[lldb-dev] Graphical lldb

jingham at apple.com jingham at apple.com
Mon Nov 10 11:35:10 PST 2014

> On Nov 8, 2014, at 2:05 PM, Jose H <jose.francisco.hevia at gmail.com> wrote:
> Ok, I think I found what I was looking for.
> In
> CommandInterpreter::Initialize ()
> All the possible commands are initialized with the official name and
> the alias of each command.
> In an interactive session an IOHandler is created, and a host thread
> is also created.
> I suppose the host handles the signal interruptions and displaying the
> error and output files on the screen.
> Meanwhile the IOHandler gets the input and matches the input line with
> all the stored commands to execute them.
> So what I need to do is after initialization read all the commands and
> create a UI menu item for each one of them, each one with an icon or
> something. Then I could use the same input code that interactive mode
> uses in order to execute them.
> What I need to understand better is how additional subcommands are specified.

Greg already obliquely asked this, but why do you want your GUI have to model the way the command interpreter commands are laid out?

In general the way you would organize things in a GUI application and in a command hierarchy are pretty different.  So I'm not sure starting with the command interpreter layout is the best way to design the GUI...

After all, you can do pretty much everything with the SB API's that you can do with the command interpreter, and they leave you free to organize things as makes sense for your application...


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