code/Tools/LuaIDE/Source/LUA/LUABreakpointTrackerMessages.h

89 lines
3.5 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#ifndef LUAEDITOR_LUABREAKPOINTTRACKERMESSAGES_H
#define LUAEDITOR_LUABREAKPOINTTRACKERMESSAGES_H
#include <AzCore/base.h>
#include <AzCore/EBus/EBus.h>
#include <AzCore/Asset/AssetCommon.h>
#pragma once
namespace AZ { class ReflectContext; }
namespace LUAEditor
{
// combined, name+line is a unique breakpoint
// this data definition is used by anyone tracking breakpoints
// which currently includes the main context, editor and breakpoint control panel
class Breakpoint
{
public:
AZ_RTTI(Breakpoint, "{6E203CB5-C09B-433D-BA31-177762F574B8}");
AZ_CLASS_ALLOCATOR(Breakpoint, AZ::SystemAllocator, 0);
virtual ~Breakpoint() = default;
AZ::Uuid m_breakpointId; // a globally unique ID for every breakpoint.
AZStd::string m_assetId; // the assetId of the document that the breakpoint was created for;
int m_documentLine; // the line in the document that the breakpoint was set on.
AZStd::string m_assetName;
void RepurposeToNewOwner(const AZStd::string& newAssetName, const AZStd::string& newAssetId);
static void Reflect(AZ::ReflectContext* reflection);
};
typedef AZStd::unordered_map<AZ::Uuid, Breakpoint> BreakpointMap;
// messages going FROM the lua Context TO anyone interested in breakpoints
class LUABreakpointTrackerMessages
: public AZ::EBusTraits
{
public:
//////////////////////////////////////////////////////////////////////////
// Bus configuration
static const AZ::EBusAddressPolicy AddressPolicy = AZ::EBusAddressPolicy::Single; // we have one bus that we always broadcast to
static const AZ::EBusHandlerPolicy HandlerPolicy = AZ:: EBusHandlerPolicy::Multiple; // we can have multiple listeners
//////////////////////////////////////////////////////////////////////////
typedef AZ::EBus<LUABreakpointTrackerMessages> Bus;
typedef Bus::Handler Handler;
virtual void BreakpointsUpdate(const BreakpointMap& uniqueBreakpoints) = 0;
virtual void BreakpointHit(const Breakpoint& bp) = 0;
virtual void BreakpointResume() = 0;
virtual ~LUABreakpointTrackerMessages() {}
};
// messages going TO the lua Context FROM anyone interested in retrieving breakpoint info
class LUABreakpointRequestMessages
: public AZ::EBusTraits
{
public:
//////////////////////////////////////////////////////////////////////////
// Bus configuration
static const AZ::EBusAddressPolicy AddressPolicy = AZ::EBusAddressPolicy::Single; // we have one bus that we always broadcast to
static const AZ::EBusHandlerPolicy HandlerPolicy = AZ:: EBusHandlerPolicy::Single; // we only have one listener
//////////////////////////////////////////////////////////////////////////
typedef AZ::EBus<LUABreakpointRequestMessages> Bus;
typedef Bus::Handler Handler;
virtual const BreakpointMap* RequestBreakpoints() = 0;
virtual void RequestEditorFocus(const AZStd::string& assetIdString, int lineNumber) = 0;
virtual void RequestDeleteBreakpoint(const AZStd::string& assetIdString, int lineNumber) = 0;
virtual ~LUABreakpointRequestMessages() {}
};
}
#endif//LUAEDITOR_LUABREAKPOINTTRACKERMESSAGES_H