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/***************************************************************************************************
Copyright (C) 2024 The Qt Company Ltd.
SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only WITH Qt-GPL-exception-1.0
***************************************************************************************************/
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.VisualStudio;
using Microsoft.VisualStudio.Debugger.Interop;
namespace QtVsTools.Qml.Debug.AD7
{
/// <summary>
/// Abstraction of AD7 enum interfaces, e.g. IEnumDebugPrograms2
/// (cf. https://docs.microsoft.com/en-us/visualstudio/extensibility/debugger/reference/ienumdebugprograms2)
/// </summary>
///
class Enum<T, TEnum, IEnum>
where TEnum : Enum<T, TEnum, IEnum>, new()
where IEnum : class
{
int index;
IList<T> list;
public static TEnum Create(IEnumerable<T> data)
{
return new TEnum
{
index = 0,
list = new List<T>(data)
};
}
public static TEnum Create(T singleElement)
{
return new TEnum
{
index = 0,
list = new List<T> { singleElement }
};
}
public static TEnum Create()
{
return new TEnum
{
index = 0,
list = new List<T>()
};
}
protected Enum()
{ }
/// <summary>
/// Returns the next set of elements from the enumeration.
/// </summary>
/// <param name="numElems">The number of elements to retrieve.</param>
/// <returns>
/// Collection of retrieved elements.
/// </returns>
public IEnumerable<T> Next(uint numElems)
{
int oldIndex = index;
int maxIndex = Math.Min(list.Count, oldIndex + (int)numElems);
for (; index < maxIndex; ++index)
yield return list[index];
}
/// <summary>
/// Returns the next set of elements from the enumeration.
/// </summary>
/// <param name="numElems">
/// The number of elements to retrieve.
/// </param>
/// <param name="elems">
/// Array of elements to be filled in.
/// </param>
/// <param name="numElemsFetched">
/// Returns the number of elements actually returned in elems.
/// </param>
/// <returns>
/// If successful, returns S_OK. Returns S_FALSE if fewer than the requested number of
/// elements could be returned.
/// </returns>
public int Next(uint numElems, T[] elems, ref uint numElemsFetched)
{
var next = Next(numElems).ToArray();
Array.Copy(next, elems, next.Length);
numElemsFetched = (uint)next.Length;
return numElemsFetched < numElems ? VSConstants.S_FALSE : VSConstants.S_OK;
}
/// <summary>
/// Skips over the specified number of elements.
/// </summary>
/// <param name="numElems">Number of elements to skip.</param>
/// <returns>
/// If successful, returns S_OK. Returns S_FALSE if numElems is greater than the number of
/// remaining elements; otherwise, returns an error code.
/// </returns>
/// <remarks>
/// If numElems specifies a value greater than the number of remaining elements, the
/// enumeration is set to the end and S_FALSE is returned.
/// </remarks>
public int Skip(uint numElems)
{
if ((ulong)index + numElems > Int32.MaxValue)
return VSConstants.E_INVALIDARG;
if (index + numElems > list.Count) {
index = list.Count;
return VSConstants.S_FALSE;
}
index += (int)numElems;
return VSConstants.S_OK;
}
/// <summary>
/// Resets the enumeration to the first element.
/// </summary>
/// <returns>
/// If successful, returns S_OK; otherwise, returns an error code.
/// </returns>
public int Reset()
{
index = 0;
return VSConstants.S_OK;
}
/// <summary>
/// Returns the number of elements in the enumeration.
/// </summary>
/// <param name="numElems">Returns the number of elements in the enumeration.</param>
/// <returns>
/// If successful, returns S_OK; otherwise, returns an error code.
/// </returns>
public int GetCount(out uint numElems)
{
numElems = (uint)list.Count;
return VSConstants.S_OK;
}
/// <summary>
/// Returns a copy of the current enumeration as a separate object.
/// </summary>
/// <param name="clonedEnum">Returns the clone of this enumeration.</param>
/// <returns>
/// If successful, returns S_OK; otherwise, returns an error code.
/// </returns>
/// <remarks>
/// The copy of the enumeration has the same state as the original at the time this method
/// is called. However, the copy's and the original's states are separate and can be
/// changed individually.
/// </remarks>
public int Clone(out IEnum clonedEnum)
{
var clone = new TEnum();
clone.index = index;
clone.list = new List<T>(list);
clonedEnum = clone as IEnum;
return VSConstants.S_OK;
}
}
class ProgramEnum :
Enum<IDebugProgram2, ProgramEnum, IEnumDebugPrograms2>,
IEnumDebugPrograms2
{ }
class FrameInfoEnum :
Enum<FRAMEINFO, FrameInfoEnum, IEnumDebugFrameInfo2>,
IEnumDebugFrameInfo2
{ }
class ThreadEnum :
Enum<IDebugThread2, ThreadEnum, IEnumDebugThreads2>,
IEnumDebugThreads2
{ }
class ModuleEnum :
Enum<IDebugModule2, ModuleEnum, IEnumDebugModules2>,
IEnumDebugModules2
{ }
class CodeContextEnum :
Enum<IDebugCodeContext2, CodeContextEnum, IEnumDebugCodeContexts2>,
IEnumDebugCodeContexts2
{ }
class BoundBreakpointsEnum :
Enum<IDebugBoundBreakpoint2, BoundBreakpointsEnum, IEnumDebugBoundBreakpoints2>,
IEnumDebugBoundBreakpoints2
{ }
class ErrorBreakpointsEnum :
Enum<IDebugErrorBreakpoint2, ErrorBreakpointsEnum, IEnumDebugErrorBreakpoints2>,
IEnumDebugErrorBreakpoints2
{ }
class PropertyEnum :
Enum<DEBUG_PROPERTY_INFO, PropertyEnum, IEnumDebugPropertyInfo2>,
IEnumDebugPropertyInfo2
{
public int Next(uint celt, DEBUG_PROPERTY_INFO[] rgelt, out uint pceltFetched)
{
pceltFetched = 0;
return Next(celt, rgelt, ref pceltFetched);
}
}
}
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