ea2eaf8c27
Changes: * EngineDebugger is exposed to gdscript. Game side of communication can be implemented through it. * EditorDebuggerPlugin is added which handles the editor side of communication.
195 lines
7.1 KiB
C++
195 lines
7.1 KiB
C++
/*************************************************************************/
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/* editor_debugger_node.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef EDITOR_DEBUGGER_NODE_H
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#define EDITOR_DEBUGGER_NODE_H
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#include "editor/debugger/editor_debugger_server.h"
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#include "scene/gui/margin_container.h"
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class Button;
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class EditorDebuggerTree;
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class EditorDebuggerRemoteObject;
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class MenuButton;
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class ScriptEditorDebugger;
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class TabContainer;
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class EditorDebuggerNode : public MarginContainer {
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GDCLASS(EditorDebuggerNode, MarginContainer);
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public:
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enum CameraOverride {
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OVERRIDE_NONE,
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OVERRIDE_2D,
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OVERRIDE_3D_1, // 3D Viewport 1
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OVERRIDE_3D_2, // 3D Viewport 2
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OVERRIDE_3D_3, // 3D Viewport 3
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OVERRIDE_3D_4 // 3D Viewport 4
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};
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private:
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enum Options {
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DEBUG_NEXT,
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DEBUG_STEP,
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DEBUG_BREAK,
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DEBUG_CONTINUE,
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DEBUG_SHOW_KEEP_OPEN,
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DEBUG_WITH_EXTERNAL_EDITOR,
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};
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class Breakpoint {
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public:
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String source;
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int line = 0;
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bool operator<(const Breakpoint &p_b) const {
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if (line == p_b.line) {
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return source < p_b.source;
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}
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return line < p_b.line;
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}
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Breakpoint() {}
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Breakpoint(const String &p_source, int p_line) {
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line = p_line;
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source = p_source;
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}
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};
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Ref<EditorDebuggerServer> server;
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TabContainer *tabs = nullptr;
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Button *debugger_button = nullptr;
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MenuButton *script_menu = nullptr;
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Ref<Script> stack_script; // Why?!?
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int last_error_count = 0;
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int last_warning_count = 0;
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float inspect_edited_object_timeout = 0;
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EditorDebuggerTree *remote_scene_tree = nullptr;
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float remote_scene_tree_timeout = 0.0;
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bool auto_switch_remote_scene_tree = false;
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bool debug_with_external_editor = false;
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bool hide_on_stop = true;
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CameraOverride camera_override = OVERRIDE_NONE;
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Map<Breakpoint, bool> breakpoints;
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Set<Ref<Script>> debugger_plugins;
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ScriptEditorDebugger *_add_debugger();
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EditorDebuggerRemoteObject *get_inspected_remote_object();
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friend class DebuggerEditorPlugin;
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static EditorDebuggerNode *singleton;
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EditorDebuggerNode();
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protected:
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void _debugger_stopped(int p_id);
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void _debugger_wants_stop(int p_id);
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void _debugger_changed(int p_tab);
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void _remote_tree_updated(int p_debugger);
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void _remote_object_updated(ObjectID p_id, int p_debugger);
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void _remote_object_property_updated(ObjectID p_id, const String &p_property, int p_debugger);
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void _remote_object_requested(ObjectID p_id, int p_debugger);
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void _save_node_requested(ObjectID p_id, const String &p_file, int p_debugger);
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void _clear_execution(REF p_script) {
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emit_signal("clear_execution", p_script);
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}
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void _text_editor_stack_goto(const ScriptEditorDebugger *p_debugger);
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void _stack_frame_selected(int p_debugger);
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void _error_selected(const String &p_file, int p_line, int p_debugger);
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void _breaked(bool p_breaked, bool p_can_debug, int p_debugger);
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void _paused();
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void _break_state_changed();
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void _menu_option(int p_id);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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static EditorDebuggerNode *get_singleton() { return singleton; }
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ScriptEditorDebugger *get_current_debugger() const;
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ScriptEditorDebugger *get_default_debugger() const;
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ScriptEditorDebugger *get_debugger(int p_debugger) const;
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void debug_next();
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void debug_step();
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void debug_break();
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void debug_continue();
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void set_script_debug_button(MenuButton *p_button);
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void set_tool_button(Button *p_button) {
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debugger_button = p_button;
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}
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String get_var_value(const String &p_var) const;
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Ref<Script> get_dump_stack_script() const { return stack_script; } // Why do we need this?
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bool get_debug_with_external_editor() { return debug_with_external_editor; }
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bool is_skip_breakpoints() const;
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void set_breakpoint(const String &p_path, int p_line, bool p_enabled);
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void reload_scripts();
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// Remote inspector/edit.
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void request_remote_tree();
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static void _method_changeds(void *p_ud, Object *p_base, const StringName &p_name, VARIANT_ARG_DECLARE);
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static void _property_changeds(void *p_ud, Object *p_base, const StringName &p_property, const Variant &p_value);
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// LiveDebug
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void set_live_debugging(bool p_enabled);
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void update_live_edit_root();
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void live_debug_create_node(const NodePath &p_parent, const String &p_type, const String &p_name);
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void live_debug_instance_node(const NodePath &p_parent, const String &p_path, const String &p_name);
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void live_debug_remove_node(const NodePath &p_at);
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void live_debug_remove_and_keep_node(const NodePath &p_at, ObjectID p_keep_id);
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void live_debug_restore_node(ObjectID p_id, const NodePath &p_at, int p_at_pos);
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void live_debug_duplicate_node(const NodePath &p_at, const String &p_new_name);
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void live_debug_reparent_node(const NodePath &p_at, const NodePath &p_new_place, const String &p_new_name, int p_at_pos);
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// Camera
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void set_camera_override(CameraOverride p_override) { camera_override = p_override; }
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CameraOverride get_camera_override() { return camera_override; }
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Error start(const String &p_protocol = "tcp://");
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void stop();
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void add_debugger_plugin(const Ref<Script> &p_script);
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void remove_debugger_plugin(const Ref<Script> &p_script);
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};
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#endif // EDITOR_DEBUGGER_NODE_H
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