godot/editor/debugger/editor_debugger_node.h

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/**************************************************************************/
/* editor_debugger_node.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_NODE_H
#define EDITOR_DEBUGGER_NODE_H
#include "core/object/script_language.h"
#include "editor/debugger/editor_debugger_server.h"
#include "scene/gui/margin_container.h"
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class Button;
class DebugAdapterParser;
class EditorDebuggerPlugin;
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class EditorDebuggerTree;
class EditorDebuggerRemoteObject;
class MenuButton;
class ScriptEditorDebugger;
class TabContainer;
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class UndoRedo;
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class EditorDebuggerNode : public MarginContainer {
GDCLASS(EditorDebuggerNode, MarginContainer);
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public:
enum CameraOverride {
OVERRIDE_NONE,
OVERRIDE_2D,
OVERRIDE_3D_1, // 3D Viewport 1
OVERRIDE_3D_2, // 3D Viewport 2
OVERRIDE_3D_3, // 3D Viewport 3
OVERRIDE_3D_4 // 3D Viewport 4
};
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private:
enum Options {
DEBUG_NEXT,
DEBUG_STEP,
DEBUG_BREAK,
DEBUG_CONTINUE,
DEBUG_WITH_EXTERNAL_EDITOR,
};
class Breakpoint {
public:
String source;
int line = 0;
static uint32_t hash(const Breakpoint &p_val) {
uint32_t h = HashMapHasherDefault::hash(p_val.source);
return hash_murmur3_one_32(p_val.line, h);
}
bool operator==(const Breakpoint &p_b) const {
return (line == p_b.line && source == p_b.source);
}
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bool operator<(const Breakpoint &p_b) const {
if (line == p_b.line) {
return source < p_b.source;
}
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return line < p_b.line;
}
Breakpoint() {}
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Breakpoint(const String &p_source, int p_line) {
line = p_line;
source = p_source;
}
};
Ref<EditorDebuggerServer> server;
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TabContainer *tabs = nullptr;
Button *debugger_button = nullptr;
MenuButton *script_menu = nullptr;
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Ref<Script> stack_script; // Why?!?
int last_error_count = 0;
int last_warning_count = 0;
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;
bool auto_switch_remote_scene_tree = false;
bool debug_with_external_editor = false;
bool keep_open = false;
String current_uri;
CameraOverride camera_override = OVERRIDE_NONE;
HashMap<Breakpoint, bool, Breakpoint> breakpoints;
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HashSet<Ref<EditorDebuggerPlugin>> debugger_plugins;
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ScriptEditorDebugger *_add_debugger();
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EditorDebuggerRemoteObject *get_inspected_remote_object();
void _update_errors();
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friend class DebuggerEditorPlugin;
friend class DebugAdapterParser;
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static EditorDebuggerNode *singleton;
EditorDebuggerNode();
protected:
void _debugger_stopped(int p_id);
void _debugger_wants_stop(int p_id);
void _debugger_changed(int p_tab);
void _remote_tree_updated(int p_debugger);
void _remote_tree_button_pressed(Object *p_item, int p_column, int p_id, MouseButton p_button);
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void _remote_object_updated(ObjectID p_id, int p_debugger);
void _remote_object_property_updated(ObjectID p_id, const String &p_property, int p_debugger);
void _remote_object_requested(ObjectID p_id, int p_debugger);
void _save_node_requested(ObjectID p_id, const String &p_file, int p_debugger);
void _breakpoint_set_in_tree(Ref<RefCounted> p_script, int p_line, bool p_enabled, int p_debugger);
void _breakpoints_cleared_in_tree(int p_debugger);
void _clear_execution(Ref<RefCounted> p_script) {
emit_signal(SNAME("clear_execution"), p_script);
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}
void _text_editor_stack_goto(const ScriptEditorDebugger *p_debugger);
void _text_editor_stack_clear(const ScriptEditorDebugger *p_debugger);
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void _stack_frame_selected(int p_debugger);
void _error_selected(const String &p_file, int p_line, int p_debugger);
void _breaked(bool p_breaked, bool p_can_debug, String p_message, bool p_has_stackdump, int p_debugger);
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void _paused();
void _break_state_changed();
void _menu_option(int p_id);
void _update_debug_options();
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protected:
void _notification(int p_what);
static void _bind_methods();
public:
static EditorDebuggerNode *get_singleton() { return singleton; }
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void register_undo_redo(UndoRedo *p_undo_redo);
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ScriptEditorDebugger *get_previous_debugger() const;
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ScriptEditorDebugger *get_current_debugger() const;
ScriptEditorDebugger *get_default_debugger() const;
ScriptEditorDebugger *get_debugger(int p_debugger) const;
void debug_next();
void debug_step();
void debug_break();
void debug_continue();
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void set_script_debug_button(MenuButton *p_button);
void set_tool_button(Button *p_button) {
debugger_button = p_button;
}
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?
bool get_debug_with_external_editor() { return debug_with_external_editor; }
bool is_skip_breakpoints() const;
void set_breakpoint(const String &p_path, int p_line, bool p_enabled);
void set_breakpoints(const String &p_path, Array p_lines);
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void reload_all_scripts();
void reload_scripts(const Vector<String> &p_script_paths);
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// Remote inspector/edit.
void request_remote_tree();
static void _method_changeds(void *p_ud, Object *p_base, const StringName &p_name, const Variant **p_args, int p_argcount);
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static void _property_changeds(void *p_ud, Object *p_base, const StringName &p_property, const Variant &p_value);
// LiveDebug
void set_live_debugging(bool p_enabled);
void update_live_edit_root();
void live_debug_create_node(const NodePath &p_parent, const String &p_type, const String &p_name);
void live_debug_instantiate_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);
void live_debug_remove_and_keep_node(const NodePath &p_at, ObjectID p_keep_id);
void live_debug_restore_node(ObjectID p_id, const NodePath &p_at, int p_at_pos);
void live_debug_duplicate_node(const NodePath &p_at, const String &p_new_name);
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_camera_override(CameraOverride p_override);
CameraOverride get_camera_override();
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String get_server_uri() const;
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void set_keep_open(bool p_keep_open);
Error start(const String &p_uri = "tcp://");
void stop(bool p_force = false);
bool plugins_capture(ScriptEditorDebugger *p_debugger, const String &p_message, const Array &p_data);
void add_debugger_plugin(const Ref<EditorDebuggerPlugin> &p_plugin);
void remove_debugger_plugin(const Ref<EditorDebuggerPlugin> &p_plugin);
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};
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#endif // EDITOR_DEBUGGER_NODE_H