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