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/****************************************************************************
**
** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
** Contact: Nokia Corporation (qt-info@nokia.com)
**
** This file is part of the QtSCriptTools module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** No Commercial Usage
** This file contains pre-release code and may not be distributed.
** You may use this file in accordance with the terms and conditions
** contained in the Technology Preview License Agreement accompanying
** this package.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 2.1 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Nokia gives you certain
** additional rights. These rights are described in the Nokia Qt LGPL
** Exception version 1.1, included in the file LGPL_EXCEPTION.txt in this
** package.
**
** If you have questions regarding the use of this file, please contact
** Nokia at qt-info@nokia.com.
**
**
**
**
**
**
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "qscriptenginedebugger.h"
#include "qscriptdebugger_p.h"
#include "qscriptenginedebuggerfrontend_p.h"
#include "qscriptdebuggerconsolewidget_p.h"
#include "qscriptdebuggerstackwidget_p.h"
#include "qscriptdebuggerscriptswidget_p.h"
#include "qscriptdebuggerlocalswidget_p.h"
#include "qscriptdebuggercodewidget_p.h"
#include "qscriptdebuggercodefinderwidget_p.h"
#include "qscriptbreakpointswidget_p.h"
#include "qscriptdebugoutputwidget_p.h"
#include "qscripterrorlogwidget_p.h"
#include "qscriptdebuggerwidgetfactoryinterface_p.h"
#include <private/qobject_p.h>
#include <QtCore/qsettings.h>
#include <QtGui/qapplication.h>
#include <QtGui/qdockwidget.h>
#include <QtGui/qmainwindow.h>
#include <QtGui/qmenu.h>
#include <QtGui/qmenubar.h>
#include <QtGui/qtoolbar.h>
#include <QtGui/qboxlayout.h>
// this has to be outside the namespace
static void initScriptEngineDebuggerResources()
{
Q_INIT_RESOURCE(scripttools_debugging);
}
QT_BEGIN_NAMESPACE
class QtScriptDebuggerResourceInitializer
{
public:
QtScriptDebuggerResourceInitializer() {
// call outside-the-namespace function
initScriptEngineDebuggerResources();
}
};
/*!
\since 4.5
\class QScriptEngineDebugger
\brief The QScriptEngineDebugger class provides a QScriptEngine debugger.
\ingroup scripttools
\mainclass
The QScriptEngineDebugger class provides a debugger that can be
embedded into Qt applications that use Qt Script. The debugger
enables the application user to inspect the state of the script
environment and control script execution.
To attach the debugger to a script engine, call the attachTo()
function.
\snippet doc/src/snippets/code/src.scripttools.qscriptenginedebugger.cpp 0
Once the debugger has been attached to a script engine, you can
proceed to evaluate scripts as usual, e.g. by calling
QScriptEngine::evaluate(). The debugger will be triggered when an
uncaught exception occurs, or when a \c{debugger} statement is
encountered in a script. It is also possible to interrupt script
evaluation at an arbitrary time by triggering the InterruptAction.
For instance, to start the debugger when script evaluation starts,
you trigger the action before you begin to \l{QScriptEngine::}{evaluate()}
the script.
\snippet doc/src/snippets/scriptdebugger.cpp 2
By default, the \l{standardWindow()}{standard debugger window} is shown when
evaluation is suspended. This can be changed by calling the
setAutoShowStandardWindow() function.
The debugger defines a set of \l{DebuggerAction}{actions} that are
available, such as stopping execution or printing the contents of a
variable. It also provides a set of widgets (components) that
display the information available from the debugger and that trigger
the actions on request. The actions available are identified by the
DebuggerAction enum, and the widgets are identified by the
DebuggerWidget enum.
Access to the individual debugger widgets is provided by the
widget() function. This makes it possible to arrange the widgets in
a custom manner. Similarly, the action() function provides access
to the various debugger actions.
The createStandardToolBar() function creates a standard toolbar, and the
createStandardMenu() function creates a standard menu; these functions can
be useful if you are creating a custom debugger configuration.
