Code: Select all
;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
Debug.Write() Creates the Output Window, if it's not created, then pops it up adding content to the text box.
Debug.WriteNL() , Adds a New Line after the text
Debug.WriteSP() , Adds a space after the text
Debug.MsgBox("Var is: " . var)
Debug.WriteNL("Var is: " . var)
V3.0 Major Additions
Added Debug Level to turn on and off various levels of debug information
Added appropriate commands to the console, see the code
Added Text Limit to cause a Clear when the limit is reached
Added WriteStack set of functions which basically adds leading spaces so you can push a text at the beginning of a function and pop at the end
Added Functions to play with and reset the stack value if you need to, like if you break out of multiple loops... and you are tracing the loop
See example In Post Below
V2 Adds
Debug.WriteClear() To replace the entire content
GUIClose And GUIEscape Events, which close the window. It will pop again when Write() is called, but with new content
Write() will show (and activate) only the first time, since it's on top, subsequent write call only change the text (v2.2 removes the AlwaysOnTop)
Cleaned up some superfluous GUI default calls.
Removed the Edit Box gLabel
Added some console commands
Clear - to reset the text to nothing
Close - to close the window
Exit - to exit the app
Enter:: is used for this window, if it's active, to handle the enter event, since the output box is editable, that was the work around short of adding low level message handling
V2,1
Added
last:=a_defaultgui
Gui, last:Default
V2.2
Removed the Always On Top option
Fixed the send {enter} being performed at the wrong spot in the code
Added >Prompt on enter.
Made comparison for commands case insensitive
Added suggested find last line code and replaced the less efficient loop
V2.3
Bug Fix, Changed
Gui, last:Default
to
Gui, %last%:Default