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class_debugWindow.ahk
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; Link:
; Author:
; Date:
; for: AHK_L
/*
*/
;DebugHelper.ahk
global DebugWindow_TextBox_Control
global hDebugWindow_TextBox_Control
global DebugWindow_
Class Debug{
static m_WindowOn := false
static m_stack:=0
static m_DebugLevel:=0
MsgBox(Text) {
MsgBox, 262144, Debug, %Text%
}
InitDebugWindow() {
last:=a_defaultgui
this.m_WindowOn := true
this.m_stack := 0
this.m_DebugLevel:=0
this.m_MaxSize := 128*1024
Gui, DebugWindow_:Default
;allow resize
Gui, +resize
Gui, Color, 000000, 000022
Gui, Font, q5 cAAAAAA s11,Courier New
;Gui, Color, 000000, %DebugBackColor%
;Gui, Font, c%DebugFontColor% w%DebugFontWeight% s%DebugFontSize%, %DebugFontName%
Gui, Add, Edit, -Wrap +HScroll x0 y0 W400 H400 hwndhDebugWindow_TextBox_Control vDebugWindow_TextBox_Control
Gui, Show, , Debug Console
WinSet, Top, , Debug Console
Gui, %last%:Default
}
;basic write functions
Write(Text, DebugLevel:=0) {
if(DebugLevel<this.GetDebugLevel())
{
return
}
if(!this.m_WindowOn)
{
this.InitDebugWindow()
}
this._AppendText(hDebugWindow_TextBox_Control,Text)
}
WriteNL(Text, DebugLevel:=0)
{
if(DebugLevel<this.GetDebugLevel())
{
return
}
this.Write(Text . chr(13) . chr(10),DebugLevel)
}
WriteSP(Text, DebugLevel:=0)
{
if(DebugLevel<this.GetDebugLevel())
{
return
}
this.Write(Text . " ",DebugLevel)
}
WriteClear(Text, DebugLevel:=0)
{
if(DebugLevel<this.GetDebugLevel())
{
return
}
this._SetText(hDebugWindow_TextBox_Control,Text)
}
;The Max Size of the content, before the ouput is cleared
GetMaxSize()
{
return this.m_MaxSize
}
SetMaxSize(MaxSize)
{
this.m_MaxSize := MaxSize
}
;DebugLevel, setting the debug level to 0,1,2,.... commands now take a Debug Level, 0 being default.
;the write calls will show if above or equal to the debug level
;If you WriteNL at debug level 2 and the debug level is 1, meaning out every message of level 1 and above
;the message will log to the output window
;Debug Level 0 is considered System Level, log every call
;One could have a debug level of 3 for useful things
;2 for more information
;1 for things like try catch failures
;0 to log everything your program does
SetDebugLevel(DebugLevel)
{
this.m_DebugLevel := DebugLevel
}
GetDebugLevel()
{
return this.m_DebugLevel
}
;Stack write function to indent/un-intend, each function returns the stack position if you need to reset after a break call for example
GetStack()
{
return this.m_stack
}
SetStack(Level)
{
this.m_stack :=level
return this.m_stack
}
ClearStack()
{
this.m_stack := 0
return this.m_stack
}
IncStack()
{
this.m_stack ++
return this.GetStack()
}
DecStack()
{
this.m_stack --
return this.GetStack()
}
WriteStackPush(Text, DebugLevel:=0)
{
if(DebugLevel<this.GetDebugLevel())
{
return this.IncStack()
}
this.WriteStack(Text,DebugLevel)
this.IncStack()
return this.GetStack()
}
WriteStackPop(Text, DebugLevel:=0)
{
if(DebugLevel<this.GetDebugLevel())
{
return this.DecStack()
}
this.DecStack()
this.WriteStack(Text)
return this.GetStack()
}
WriteStackClear(Text, DebugLevel:=0)
{
if(DebugLevel<this.GetDebugLevel())
{