The evaluationSuspended() signal is emitted when the debugger has
suspended script evaluation and entered interactive mode, i.e., the
mode in which it accepts input from the user. The
evaluationResumed() signal is emitted when script evaluation is
resumed, i.e, when execution control is given back to the script
engine.
When calling QScriptEngine::evaluate() it is useful to pass a
descriptive script name (file name) as second argument, as this is
the name that will be displayed by the debugger in the
ScriptsWidget; if a name is not passed, the script will be labelled
"anonymous".
When evaluation is suspended, the debugger will also suspend the
event loop of the script. In the following snippet, the call to
QScriptEngine::evaluate() causes the debugger to be triggered, and
the function call does not return until the user has finished
interacting with the debugger.
\snippet doc/src/snippets/code/src.scripttools.qscriptenginedebugger.cpp 1
When the Qt Script debugger is running, the C++ application itself
is not "frozen". This means that it is possible that more scripts
are evaluated, even though the debugger has suspended evaluation of
the \bold{current} script evaluation. For example, a C++ timer might
trigger that causes a script function to be called, or the user
might click on a button in the main application user interface whose
clicked() signal is connected to a script function. This kind of
nested evaluation is permitted. The debugger will enter interactive
mode for the new script if an exception is thrown or a breakpoint is
reached. Note that it will not stop when encountering \c{debugger}
statements. \omit The effects are similar to those achieved by
typing a program into the debugger's console and evaluating
it. \endomit
Nested evaluation requires some thought when deciding
how the debugger is presented to the user; for example, whether a
modal dialog is suitable, or whether some parts of the main
application user interface should be disabled while the debugger is
running. \omit Seems unfinished somehow \endomit
Debugging inside of a \l{QWidget::paintEvent()}{paintEvent}() is
currently not supported. If you need to debug painting-related
script code, that code should be evaluated outside of the C++
paintEvent(), e.g. by rendering to an image, like the Context2D and
Tetrix QtScript examples do. This will make the code safe for
debugging.
The debugger adds some special properties to the script engine:
\c{__FILE__} holds the name of the script in which the current
evaluation occurs, and \c{__LINE__} holds the current line
number. These are useful when doing print()-style debugging (the
messages appear in the debugger's debug output widget).
The \l{Qt Script Debugger Manual} describes how to use the debugger.
The \l{Context2D Example}{Context2D example} shows how to integrate
the debugger in applications.
\sa QScriptEngine, {Context2D Example}
*/
/*!
\enum QScriptEngineDebugger::DebuggerWidget
This enum decides the widget that the widget() function should
retrieve. We treat these widgets in more detail in the \l{Qt
Script Debugger Manual}.
\value ConsoleWidget Provides a command-line interface to the debugger.
\value StackWidget Shows a backtrace of the script's execution state.
\value ScriptsWidget Displays a list of currently loaded scripts.
\value LocalsWidget Shows the local variables of the current stack frame.
\value CodeWidget Displays the code of the current script.
\value CodeFinderWidget Provides a widget that can search for text in the script shown in the
CodeWidget.
\value BreakpointsWidget Shows breakpoints that have been set.
\value DebugOutputWidget Contains output from the \c print() script function.
\value ErrorLogWidget Shows error messages that have been generated.
*/
/*!
\enum QScriptEngineDebugger::DebuggerAction
This enum specifies the action that the action() function should
retrieve. The actions retrieved can be connected to any slot and
connected to any widget. Please see the \l{Qt Script Debugger Manual}'s
\l{Console Command Reference} for a detailed description of these actions.
\value InterruptAction Suspends script execution as soon as the next script statement is reached.
\value ContinueAction Gives the execution control back to the script engine.
\value StepIntoAction Performs a step action.
\value StepOverAction Performs a next action.
\value StepOutAction Executes the script until the current function returns.
\value RunToCursorAction Continues execution to the selected line (which contains the cursor) in the CodeWidget.
\value RunToNewScriptAction Returns control to the script engine until a new script is executed.
