/*************************************************************************/ /* 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; bool auto_switch_remote_scene_tree; ObjectID inspected_object_id; ScriptEditorDebuggerVariables *variables; Map<ObjectID, ScriptEditorDebuggerInspectedObject *> remote_objects; Set<ObjectID> 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<Script> stack_script; TabContainer *tabs; Label *reason; Button *step; Button *next; Button *back; Button *forward; Button *dobreak; Button *docontinue; List<Vector<float> > perf_history; Vector<float> perf_max; Vector<TreeItem *> perf_items; Map<int, String> profiler_signature; Tree *perf_monitors; Control *perf_draw; Tree *vmem_tree; Button *vmem_refresh; LineEdit *vmem_total; Tree *stack_dump; PropertyEditor *inspector; Ref<TCP_Server> server; Ref<StreamPeerTCP> connection; Ref<PacketPeerStream> ppeer; String message_type; Array message; int pending_in_queue; HashMap<NodePath, int> node_path_cache; int last_path_id; Map<String, int> res_path_cache; EditorProfiler *profiler; EditorNode *editor; bool breaked; bool live_debug; void _performance_draw(); void _performance_select(); void _stack_dump_frame_selected(); void _output_clear(); void _scene_tree_folded(Object *obj); void _scene_tree_selected(); void _scene_tree_request(); void _parse_message(const String &p_msg, const Array &p_data); void _set_reason_text(const String &p_reason, MessageType p_type); void _scene_tree_property_select_object(ObjectID p_object); void _scene_tree_property_value_edited(const String &p_prop, const Variant &p_value); void _video_mem_request(); int _get_node_path_cache(const NodePath &p_path); int _get_res_path_cache(const String &p_path); void _live_edit_set(); void _live_edit_clear(); void _method_changed(Object *p_base, const StringName &p_name, VARIANT_ARG_DECLARE); void _property_changed(Object *p_base, const StringName &p_property, const Variant &p_value); void _error_selected(int p_idx); void _error_stack_selected(int p_idx); void _profiler_activate(bool p_enable); void _profiler_seeked(); void _paused(); void _set_remote_object(ObjectID p_id, ScriptEditorDebuggerInspectedObject *p_obj); void _clear_remote_objects(); protected: void _notification(int p_what); static void _bind_methods(); public: void start(); void pause(); void unpause(); void stop(); void debug_next(); void debug_step(); void debug_break(); void debug_continue(); String get_var_value(const String &p_var) const; void set_live_debugging(bool p_enable); static void _method_changeds(void *p_ud, Object *p_base, const StringName &p_name, VARIANT_ARG_DECLARE); static void _property_changeds(void *p_ud, Object *p_base, const StringName &p_property, const Variant &p_value); void live_debug_create_node(const NodePath &p_parent, const String &p_type, const String &p_name); void live_debug_instance_node(const NodePath &p_parent, const String &p_path, const String &p_name); void live_debug_remove_node(const NodePath &p_at); void live_debug_remove_and_keep_node(const NodePath &p_at, ObjectID p_keep_id); void live_debug_restore_node(ObjectID p_id, const NodePath &p_at, int p_at_pos); void live_debug_duplicate_node(const NodePath &p_at, const String &p_new_name); void live_debug_reparent_node(const NodePath &p_at, const NodePath &p_new_place, const String &p_new_name, int p_at_pos); void set_breakpoint(const String &p_path, int p_line, bool p_enabled); void update_live_edit_root(); void set_hide_on_stop(bool p_hide); bool get_debug_with_external_editor() const; void set_debug_with_external_editor(bool p_enabled); Ref<Script> get_dump_stack_script() const; void set_tool_button(Button *p_tb) { debugger_button = p_tb; } void reload_scripts(); virtual Size2 get_minimum_size() const; ScriptEditorDebugger(EditorNode *p_editor = NULL); ~ScriptEditorDebugger(); }; #endif // SCRIPT_EDITOR_DEBUGGER_H