godot/core/debugger/script_debugger.cpp

117 lines
4.5 KiB
C++

/*************************************************************************/
/* script_debugger.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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. */
/*************************************************************************/
#include "script_debugger.h"
#include "core/debugger/engine_debugger.h"
void ScriptDebugger::set_lines_left(int p_left) {
lines_left = p_left;
}
int ScriptDebugger::get_lines_left() const {
return lines_left;
}
void ScriptDebugger::set_depth(int p_depth) {
depth = p_depth;
}
int ScriptDebugger::get_depth() const {
return depth;
}
void ScriptDebugger::insert_breakpoint(int p_line, const StringName &p_source) {
if (!breakpoints.has(p_line)) {
breakpoints[p_line] = Set<StringName>();
}
breakpoints[p_line].insert(p_source);
}
void ScriptDebugger::remove_breakpoint(int p_line, const StringName &p_source) {
if (!breakpoints.has(p_line)) {
return;
}
breakpoints[p_line].erase(p_source);
if (breakpoints[p_line].size() == 0) {
breakpoints.erase(p_line);
}
}
bool ScriptDebugger::is_breakpoint(int p_line, const StringName &p_source) const {
if (!breakpoints.has(p_line)) {
return false;
}
return breakpoints[p_line].has(p_source);
}
bool ScriptDebugger::is_breakpoint_line(int p_line) const {
return breakpoints.has(p_line);
}
String ScriptDebugger::breakpoint_find_source(const String &p_source) const {
return p_source;
}
void ScriptDebugger::clear_breakpoints() {
breakpoints.clear();
}
void ScriptDebugger::set_skip_breakpoints(bool p_skip_breakpoints) {
skip_breakpoints = p_skip_breakpoints;
}
bool ScriptDebugger::is_skipping_breakpoints() {
return skip_breakpoints;
}
void ScriptDebugger::debug(ScriptLanguage *p_lang, bool p_can_continue, bool p_is_error_breakpoint) {
ScriptLanguage *prev = break_lang;
break_lang = p_lang;
EngineDebugger::get_singleton()->debug(p_can_continue, p_is_error_breakpoint);
break_lang = prev;
}
void ScriptDebugger::send_error(const String &p_func, const String &p_file, int p_line, const String &p_err, const String &p_descr, bool p_editor_notify, ErrorHandlerType p_type, const Vector<StackInfo> &p_stack_info) {
// Store stack info, this is ugly, but allows us to separate EngineDebugger and ScriptDebugger. There might be a better way.
error_stack_info.append_array(p_stack_info);
EngineDebugger::get_singleton()->send_error(p_func, p_file, p_line, p_err, p_descr, p_editor_notify, p_type);
error_stack_info.clear();
}
Vector<ScriptLanguage::StackInfo> ScriptDebugger::get_error_stack_info() const {
return error_stack_info;
}
ScriptLanguage *ScriptDebugger::get_break_language() const {
return break_lang;
}