\value ToggleBreakpointAction Toggles a breakpoint at the selected line in the CodeWidget.
\value ClearDebugOutputAction Clears the contents of the DebugOutputWidget.
\value ClearErrorLogAction Clears the contents of the ErrorLogWidget.
\value ClearConsoleAction Clears the contents of the ConsoleWidget.
\value FindInScriptAction Displays the CodeFinderWidget.
\value FindNextInScriptAction Finds next occurrence in the CodeWidget.
\value FindPreviousInScriptAction Finds previous occurrence in the CodeWidget.
\value GoToLineAction Shows the "Go to Line" dialog.
*/
class QScriptEngineDebuggerPrivate
: public QObjectPrivate,
public QScriptDebuggerWidgetFactoryInterface
{
Q_DECLARE_PUBLIC(QScriptEngineDebugger)
public:
QScriptEngineDebuggerPrivate();
~QScriptEngineDebuggerPrivate();
QScriptDebugOutputWidgetInterface *createDebugOutputWidget();
QScriptDebuggerConsoleWidgetInterface *createConsoleWidget();
QScriptErrorLogWidgetInterface *createErrorLogWidget();
QScriptDebuggerCodeFinderWidgetInterface *createCodeFinderWidget();
// private slots
void _q_showStandardWindow();
void createDebugger();
QScriptDebugger *debugger;
QScriptEngineDebuggerFrontend *frontend;
QMainWindow *standardWindow;
bool autoShow;
static QtScriptDebuggerResourceInitializer resourceInitializer;
};
namespace {
class WidgetClosedNotifier : public QObject
{
Q_OBJECT
public:
WidgetClosedNotifier(QWidget *w, QObject *parent = 0)
: QObject(parent), widget(w)
{
w->installEventFilter(this);
}
bool eventFilter(QObject *watched, QEvent *e)
{
if (watched != widget)
return false;
if (e->type() != QEvent::Close)
return false;
emit widgetClosed();
return true;
}
Q_SIGNALS:
void widgetClosed();
private:
QWidget *widget;
};
} // namespace
QtScriptDebuggerResourceInitializer QScriptEngineDebuggerPrivate::resourceInitializer;
QScriptEngineDebuggerPrivate::QScriptEngineDebuggerPrivate()
{
debugger = 0;
frontend = 0;
standardWindow = 0;
autoShow = true;
}
QScriptEngineDebuggerPrivate::~QScriptEngineDebuggerPrivate()
{
delete debugger;
delete frontend;
if (standardWindow) {
QSettings settings(QSettings::UserScope, QLatin1String("Trolltech"));
QByteArray geometry = standardWindow->saveGeometry();
settings.setValue(QLatin1String("Qt/scripttools/debugging/mainWindowGeometry"), geometry);
QByteArray state = standardWindow->saveState();
settings.setValue(QLatin1String("Qt/scripttools/debugging/mainWindowState"), state);
if (standardWindow->parent() == 0)
delete standardWindow;
}
}
QScriptDebugOutputWidgetInterface *QScriptEngineDebuggerPrivate::createDebugOutputWidget()
{
return new QScriptDebugOutputWidget();
}
QScriptDebuggerConsoleWidgetInterface *QScriptEngineDebuggerPrivate::createConsoleWidget()
{
return new QScriptDebuggerConsoleWidget();
}
QScriptErrorLogWidgetInterface *QScriptEngineDebuggerPrivate::createErrorLogWidget()
{
return new QScriptErrorLogWidget();
}
QScriptDebuggerCodeFinderWidgetInterface *QScriptEngineDebuggerPrivate::createCodeFinderWidget()
{
return new QScriptDebuggerCodeFinderWidget();
}
void QScriptEngineDebuggerPrivate::_q_showStandardWindow()
{
Q_Q(QScriptEngineDebugger);
(void)q->standardWindow(); // ensure it's created
standardWindow->show();
}
void QScriptEngineDebuggerPrivate::createDebugger()
{
Q_Q(QScriptEngineDebugger);
if (!debugger) {
debugger = new QScriptDebugger();
debugger->setWidgetFactory(this);
QObject::connect(debugger, SIGNAL(started()),
q, SIGNAL(evaluationResumed()));
QObject::connect(debugger, SIGNAL(stopped()),
q, SIGNAL(evaluationSuspended()));
if (autoShow) {
QObject::connect(q, SIGNAL(evaluationSuspended()),
q, SLOT(_q_showStandardWindow()));
}
}
}
/*!
