Merge pull request #93511 from Repiteo/style/relocate-pretty-print
Style: Relocate `godot_gdb_pretty_print.py`
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commit
b7ba0b84ff
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misc/scripts/godot_gdb_pretty_print.py → misc/utility/godot_gdb_pretty_print.py
Executable file → Normal file
48
misc/scripts/godot_gdb_pretty_print.py → misc/utility/godot_gdb_pretty_print.py
Executable file → Normal file
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@ -1,28 +1,30 @@
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#!/usr/bin/env python3
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# Load this file to your GDB session to enable pretty-printing
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# of some Godot C++ types.
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# GDB command: source misc/scripts/godot_gdb_pretty_print.py
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#
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# To load these automatically in Visual Studio Code,
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# add the source command to the setupCommands of your configuration
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# in launch.json.
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# "setupCommands": [
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# ...
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# {
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# "description": "Load custom pretty-printers for Godot types.",
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# "text": "source ${workspaceRoot}/misc/scripts/godot_gdb_pretty_print.py"
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# }
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# ]
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# Other UI:s that use GDB under the hood are likely to have their own ways to achieve this.
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#
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# To debug this script it's easiest to use the interactive python from a command-line
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# GDB session. Stop at a breakpoint, then use
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# python-interactive to enter the python shell and
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# acquire a Value object using gdb.selected_frame().read_var("variable name").
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# From there you can figure out how to print it nicely.
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"""
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Load this file to your GDB session to enable pretty-printing of some Godot C++ types.
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GDB command: `source misc/utility/godot_gdb_pretty_print.py`.
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To load these automatically in Visual Studio Code, add the source command to
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the `setupCommands` of your configuration in `launch.json`:
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```json
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"setupCommands": [
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...
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{
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"description": "Load custom pretty-printers for Godot types.",
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"text": "source ${workspaceFolder}/misc/utility/godot_gdb_pretty_print.py"
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}
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]
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```
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Other UIs that use GDB under the hood are likely to have their own ways to achieve this.
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To debug this script it's easiest to use the interactive python from a command-line
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GDB session. Stop at a breakpoint, then use python-interactive to enter the python shell
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and acquire a `Value` object using `gdb.selected_frame().read_var("variable name")`.
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From there you can figure out how to print it nicely.
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"""
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import re
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import gdb
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import gdb # type: ignore
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# Printer for Godot StringName variables.
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