/**************************************************************************/ /* editor_debugger_plugin.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 EDITOR_DEBUGGER_PLUGIN_H #define EDITOR_DEBUGGER_PLUGIN_H #include "scene/gui/control.h" class ScriptEditorDebugger; class EditorDebuggerSession : public RefCounted { GDCLASS(EditorDebuggerSession, RefCounted); private: HashSet<Control *> tabs; ScriptEditorDebugger *debugger = nullptr; void _breaked(bool p_really_did, bool p_can_debug, String p_message, bool p_has_stackdump); void _started(); void _stopped(); void _debugger_gone_away(); protected: static void _bind_methods(); public: void detach_debugger(); void add_session_tab(Control *p_tab); void remove_session_tab(Control *p_tab); void send_message(const String &p_message, const Array &p_args = Array()); void toggle_profiler(const String &p_profiler, bool p_enable, const Array &p_data = Array()); bool is_breaked(); bool is_debuggable(); bool is_active(); EditorDebuggerSession(ScriptEditorDebugger *p_debugger); ~EditorDebuggerSession(); }; class EditorDebuggerPlugin : public RefCounted { GDCLASS(EditorDebuggerPlugin, RefCounted); private: List<Ref<EditorDebuggerSession>> sessions; protected: static void _bind_methods(); public: void create_session(ScriptEditorDebugger *p_debugger); void clear(); virtual void setup_session(int p_idx); virtual bool capture(const String &p_message, const Array &p_data, int p_session); virtual bool has_capture(const String &p_capture) const; Ref<EditorDebuggerSession> get_session(int p_session_id); Array get_sessions(); GDVIRTUAL3R(bool, _capture, const String &, const Array &, int); GDVIRTUAL1RC(bool, _has_capture, const String &); GDVIRTUAL1(_setup_session, int); EditorDebuggerPlugin() {} ~EditorDebuggerPlugin(); }; #endif // EDITOR_DEBUGGER_PLUGIN_H