return this.ClearStack()
}
this.ClearStack()
this.WriteStack(Text,DebugLevel)
return this.GetStack()
}
WriteStackClearTo(Text,Level, DebugLevel:=0)
{
if(DebugLevel<this.GetDebugLevel())
{
return this.SetStack(Level)
}
this.SetStack(Level)
this.WriteStack(Text,DebugLevel)
return this.GetStack()
}
WriteStack(Text, DebugLevel:=0)
{
if(DebugLevel<this.GetDebugLevel())
{
return this.GetStack()
}
ct := this.m_stack
loop, %ct%
{
this.Write(" ",DebugLevel)
}
this.WriteNL(Text,DebugLevel)
return this.GetStack()
}
_AppendText(hEdit, Text)
{
if(DllCall( "GetWindowTextLength", UInt, hEdit)>this.GetMaxSize())
{
this._SetText(hEdit,"")
}
SendMessage, 0x000E, 0, 0,, ahk_id %hEdit% ;WM_GETTEXTLENGTH
SendMessage, 0x00B1, ErrorLevel, ErrorLevel,, ahk_id %hEdit% ;EM_SETSEL
SendMessage, 0x00C2, False, &Text,, ahk_id %hEdit% ;EM_REPLACESEL
}
_SetText(hEdit,Text)
{
SendMessage, 0x000C, False, &Text,, ahk_id %hEdit% ;EM_SETTEX
}
CloseOutput()
{
last:=a_defaultgui
Gui, DebugWindow_:Default
Gui, Destroy
Gui, %last%:Default
this.m_WindowOn := false
}
OnEnter()
{
last:=a_defaultgui
Gui, DebugWindow_:Default
GuiControlGet, DebugWindow_TextBox_Control
LastText := ""
LastText:=substr(DebugWindow_TextBox_Control,inStr(DebugWindow_TextBox_Control,"`n",,0)+1)
DoCaret:=true
;Output Window Commands
if(LastText = ">Close")
{
DoCaret := false
this.CloseOutput()
}
else if(LastText = ">Exit")
{
DoCaret := false
ExitApp
}
else if(LastText = ">Clear")
{
DoCaret := false
this.WriteClear("",100000)
}
else if(LastText = ">set debug level 0") ;I'll be lazy
{
this.SetDebugLevel(0)
this.WriteNL("",100000)
this.WriteNL("debug level -> 0",100000)
}
else if(LastText = ">set debug level 1") ;I'll be lazy
{
this.SetDebugLevel(1)
this.WriteNL("",100000)
this.WriteNL("debug level -> 1",100000)
}
else if(LastText = ">set debug level 2") ;I'll be lazy
{
this.SetDebugLevel(2)
this.WriteNL("",100000)
this.WriteNL("debug level -> 2",100000)
}
else if(LastText = ">set debug level 3") ;I'll be lazy
{
this.SetDebugLevel(3)
this.WriteNL("",100000)
this.WriteNL("debug level -> 3",100000)
}
else if(LastText = ">set debug level 4") ;I'll be lazy
{
this.SetDebugLevel(4)
this.WriteNL("",100000)
this.WriteNL("debug level -> 4",100000)
}
else if(LastText = ">set debug level 5") ;I'll be lazy
{
this.SetDebugLevel(5)
this.WriteNL("",100000)
this.WriteNL("debug level -> 5",100000)
}
else if(LastText = ">get debug level") ;I'll be lazy
{
this.WriteNL("",100000)
this.WriteNL("debug level is " . this.GetDebugLevel(),100000)
}
if(DoCaret)
{
;Force the caret to be on the last line, add a > prompt. For commands, a first enter is needed to get to the prompt
send, ^{end}{enter}>
}
Gui, %last%:Default
}
}
;Window Resize event
DebugWindow_GuiSize(GuiHwnd, EventInfo, Width, Height)
{
; The window has been minimized. No action needed.
if(EventInfo <> 1)
{
last:=a_defaultgui
Gui, DebugWindow_:Default
GuiControl, Move, DebugWindow_TextBox_Control, % "H" . (Height) . " W" . (Width)
Gui, %last%:Default
}
return
}
DebugWindow_GuiClose()
{
Debug.CloseOutput()
}
DebugWindow_GuiEscape()
{
Debug.CloseOutput()
}
return
#IfWinActive , Debug Console
enter::
Debug.OnEnter()
return