d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
226 lines
6.5 KiB
C++
226 lines
6.5 KiB
C++
/*************************************************************************/
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/* script_editor_debugger.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 SCRIPT_EDITOR_DEBUGGER_H
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#define SCRIPT_EDITOR_DEBUGGER_H
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#include "scene/gui/box_container.h"
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#include "scene/gui/button.h"
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#include "core/io/tcp_server.h"
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#include "core/io/packet_peer.h"
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#include "property_editor.h"
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class Tree;
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class PropertyEditor;
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class EditorNode;
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class ScriptEditorDebuggerVariables;
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class LineEdit;
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class TabContainer;
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class RichTextLabel;
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class TextureButton;
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class AcceptDialog;
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class TreeItem;
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class HSplitContainer;
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class ItemList;
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class EditorProfiler;
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class ScriptEditorDebuggerInspectedObject;
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class ScriptEditorDebugger : public Control {
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OBJ_TYPE( ScriptEditorDebugger, Control );
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AcceptDialog *msgdialog;
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Button *debugger_button;
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LineEdit *clicked_ctrl;
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LineEdit *clicked_ctrl_type;
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LineEdit *live_edit_root;
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Button *le_set;
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Button *le_clear;
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Tree *inspect_scene_tree;
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HSplitContainer *inspect_info;
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PropertyEditor *inspect_properties;
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float inspect_scene_tree_timeout;
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float inspect_edited_object_timeout;
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ObjectID inspected_object_id;
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ScriptEditorDebuggerInspectedObject *inspected_object;
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bool updating_scene_tree;
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Set<ObjectID> unfold_cache;
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HSplitContainer *error_split;
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ItemList *error_list;
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ItemList *error_stack;
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int error_count;
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int last_error_count;
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bool hide_on_stop;
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TabContainer *tabs;
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LineEdit *reason;
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ScriptEditorDebuggerVariables *variables;
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Button *step;
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Button *next;
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Button *back;
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Button *forward;
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Button *dobreak;
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Button *docontinue;
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List<Vector<float> > perf_history;
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Vector<float> perf_max;
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Vector<TreeItem*> perf_items;
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Map<int,String> profiler_signature;
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Tree *perf_monitors;
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Control *perf_draw;
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Tree *vmem_tree;
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Button *vmem_refresh;
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LineEdit *vmem_total;
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Tree *stack_dump;
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PropertyEditor *inspector;
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Ref<TCP_Server> server;
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Ref<StreamPeerTCP> connection;
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Ref<PacketPeerStream> ppeer;
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String message_type;
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Array message;
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int pending_in_queue;
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HashMap<NodePath,int> node_path_cache;
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int last_path_id;
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Map<String,int> res_path_cache;
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EditorProfiler *profiler;
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EditorNode *editor;
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bool breaked;
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bool live_debug;
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void _performance_draw();
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void _performance_select(Object *, int, bool);
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void _stack_dump_frame_selected();
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void _output_clear();
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void _scene_tree_folded(Object* obj);
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void _scene_tree_selected();
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void _scene_tree_request();
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void _parse_message(const String& p_msg,const Array& p_data);
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void _scene_tree_property_select_object(ObjectID p_object);
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void _scene_tree_property_value_edited(const String& p_prop,const Variant& p_value);
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void _video_mem_request();
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int _get_node_path_cache(const NodePath& p_path);
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int _get_res_path_cache(const String& p_path);
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void _live_edit_set();
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void _live_edit_clear();
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void _method_changed(Object*p_base,const StringName& p_name,VARIANT_ARG_DECLARE);
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void _property_changed(Object*p_base,const StringName& p_property,const Variant& p_value);
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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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void _error_selected(int p_idx);
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void _error_stack_selected(int p_idx);
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void _profiler_activate(bool p_enable);
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void _profiler_seeked();
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void _paused();
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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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void start();
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void pause();
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void unpause();
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void stop();
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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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String get_var_value(const String& p_var) const;
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void set_live_debugging(bool p_enable);
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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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void set_breakpoint(const String& p_path,int p_line,bool p_enabled);
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void update_live_edit_root();
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void set_hide_on_stop(bool p_hide);
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void set_tool_button(Button *p_tb) { debugger_button=p_tb; }
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void reload_scripts();
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virtual Size2 get_minimum_size() const;
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ScriptEditorDebugger(EditorNode *p_editor=NULL);
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~ScriptEditorDebugger();
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};
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#endif // SCRIPT_EDITOR_DEBUGGER_H
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