godot/editor/editor_run.h

68 lines
2.8 KiB
C++

/*************************************************************************/
/* editor_run.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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_RUN_H
#define EDITOR_RUN_H
#include "os/os.h"
#include "scene/main/node.h"
class EditorRun {
public:
enum Status {
STATUS_PLAY,
STATUS_PAUSED,
STATUS_STOP
};
OS::ProcessID pid;
private:
bool debug_collisions;
bool debug_navigation;
Status status;
public:
Status get_status() const;
Error run(const String &p_scene, const String p_custom_args, const List<String> &p_breakpoints, const String &p_edited_scene);
void run_native_notify() { status = STATUS_PLAY; }
void stop();
OS::ProcessID get_pid() const { return pid; }
void set_debug_collisions(bool p_debug);
bool get_debug_collisions() const;
void set_debug_navigation(bool p_debug);
bool get_debug_navigation() const;
EditorRun();
};
#endif // EDITOR_RUN_H