Constructs a new QScriptEngineDebugger object with the given \a
parent.
To attach a QScriptEngine to the debugger, use attachTo()
function.
*/
QScriptEngineDebugger::QScriptEngineDebugger(QObject *parent)
: QObject(*new QScriptEngineDebuggerPrivate, parent)
{
}
/*!
Destroys this QScriptEngineDebugger.
*/
QScriptEngineDebugger::~QScriptEngineDebugger()
{
}
/*!
Attaches to the given \a engine.
The debugger will install a custom agent (using
QScriptEngine::setAgent()) to monitor the engine. While the debugger
is attached, you should not change the agent; however, if you do
have to perform additional monitoring, you must set a proxy agent
that forwards all events to the debugger's agent.
\sa detach()
*/
void QScriptEngineDebugger::attachTo(QScriptEngine *engine)
{
Q_D(QScriptEngineDebugger);
if (!engine) {
detach();
return;
}
d->createDebugger();
if (!d->frontend)
d->frontend = new QScriptEngineDebuggerFrontend();
d->frontend->attachTo(engine);
d->debugger->setFrontend(d->frontend);
}
/*!
Detaches from the current script engine, if any.
\sa attachTo()
*/
void QScriptEngineDebugger::detach()
{
Q_D(QScriptEngineDebugger);
if (d->frontend)
d->frontend->detach();
if (d->debugger)
d->debugger->setFrontend(0);
}
/*!
Returns a pointer to the instance of the specified standard \a
widget. The widgets available are defined by the DebuggerWidget
enum.
A main window containing all widgets is returned by
standardWindow(). If you do not want to use this window, you can
fetch the individual widgets with this function. For instance, the
code example below shows how to set up a layout containing a
\l{QScriptEngineDebugger::CodeWidget}{code window} and a
\l{QScriptEngineDebugger::StackWidget}{stack widget}.
\snippet doc/src/snippets/scriptdebugger.cpp 0
Note that you need to set setAutoShowStandardWindow() to false; if
not, the standard window will be shown regardless.
\sa action(), standardWindow(), setAutoShowStandardWindow()
*/
QWidget *QScriptEngineDebugger::widget(DebuggerWidget widget) const
{
Q_D(const QScriptEngineDebugger);
const_cast<QScriptEngineDebuggerPrivate*>(d)->createDebugger();
switch (widget) {
case ConsoleWidget: {
QScriptDebuggerConsoleWidgetInterface *w = d->debugger->consoleWidget();
if (!w) {
w = new QScriptDebuggerConsoleWidget();
d->debugger->setConsoleWidget(w);
}
return w;
}
case StackWidget: {
QScriptDebuggerStackWidgetInterface *w = d->debugger->stackWidget();
if (!w) {
w = new QScriptDebuggerStackWidget();
d->debugger->setStackWidget(w);
}
return w;
}
case ScriptsWidget: {
QScriptDebuggerScriptsWidgetInterface *w = d->debugger->scriptsWidget();
if (!w) {
w = new QScriptDebuggerScriptsWidget();
d->debugger->setScriptsWidget(w);
}
return w;
}
case LocalsWidget: {
QScriptDebuggerLocalsWidgetInterface *w = d->debugger->localsWidget();
if (!w) {
w = new QScriptDebuggerLocalsWidget();
d->debugger->setLocalsWidget(w);
}
return w;
}
case CodeWidget: {
QScriptDebuggerCodeWidgetInterface *w = d->debugger->codeWidget();
if (!w) {
w = new QScriptDebuggerCodeWidget();
d->debugger->setCodeWidget(w);
}
return w;
}
case CodeFinderWidget: {
QScriptDebuggerCodeFinderWidgetInterface *w = d->debugger->codeFinderWidget();
if (!w) {
w = new QScriptDebuggerCodeFinderWidget();
d->debugger->setCodeFinderWidget(w);
}
return w;
}
case BreakpointsWidget: {
QScriptBreakpointsWidgetInterface *w = d->debugger->breakpointsWidget();
if (!w) {
w = new QScriptBreakpointsWidget();
d->debugger->setBreakpointsWidget(w);
}
return w;
}
case DebugOutputWidget: {
QScriptDebugOutputWidgetInterface *w = d->debugger->debugOutputWidget();
if (!w) {
w = new QScriptDebugOutputWidget();
d->debugger->setDebugOutputWidget(w);
}
return w;
}
case ErrorLogWidget: {
QScriptErrorLogWidgetInterface *w = d->debugger->errorLogWidget();
if (!w) {
w = new QScriptErrorLogWidget();
d->debugger->setErrorLogWidget(w);
}
return w;
}
}
return 0;
}
/*!
