godot/editor/script_editor_debugger.h

216 lines
6.9 KiB
C++

/*************************************************************************/
/* script_editor_debugger.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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 SCRIPT_EDITOR_DEBUGGER_H
#define SCRIPT_EDITOR_DEBUGGER_H
#include "core/io/packet_peer.h"
#include "core/io/tcp_server.h"
#include "property_editor.h"
#include "scene/gui/box_container.h"
#include "scene/gui/button.h"
class Tree;
class PropertyEditor;
class EditorNode;
class ScriptEditorDebuggerVariables;
class LineEdit;
class TabContainer;
class RichTextLabel;
class TextureButton;
class AcceptDialog;
class TreeItem;
class HSplitContainer;
class ItemList;
class EditorProfiler;
class ScriptEditorDebuggerInspectedObject;
class ScriptEditorDebugger : public Control {
OBJ_TYPE(ScriptEditorDebugger, Control);
AcceptDialog *msgdialog;
Button *debugger_button;
LineEdit *clicked_ctrl;
LineEdit *clicked_ctrl_type;
LineEdit *live_edit_root;
Button *le_set;
Button *le_clear;
Tree *inspect_scene_tree;
float inspect_scene_tree_timeout;
float inspect_edited_object_timeout;
ObjectID inspected_object_id;
Map<ObjectID, ScriptEditorDebuggerInspectedObject *> remote_objects;
bool updating_scene_tree;
Set<ObjectID> unfold_cache;
HSplitContainer *error_split;
ItemList *error_list;
ItemList *error_stack;
int error_count;
int last_error_count;
bool hide_on_stop;
TabContainer *tabs;
LineEdit *reason;
ScriptEditorDebuggerVariables *variables;
Button *step;
Button *next;
Button *back;
Button *forward;
Button *dobreak;
Button *docontinue;
List<Vector<float> > perf_history;
Vector<float> perf_max;
Vector<TreeItem *> perf_items;
Map<int, String> profiler_signature;
Tree *perf_monitors;
Control *perf_draw;
Tree *vmem_tree;
Button *vmem_refresh;
LineEdit *vmem_total;
Tree *stack_dump;
PropertyEditor *inspector;
Ref<TCP_Server> server;
Ref<StreamPeerTCP> connection;
Ref<PacketPeerStream> ppeer;
String message_type;
Array message;
int pending_in_queue;
HashMap<NodePath, int> node_path_cache;
int last_path_id;
Map<String, int> res_path_cache;
EditorProfiler *profiler;
EditorNode *editor;
bool breaked;
bool live_debug;
void _performance_draw();
void _performance_select(Object *, int, bool);
void _stack_dump_frame_selected();
void _output_clear();
void _scene_tree_folded(Object *obj);
void _scene_tree_selected();
void _scene_tree_request();
void _parse_message(const String &p_msg, const Array &p_data);
Variant _unserialize_variant(const DVector<uint8_t> &data, PropertyInfo &r_info, int &r_len);
void _scene_tree_property_select_object(ObjectID p_object);
void _scene_tree_property_value_edited(const String &p_prop, const Variant &p_value);
void _scene_tree_variable_value_edited(const String &p_prop, const Variant &p_value);
void _video_mem_request();
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);
static void _method_changeds(void *p_ud, Object *p_base, const StringName &p_name, VARIANT_ARG_DECLARE);
static void _property_changeds(void *p_ud, Object *p_base, const StringName &p_property, const Variant &p_value);
void _error_selected(int p_idx);
void _error_stack_selected(int p_idx);
void _profiler_activate(bool p_enable);
void _profiler_seeked();
void _paused();
void _set_remote_object(ObjectID p_id, ScriptEditorDebuggerInspectedObject *p_obj);
void _clear_remote_objects();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void start();
void pause();
void unpause();
void stop();
void debug_next();
void debug_step();
void debug_break();
void debug_continue();
String get_var_value(const String &p_var) const;
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);
void set_breakpoint(const String &p_path, int p_line, bool p_enabled);
void update_live_edit_root();
void set_hide_on_stop(bool p_hide);
void set_tool_button(Button *p_tb) { debugger_button = p_tb; }
void reload_scripts();
virtual Size2 get_minimum_size() const;
ScriptEditorDebugger(EditorNode *p_editor = NULL);
~ScriptEditorDebugger();
};
#endif // SCRIPT_EDITOR_DEBUGGER_H