virtualx-engine/editor/plugins/editor_debugger_plugin.h

64 lines
3 KiB
C++

/*************************************************************************/
/* editor_debugger_plugin.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef EDITOR_DEBUGGER_PLUGIN_H
#define EDITOR_DEBUGGER_PLUGIN_H
#include "scene/gui/control.h"
class ScriptEditorDebugger;
class EditorDebuggerPlugin : public Control {
GDCLASS(EditorDebuggerPlugin, Control);
private:
ScriptEditorDebugger *debugger = nullptr;
void _breaked(bool p_really_did, bool p_can_debug);
void _started();
void _stopped();
protected:
static void _bind_methods();
public:
void attach_debugger(ScriptEditorDebugger *p_debugger);
void detach_debugger(bool p_call_debugger);
void send_message(const String &p_message, const Array &p_args);
void register_message_capture(const StringName &p_name, const Callable &p_callable);
void unregister_message_capture(const StringName &p_name);
bool has_capture(const StringName &p_name);
bool is_breaked();
bool is_debuggable();
bool is_session_active();
~EditorDebuggerPlugin();
};
#endif // EDITOR_DEBUGGER_PLUGIN_H