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debugger = debugger or {}
-- Property: debugger.consoleKey
-- What key toggles visibility. By default, this is the tab key.
debugger.consoleKey = 'tab'
-- Property: debugger.crashed
-- Records whether the app has crashed.
debugger.crashed = false
-- internal property: debugger._sourceCache
-- A cache of source files used by debugger.sourceLine().
debugger._sourceCache = {}
-- Function: debugger.init()
-- Adds debug instruments to the app. Must be called *after*
-- an app has started running, i.e. in its <App.onRun> event
-- handler.
--
-- Arguments:
-- Instrument classes to add, defaults to all available
--
-- Returns:
-- nothing
debugger.init = function()
debugger.console = Group:new
{
visible = false,
spacing = 10,
instruments = { narrow = Group:new(), wide = Group:new() },
widths = { wide = 0.7, narrow = 0.3 },
listeners = {},
_instrumentHeights = {},
onNew = function (self)
self:add(self.instruments.narrow)
self:add(self.instruments.wide)
end,
update = function (self, elapsed)
if the.keys:justPressed(debugger.consoleKey) then
if self.visible then
debugger.hideConsole()
else
debugger.showConsole()
end
end
for _, listener in pairs(self.listeners) do
listener()
end
if debugger.console.visible then
for spr, height in pairs(debugger.console._instrumentHeights) do
if height ~= spr.contentHeight then
debugger._resizeInstruments()
end
end
Group.update(self, elapsed)
end
end
}
the.app.meta:add(debugger.console)
debugger.addInstrument(DebugStepper:new())
debugger.addInstrument(DebugLocals:new())
debugger.addInstrument(DebugStack:new())
debugger.addInstrument(DebugPerformance:new())
debugger.addInstrument(DebugWatch:new())
debugger.addInstrument(DebugShortcuts:new())
debugger.addInstrument(DebugConsole:new())
end
-- Function: debugger.showConsole()
-- Makes the console visible.
--
-- Arguments:
-- none
--
-- Returns:
-- nothing
debugger.showConsole = function()
debugger.console.visible = true
end
-- Function: debugger.hideConsole
-- Makes the console invisible. If the app has crashed,
-- this has no effect.
--
-- Arguments:
-- none
--
-- Returns:
-- nothing
debugger.hideConsole = function()
if not debugger.crashed then
debugger.console.visible = false
end
end
-- Function: debugger.addInstrument
-- Adds an instrument to the console, creating a container and
-- tab to select it.
--
-- Arguments:
-- instrument - <Group> enclosing the entire instrument
--
-- Returns:
-- nothing
debugger.addInstrument = function (instrument)
local console = debugger.console
assert(instrument.width == 'narrow' or instrument.width == 'wide',
"debug instrument's width property must be either 'wide' or 'narrow'")
console.instruments[instrument.width]:add(instrument)
debugger._resizeInstruments()
end
-- Function: debugger.addListener
-- Adds a function that will be called on every frame,
-- regardless of whether the console is visible.
--
-- Arguments:
-- listener - function
--
-- Returns:
-- nothing
debugger.addListener = function (func)
table.insert(debugger.console.listeners, func)
end
-- Function: debugger.reload
-- Resets the entire app and forces all code to be reloaded from
-- on disk. via https://love2d.org/forums/viewtopic.php?f=3&t=7965
--
-- Arguments:
-- none
--
-- Returns:
-- nothing
debugger.reload = function()
love.audio.stop()
-- create local references to needed variables
-- because we're about to blow the global scope away
local initialGlobals = debugger._initialGlobals
local initialPackages = debugger._initialPackages
-- reset global scope
for key, _ in pairs(_G) do
_G[key] = initialGlobals[key]
end
-- reload main file and restart
for key, _ in pairs(package.loaded) do
if not initialPackages[key] then
package.loaded[key] = nil
end
end
require('main')
love.load()
end
-- Function: debugger.sourceLine
-- Retrieves a line of source code. If the source file cannot
-- be opened, then this returns '(source not available)'. If
-- the line doesn't exist in the file (e.g. you ask for line 200
-- of a 100-line file), this returns nil.
--
-- Arguments:
-- file - filename of the source code
-- line - line number to retrieve
--
-- Returns:
-- string source or '(source not available')
debugger.sourceLine = function (file, line)
if file then
if not debugger._sourceCache[file] then
debugger._sourceCache[file] = {}
for line in love.filesystem.lines(file) do
table.insert(debugger._sourceCache[file], line)
end
end
return debugger._sourceCache[file][line]
else
return '(source not available)'
end
end
debugger._resizeInstruments = function()
local console = debugger.console
-- wide instruments
local x = console.spacing
local y = console.spacing
local width = the.app.width * console.widths.wide
local expandables = {}
for _, spr in pairs(console.instruments.wide.sprites) do
if spr.visible then
local height = spr:totalHeight()
console._instrumentHeights[spr] = spr.contentHeight
if height == '*' then
table.insert(expandables, spr)
else
spr:resize(x, y, width - console.spacing, height)
y = y + height + console.spacing
end
end
end
if #expandables > 0 then
local height = (the.app.height - y) / #expandables
for i, spr in ipairs(expandables) do
spr:resize(x, y + height * (i - 1), width - console.spacing, height - console.spacing)
end
end
-- narrow instruments
x = x + width
y = console.spacing
width = the.app.width * console.widths.narrow
expandables = {}
for _, spr in pairs(console.instruments.narrow.sprites) do
if spr.visible then
local height = spr:totalHeight()
console._instrumentHeights[spr] = spr.contentHeight
if height == '*' then
table.insert(expandables, spr)
else
spr:resize(x, y, width - 2 * console.spacing, height)
y = y + height + console.spacing
end
end
end
if #expandables > 0 then
local height = (the.app.height - y) / #expandables
for i, spr in ipairs(expandables) do
spr:resize(x, y + height * (i - 1), width - console.spacing, height - console.spacing)
end
end
end
-- internal function: debugger._miniEventLoop
-- This replicates the entire LOVE event loop, but only updates/draws
-- the debug console, keyboard, and mouse. This is so that after a crash or
-- during a break, drawing and updates still continue to happen.
--
-- Arguments:
-- forever - run indefinitely, or just for a single frame?
--
-- Returns:
-- whether a quit event was detected, and the caller
-- should take an action based on this
debugger._miniEventLoop = function (forever)
local elapsed = 0
local quitNow = false
repeat
if love.event then
love.event.pump()
for e, a, b, c, d in love.event.poll() do
if e == 'quit' then
if not love.quit or not love.quit() then
quitNow = true
forever = false
end
end
love.handlers[e](a, b, c, d)
end
end
if love.timer then
love.timer.step()
elapsed = love.timer.getDelta()
end
the.keys:startFrame(elapsed)
the.mouse:startFrame(elapsed)
debugger.console:startFrame(elapsed)
the.keys:update(elapsed)
the.mouse:update(elapsed)
debugger.console:update(elapsed)
the.keys:endFrame(elapsed)
the.mouse:endFrame(elapsed)
debugger.console:endFrame(elapsed)
if the.keys:pressed('escape') then
if not love.quit or not love.quit() then
love.event.quit()
end
end
if love.graphics then
love.graphics.clear()
if love.draw then
debugger.console:draw()
end
end
if love.timer then love.timer.sleep(0.03) end
if love.graphics then love.graphics.present() end
until not forever
return quitNow
end
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