Returns a pointer to the specified \a action. The actions available
are given by the DebuggerAction enum.
With this function, you can add the actions to your own widgets,
toolbars, and menus. It is also convenient if you, for example,
wish to spice things up with your own groovy icons. The code
example below shows how to add actions to a QToolBar.
\snippet doc/src/snippets/scriptdebugger.cpp 1
Note that QScriptEngineDebugger has already added the actions to
its \l{DebuggerWidget}{standard widgets} and \l{standardWindow()}{standard window}.
\sa widget(), createStandardMenu(), createStandardToolBar(), standardWindow()
*/
QAction *QScriptEngineDebugger::action(DebuggerAction action) const
{
Q_D(const QScriptEngineDebugger);
QScriptEngineDebugger *that = const_cast<QScriptEngineDebugger*>(this);
that->d_func()->createDebugger();
switch (action) {
case InterruptAction:
return d->debugger->interruptAction(that);
case ContinueAction:
return d->debugger->continueAction(that);
case StepIntoAction:
return d->debugger->stepIntoAction(that);
case StepOverAction:
return d->debugger->stepOverAction(that);
case StepOutAction:
return d->debugger->stepOutAction(that);
case RunToCursorAction:
return d->debugger->runToCursorAction(that);
case RunToNewScriptAction:
return d->debugger->runToNewScriptAction(that);
case ToggleBreakpointAction:
return d->debugger->toggleBreakpointAction(that);
case ClearDebugOutputAction:
return d->debugger->clearDebugOutputAction(that);
case ClearErrorLogAction:
return d->debugger->clearErrorLogAction(that);
case ClearConsoleAction:
return d->debugger->clearConsoleAction(that);
case FindInScriptAction:
return d->debugger->findInScriptAction(that);
case FindNextInScriptAction:
return d->debugger->findNextInScriptAction(that);
case FindPreviousInScriptAction:
return d->debugger->findPreviousInScriptAction(that);
case GoToLineAction:
return d->debugger->goToLineAction(that);
}
return 0;
}
/*!
Returns whether the standard debugger window is automatically shown when
evaluation is suspended.
The default is true.
*/
bool QScriptEngineDebugger::autoShowStandardWindow() const
{
Q_D(const QScriptEngineDebugger);
return d->autoShow;
}
/*!
Sets whether the standard debugger window is automatically shown when
evaluation is suspended. If \a autoShow is true, the window will be
automatically shown, otherwise it will not.
*/
void QScriptEngineDebugger::setAutoShowStandardWindow(bool autoShow)
{
Q_D(QScriptEngineDebugger);
if (autoShow == d->autoShow)
return;
if (autoShow) {
QObject::connect(this, SIGNAL(evaluationSuspended()),
this, SLOT(_q_showStandardWindow()));
} else {
QObject::disconnect(this, SIGNAL(evaluationSuspended()),
this, SLOT(_q_showStandardWindow()));
}
d->autoShow = autoShow;
}
/*!
