virtualx-engine/editor/plugins/editor_debugger_plugin.cpp
simpu ea2eaf8c27 Added debugger plugin support
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.
2020-08-26 11:24:51 +05:30

124 lines
5.7 KiB
C++

/*************************************************************************/
/* editor_debugger_plugin.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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. */
/*************************************************************************/
#include "editor_debugger_plugin.h"
#include "editor/debugger/script_editor_debugger.h"
void EditorDebuggerPlugin::_breaked(bool p_really_did, bool p_can_debug) {
if (p_really_did) {
emit_signal("breaked", p_can_debug);
} else {
emit_signal("continued");
}
}
void EditorDebuggerPlugin::_started() {
emit_signal("started");
}
void EditorDebuggerPlugin::_stopped() {
emit_signal("stopped");
}
void EditorDebuggerPlugin::_bind_methods() {
ClassDB::bind_method(D_METHOD("send_message", "message", "data"), &EditorDebuggerPlugin::send_message);
ClassDB::bind_method(D_METHOD("register_message_capture", "name", "callable"), &EditorDebuggerPlugin::register_message_capture);
ClassDB::bind_method(D_METHOD("unregister_message_capture", "name"), &EditorDebuggerPlugin::unregister_message_capture);
ClassDB::bind_method(D_METHOD("has_capture", "name"), &EditorDebuggerPlugin::has_capture);
ClassDB::bind_method(D_METHOD("is_breaked"), &EditorDebuggerPlugin::is_breaked);
ClassDB::bind_method(D_METHOD("is_debuggable"), &EditorDebuggerPlugin::is_debuggable);
ClassDB::bind_method(D_METHOD("is_session_active"), &EditorDebuggerPlugin::is_session_active);
ADD_SIGNAL(MethodInfo("started"));
ADD_SIGNAL(MethodInfo("stopped"));
ADD_SIGNAL(MethodInfo("breaked", PropertyInfo(Variant::BOOL, "can_debug")));
ADD_SIGNAL(MethodInfo("continued"));
}
void EditorDebuggerPlugin::attach_debugger(ScriptEditorDebugger *p_debugger) {
debugger = p_debugger;
if (debugger) {
debugger->connect("started", callable_mp(this, &EditorDebuggerPlugin::_started));
debugger->connect("stopped", callable_mp(this, &EditorDebuggerPlugin::_stopped));
debugger->connect("breaked", callable_mp(this, &EditorDebuggerPlugin::_breaked));
}
}
void EditorDebuggerPlugin::detach_debugger(bool p_call_debugger) {
if (debugger) {
debugger->disconnect("started", callable_mp(this, &EditorDebuggerPlugin::_started));
debugger->disconnect("stopped", callable_mp(this, &EditorDebuggerPlugin::_stopped));
debugger->disconnect("breaked", callable_mp(this, &EditorDebuggerPlugin::_breaked));
if (p_call_debugger && get_script_instance()) {
debugger->remove_debugger_plugin(get_script_instance()->get_script());
}
debugger = nullptr;
}
}
void EditorDebuggerPlugin::send_message(const String &p_message, const Array &p_args) {
ERR_FAIL_COND_MSG(!debugger, "Plugin is not attached to debugger");
debugger->send_message(p_message, p_args);
}
void EditorDebuggerPlugin::register_message_capture(const StringName &p_name, const Callable &p_callable) {
ERR_FAIL_COND_MSG(!debugger, "Plugin is not attached to debugger");
debugger->register_message_capture(p_name, p_callable);
}
void EditorDebuggerPlugin::unregister_message_capture(const StringName &p_name) {
ERR_FAIL_COND_MSG(!debugger, "Plugin is not attached to debugger");
debugger->unregister_message_capture(p_name);
}
bool EditorDebuggerPlugin::has_capture(const StringName &p_name) {
ERR_FAIL_COND_V_MSG(!debugger, false, "Plugin is not attached to debugger");
return debugger->has_capture(p_name);
}
bool EditorDebuggerPlugin::is_breaked() {
ERR_FAIL_COND_V_MSG(!debugger, false, "Plugin is not attached to debugger");
return debugger->is_breaked();
}
bool EditorDebuggerPlugin::is_debuggable() {
ERR_FAIL_COND_V_MSG(!debugger, false, "Plugin is not attached to debugger");
return debugger->is_debuggable();
}
bool EditorDebuggerPlugin::is_session_active() {
ERR_FAIL_COND_V_MSG(!debugger, false, "Plugin is not attached to debugger");
return debugger->is_session_active();
}
EditorDebuggerPlugin::~EditorDebuggerPlugin() {
detach_debugger(true);
}