/*************************************************************************/ /* script_editor_debugger.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* 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_EDITOR_DEBUGGER_H #define SCRIPT_EDITOR_DEBUGGER_H #include "core/io/packet_peer.h" #include "core/io/tcp_server.h" #include "property_editor.h" #include "scene/gui/box_container.h" #include "scene/gui/button.h" class Tree; class PropertyEditor; class EditorNode; class ScriptEditorDebuggerVariables; class LineEdit; class TabContainer; class RichTextLabel; class TextureButton; class AcceptDialog; class TreeItem; class HSplitContainer; class ItemList; class EditorProfiler; class ScriptEditorDebuggerInspectedObject; class ScriptEditorDebugger : public Control { GDCLASS(ScriptEditorDebugger, Control); enum MessageType { MESSAGE_ERROR, MESSAGE_WARNING, MESSAGE_SUCCESS, }; AcceptDialog *msgdialog; Button *debugger_button; LineEdit *clicked_ctrl; LineEdit *clicked_ctrl_type; LineEdit *live_edit_root; Button *le_set; Button *le_clear; bool updating_scene_tree; float inspect_scene_tree_timeout; float inspect_edited_object_timeout; ObjectID inspected_object_id; ScriptEditorDebuggerVariables *variables; Map remote_objects; Set unfold_cache; HSplitContainer *error_split; ItemList *error_list; ItemList *error_stack; Tree *inspect_scene_tree; int error_count; int last_error_count; bool hide_on_stop; bool enable_external_editor; Ref