Returns a main window with a standard configuration of the debugger's
components.
\sa createStandardMenu(), createStandardToolBar()
*/
QMainWindow *QScriptEngineDebugger::standardWindow() const
{
Q_D(const QScriptEngineDebugger);
if (d->standardWindow)
return d->standardWindow;
if (!QApplication::instance())
return 0;
QScriptEngineDebugger *that = const_cast<QScriptEngineDebugger*>(this);
QMainWindow *win = new QMainWindow();
QDockWidget *scriptsDock = new QDockWidget(win);
scriptsDock->setObjectName(QLatin1String("qtscriptdebugger_scriptsDockWidget"));
scriptsDock->setWindowTitle(QObject::tr("Loaded Scripts"));
scriptsDock->setWidget(widget(ScriptsWidget));
win->addDockWidget(Qt::LeftDockWidgetArea, scriptsDock);
QDockWidget *breakpointsDock = new QDockWidget(win);
breakpointsDock->setObjectName(QLatin1String("qtscriptdebugger_breakpointsDockWidget"));
breakpointsDock->setWindowTitle(QObject::tr("Breakpoints"));
breakpointsDock->setWidget(widget(BreakpointsWidget));
win->addDockWidget(Qt::LeftDockWidgetArea, breakpointsDock);
QDockWidget *stackDock = new QDockWidget(win);
stackDock->setObjectName(QLatin1String("qtscriptdebugger_stackDockWidget"));
stackDock->setWindowTitle(QObject::tr("Stack"));
stackDock->setWidget(widget(StackWidget));
win->addDockWidget(Qt::RightDockWidgetArea, stackDock);
QDockWidget *localsDock = new QDockWidget(win);
localsDock->setObjectName(QLatin1String("qtscriptdebugger_localsDockWidget"));
localsDock->setWindowTitle(QObject::tr("Locals"));
localsDock->setWidget(widget(LocalsWidget));
win->addDockWidget(Qt::RightDockWidgetArea, localsDock);
QDockWidget *consoleDock = new QDockWidget(win);
consoleDock->setObjectName(QLatin1String("qtscriptdebugger_consoleDockWidget"));
consoleDock->setWindowTitle(QObject::tr("Console"));
consoleDock->setWidget(widget(ConsoleWidget));
win->addDockWidget(Qt::BottomDockWidgetArea, consoleDock);
QDockWidget *debugOutputDock = new QDockWidget(win);
debugOutputDock->setObjectName(QLatin1String("qtscriptdebugger_debugOutputDockWidget"));
debugOutputDock->setWindowTitle(QObject::tr("Debug Output"));
debugOutputDock->setWidget(widget(DebugOutputWidget));
win->addDockWidget(Qt::BottomDockWidgetArea, debugOutputDock);
QDockWidget *errorLogDock = new QDockWidget(win);
errorLogDock->setObjectName(QLatin1String("qtscriptdebugger_errorLogDockWidget"));
errorLogDock->setWindowTitle(QObject::tr("Error Log"));
errorLogDock->setWidget(widget(ErrorLogWidget));
win->addDockWidget(Qt::BottomDockWidgetArea, errorLogDock);
win->tabifyDockWidget(errorLogDock, debugOutputDock);
win->tabifyDockWidget(debugOutputDock, consoleDock);
win->addToolBar(Qt::TopToolBarArea, that->createStandardToolBar());
#ifndef QT_NO_MENUBAR
win->menuBar()->addMenu(that->createStandardMenu(win));
QMenu *editMenu = win->menuBar()->addMenu(QObject::tr("Search"));
editMenu->addAction(action(FindInScriptAction));
editMenu->addAction(action(FindNextInScriptAction));
editMenu->addAction(action(FindPreviousInScriptAction));
editMenu->addSeparator();
editMenu->addAction(action(GoToLineAction));
QMenu *viewMenu = win->menuBar()->addMenu(QObject::tr("View"));
viewMenu->addAction(scriptsDock->toggleViewAction());
viewMenu->addAction(breakpointsDock->toggleViewAction());
viewMenu->addAction(stackDock->toggleViewAction());
