Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
#include <dbghelp.h>
#include <dbgeng.h>
#include "mdmpRipper.h"
#include "vgui_controls/MessageMap.h"
#include "vgui_controls/MenuBar.h"
#include "vgui_controls/Menu.h"
#include "tier1/KeyValues.h"
#include "vgui/ISurface.h"
#include "vgui_controls/Frame.h"
#include "CMiniDumpObject.h"
#include "CDbgOutput.h"
#ifndef MDMODULEPANEL_H
#define MDMODULEPANEL_H
#ifdef _WIN32
#pragma once
#endif
using namespace vgui;
class CMDModulePanel : public vgui::EditablePanel { DECLARE_CLASS_SIMPLE( CMDModulePanel, vgui::EditablePanel ); public: CMDModulePanel( vgui::Panel *pParent, const char *pName ); ~CMDModulePanel( );
virtual void OnCommand( const char *pCommand ); virtual void Close(); void OnKeyCodeTyped( KeyCode code ); virtual void Create( const char *filename ); virtual void Create( CUtlVector<CMiniDumpObject *> *ptr );
void UpdateKnownDB( char *type ); void ModuleLookUp();
static DWORD WINAPI StaticAnalyzeThread( LPVOID lParam );
private: MESSAGE_FUNC_PARAMS( OnCompare, "compare", data ); MESSAGE_FUNC_INT_CHARPTR( OnDbgOutput, "DebugOutput", iMask, pszDebugText );
void LoadKnownModules();
void InitializeDebugEngine( void ); void ReleaseDebugEngine( void ); void AnalyzeDumpFile( const char *pszDumpFile ); DWORD AnalyzeThread( void ); vgui::ListPanel *m_pTokenList; vgui::RichText *m_pAnalyzeText; CUtlVector<CMiniDumpObject *> m_MiniDumpList; CUtlVector<module> m_knownModuleList;
HANDLE m_hThread; IDebugClient *m_pDbgClient; IDebugControl *m_pDbgControl; IDebugSymbols2 *m_pDbgSymbols; CDbgOutput m_cDbgOutput; };
#endif // MDMODULEPANEL_H
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