godot/editor/debugger/script_editor_debugger.h

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/*************************************************************************/
/* script_editor_debugger.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
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#ifndef SCRIPT_EDITOR_DEBUGGER_H
#define SCRIPT_EDITOR_DEBUGGER_H
#include "core/os/os.h"
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#include "editor/debugger/editor_debugger_inspector.h"
#include "editor/debugger/editor_debugger_node.h"
#include "editor/debugger/editor_debugger_server.h"
#include "editor/editor_file_dialog.h"
#include "scene/gui/button.h"
#include "scene/gui/margin_container.h"
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class Tree;
class EditorNode;
class LineEdit;
class TabContainer;
class RichTextLabel;
class TextureButton;
class AcceptDialog;
class TreeItem;
class HSplitContainer;
class ItemList;
class EditorProfiler;
class EditorVisualProfiler;
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class EditorNetworkProfiler;
class EditorPerformanceProfiler;
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class SceneDebuggerTree;
class EditorDebuggerPlugin;
class DebugAdapterProtocol;
class DebugAdapterParser;
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class ScriptEditorDebugger : public MarginContainer {
GDCLASS(ScriptEditorDebugger, MarginContainer);
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friend class EditorDebuggerNode;
friend class DebugAdapterProtocol;
friend class DebugAdapterParser;
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private:
enum MessageType {
MESSAGE_ERROR,
MESSAGE_WARNING,
MESSAGE_SUCCESS,
};
enum ProfilerType {
PROFILER_NETWORK,
PROFILER_VISUAL,
PROFILER_SCRIPTS_SERVERS
};
enum Actions {
ACTION_COPY_ERROR,
ACTION_OPEN_SOURCE,
};
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AcceptDialog *msgdialog;
LineEdit *clicked_ctrl;
LineEdit *clicked_ctrl_type;
LineEdit *live_edit_root;
Button *le_set;
Button *le_clear;
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Button *export_csv;
VBoxContainer *errors_tab;
Tree *error_tree;
Button *clearbutton;
PopupMenu *item_menu;
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EditorFileDialog *file_dialog;
enum FileDialogPurpose {
SAVE_MONITORS_CSV,
SAVE_VRAM_CSV,
};
FileDialogPurpose file_dialog_purpose;
int error_count;
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int warning_count;
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bool skip_breakpoints_value = false;
Ref<Script> stack_script;
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TabContainer *tabs;
Label *reason;
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Button *skip_breakpoints;
Button *copy;
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Button *step;
Button *next;
Button *dobreak;
Button *docontinue;
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// Reference to "Remote" tab in scene tree. Needed by _live_edit_set and buttons state.
// Each debugger should have it's tree in the future I guess.
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const Tree *editor_remote_tree = nullptr;
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Map<int, String> profiler_signature;
Tree *vmem_tree;
Button *vmem_refresh;
Button *vmem_export;
LineEdit *vmem_total;
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Tree *stack_dump;
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EditorDebuggerInspector *inspector;
SceneDebuggerTree *scene_tree;
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Ref<RemoteDebuggerPeer> peer;
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HashMap<NodePath, int> node_path_cache;
int last_path_id;
Map<String, int> res_path_cache;
EditorProfiler *profiler;
EditorVisualProfiler *visual_profiler;
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EditorNetworkProfiler *network_profiler;
EditorPerformanceProfiler *performance_profiler;
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EditorNode *editor;
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OS::ProcessID remote_pid = 0;
bool breaked = false;
bool can_debug = false;
bool move_to_foreground = true;
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bool live_debug;
EditorDebuggerNode::CameraOverride camera_override;
Map<Ref<Script>, EditorDebuggerPlugin *> debugger_plugins;
Map<StringName, Callable> captures;
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void _stack_dump_frame_selected();
void _file_selected(const String &p_file);
void _parse_message(const String &p_msg, const Array &p_data);
void _set_reason_text(const String &p_reason, MessageType p_type);
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void _update_buttons_state();
void _remote_object_selected(ObjectID p_object);
void _remote_object_edited(ObjectID, const String &p_prop, const Variant &p_value);
void _remote_object_property_updated(ObjectID p_id, const String &p_property);
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void _video_mem_request();
void _video_mem_export();
int _get_node_path_cache(const NodePath &p_path);
int _get_res_path_cache(const String &p_path);
void _live_edit_set();
void _live_edit_clear();
void _method_changed(Object *p_base, const StringName &p_name, VARIANT_ARG_DECLARE);
void _property_changed(Object *p_base, const StringName &p_property, const Variant &p_value);
void _error_activated();
void _error_selected();
void _expand_errors_list();
void _collapse_errors_list();
void _profiler_activate(bool p_enable, int p_profiler);
void _profiler_seeked();
void _clear_errors_list();
void _error_tree_item_rmb_selected(const Vector2 &p_pos);
void _item_menu_id_pressed(int p_option);
void _tab_changed(int p_tab);
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void _put_msg(String p_message, Array p_data);
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void _export_csv();
void _clear_execution();
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void _stop_and_notify();
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protected:
void _notification(int p_what);
static void _bind_methods();
public:
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void request_remote_object(ObjectID p_obj_id);
void update_remote_object(ObjectID p_obj_id, const String &p_prop, const Variant &p_value);
Object *get_remote_object(ObjectID p_id);
// Needed by _live_edit_set, buttons state.
void set_editor_remote_tree(const Tree *p_tree) { editor_remote_tree = p_tree; }
void request_remote_tree();
const SceneDebuggerTree *get_remote_tree();
void start(Ref<RemoteDebuggerPeer> p_peer);
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void stop();
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void debug_skip_breakpoints();
void debug_copy();
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void debug_next();
void debug_step();
void debug_break();
void debug_continue();
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bool is_breaked() const { return breaked; }
bool is_debuggable() const { return can_debug; }
bool is_session_active() { return peer.is_valid() && peer->is_peer_connected(); };
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int get_remote_pid() const { return remote_pid; }
bool is_move_to_foreground() const;
void set_move_to_foreground(const bool &p_move_to_foreground);
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int get_error_count() const { return error_count; }
int get_warning_count() const { return warning_count; }
String get_stack_script_file() const;
int get_stack_script_line() const;
int get_stack_script_frame() const;
bool request_stack_dump(const int &p_frame);
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void update_tabs();
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void clear_style();
String get_var_value(const String &p_var) const;
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void save_node(ObjectID p_id, const String &p_file);
void set_live_debugging(bool p_enable);
void live_debug_create_node(const NodePath &p_parent, const String &p_type, const String &p_name);
void live_debug_instance_node(const NodePath &p_parent, const String &p_path, const String &p_name);
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);
EditorDebuggerNode::CameraOverride get_camera_override() const;
void set_camera_override(EditorDebuggerNode::CameraOverride p_override);
void set_breakpoint(const String &p_path, int p_line, bool p_enabled);
void update_live_edit_root();
void reload_scripts();
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bool is_skip_breakpoints();
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virtual Size2 get_minimum_size() const override;
void add_debugger_plugin(const Ref<Script> &p_script);
void remove_debugger_plugin(const Ref<Script> &p_script);
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);
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ScriptEditorDebugger(EditorNode *p_editor = nullptr);
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~ScriptEditorDebugger();
};
#endif // SCRIPT_EDITOR_DEBUGGER_H