viewMenu->addAction(localsDock->toggleViewAction());
viewMenu->addAction(consoleDock->toggleViewAction());
viewMenu->addAction(debugOutputDock->toggleViewAction());
viewMenu->addAction(errorLogDock->toggleViewAction());
#endif
QWidget *central = new QWidget();
QVBoxLayout *vbox = new QVBoxLayout(central);
vbox->setMargin(0);
vbox->addWidget(widget(CodeWidget));
vbox->addWidget(widget(CodeFinderWidget));
widget(CodeFinderWidget)->hide();
win->setCentralWidget(central);
win->setWindowTitle(QObject::tr("Qt Script Debugger"));
win->setUnifiedTitleAndToolBarOnMac(true);
QSettings settings(QSettings::UserScope, QLatin1String("Trolltech"));
QVariant geometry = settings.value(QLatin1String("Qt/scripttools/debugging/mainWindowGeometry"));
if (geometry.isValid())
win->restoreGeometry(geometry.toByteArray());
QVariant state = settings.value(QLatin1String("Qt/scripttools/debugging/mainWindowState"));
if (state.isValid())
win->restoreState(state.toByteArray());
WidgetClosedNotifier *closedNotifier = new WidgetClosedNotifier(win, that);
QObject::connect(closedNotifier, SIGNAL(widgetClosed()),
action(ContinueAction), SLOT(trigger()));
const_cast<QScriptEngineDebuggerPrivate*>(d)->standardWindow = win;
return win;
}
/*!
Creates a standard debugger menu with the given \a parent.
Returns the new menu object.
\sa createStandardToolBar()
*/
QMenu *QScriptEngineDebugger::createStandardMenu(QWidget *parent)
{
QMenu *menu = new QMenu(parent);
menu->setTitle(QObject::tr("Debug"));
menu->addAction(action(ContinueAction));
menu->addAction(action(InterruptAction));
menu->addAction(action(StepIntoAction));
menu->addAction(action(StepOverAction));
menu->addAction(action(StepOutAction));
menu->addAction(action(RunToCursorAction));
menu->addAction(action(RunToNewScriptAction));
menu->addSeparator();
menu->addAction(action(ToggleBreakpointAction));
menu->addSeparator();
menu->addAction(action(ClearDebugOutputAction));
menu->addAction(action(ClearErrorLogAction));
menu->addAction(action(ClearConsoleAction));
return menu;
}
/*!
Creates a standard debugger toolbar with the given \a parent.
Returns the new toolbar object.
\sa createStandardMenu()
*/
QToolBar *QScriptEngineDebugger::createStandardToolBar(QWidget *parent)
{
QToolBar *tb = new QToolBar(parent);
tb->setObjectName(QLatin1String("qtscriptdebugger_standardToolBar"));
tb->addAction(action(ContinueAction));
tb->addAction(action(InterruptAction));
tb->addAction(action(StepIntoAction));
tb->addAction(action(StepOverAction));
tb->addAction(action(StepOutAction));
tb->addAction(action(RunToCursorAction));
tb->addAction(action(RunToNewScriptAction));
tb->addSeparator();
tb->addAction(action(FindInScriptAction));
return tb;
}
/*!
\fn QScriptEngineDebugger::evaluationSuspended()
This signal is emitted when the debugger has suspended script
evaluation for whatever reason (e.g. due to an uncaught script
exception, or due to a breakpoint being triggered).
\sa evaluationResumed()
*/
/*!
\fn QScriptEngineDebugger::evaluationResumed()
This signal is emitted when the debugger has resumed script
evaluation (e.g. the user gave the "continue" command).
\sa evaluationSuspended()
*/
QT_END_NAMESPACE
#include "qscriptenginedebugger.moc"
#include "moc_qscriptenginedebugger.cpp"
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