virtualx-engine/core/debugger/script_debugger.h

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/**************************************************************************/
/* script_debugger.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef SCRIPT_DEBUGGER_H
#define SCRIPT_DEBUGGER_H
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#include "core/object/script_language.h"
#include "core/string/string_name.h"
#include "core/templates/hash_set.h"
#include "core/templates/rb_map.h"
#include "core/templates/vector.h"
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class ScriptDebugger {
typedef ScriptLanguage::StackInfo StackInfo;
bool skip_breakpoints = false;
HashMap<int, HashSet<StringName>> breakpoints;
static thread_local int lines_left;
static thread_local int depth;
static thread_local ScriptLanguage *break_lang;
static thread_local Vector<StackInfo> error_stack_info;
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public:
void set_lines_left(int p_left);
_ALWAYS_INLINE_ int get_lines_left() const {
return lines_left;
}
void set_depth(int p_depth);
_ALWAYS_INLINE_ int get_depth() const {
return depth;
}
String breakpoint_find_source(const String &p_source) const;
void set_break_language(ScriptLanguage *p_lang) { break_lang = p_lang; }
ScriptLanguage *get_break_language() { return break_lang; }
void set_skip_breakpoints(bool p_skip_breakpoints);
bool is_skipping_breakpoints();
void insert_breakpoint(int p_line, const StringName &p_source);
void remove_breakpoint(int p_line, const StringName &p_source);
_ALWAYS_INLINE_ bool is_breakpoint(int p_line, const StringName &p_source) const {
if (likely(!breakpoints.has(p_line))) {
return false;
}
return breakpoints[p_line].has(p_source);
}
void clear_breakpoints();
const HashMap<int, HashSet<StringName>> &get_breakpoints() const { return breakpoints; }
void debug(ScriptLanguage *p_lang, bool p_can_continue = true, bool p_is_error_breakpoint = false);
ScriptLanguage *get_break_language() const;
void send_error(const String &p_func, const String &p_file, int p_line, const String &p_err, const String &p_descr, bool p_editor_notify, ErrorHandlerType p_type, const Vector<StackInfo> &p_stack_info);
Vector<StackInfo> get_error_stack_info() const;
ScriptDebugger() {}
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};
#endif // SCRIPT_DEBUGGER_H