/**************************************************************************** ** ** Copyright (C) 2018 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt VS Tools. ** ** $QT_BEGIN_LICENSE:GPL-EXCEPT$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 as published by the Free Software ** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ 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; if (numElemsFetched < numElems) return VSConstants.S_FALSE; return 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); } } }