godot/editor/plugins/debugger_editor_plugin.h
Fabio Alessandrelli aa80cfac97 [Editor] Add button to keep the debug server open.
The setting is stored in the project editor metadata, and the server is
automatically started/stopped when the option change (only stopped if no
session is currently active).

The CLI option `--debug-server` now also forces the server to stay open
(without saving the state, unlike the menu option).

This commit also removes the "Keep debugger open" option in the script
editor "debug" menu. That option was really confusing, it used to hide
the bottom panel if and only if the debugger pane was selected, so if
you had your output log open instead (default when pressing play) it
would effectively do nothing. Having an option to save a click in such
a very specific case seems very overkill.
2022-11-25 11:02:55 +01:00

73 lines
3.1 KiB
C++

/*************************************************************************/
/* debugger_editor_plugin.h */
/*************************************************************************/
/* 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 */
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/*************************************************************************/
#ifndef DEBUGGER_EDITOR_PLUGIN_H
#define DEBUGGER_EDITOR_PLUGIN_H
#include "editor/editor_plugin.h"
class EditorFileServer;
class MenuButton;
class PopupMenu;
class DebuggerEditorPlugin : public EditorPlugin {
GDCLASS(DebuggerEditorPlugin, EditorPlugin);
private:
PopupMenu *debug_menu = nullptr;
EditorFileServer *file_server = nullptr;
PopupMenu *instances_menu = nullptr;
enum MenuOptions {
RUN_FILE_SERVER,
RUN_LIVE_DEBUG,
RUN_DEBUG_COLLISIONS,
RUN_DEBUG_PATHS,
RUN_DEBUG_NAVIGATION,
RUN_DEPLOY_REMOTE_DEBUG,
RUN_RELOAD_SCRIPTS,
SERVER_KEEP_OPEN,
};
void _update_debug_options();
void _notification(int p_what);
void _select_run_count(int p_index);
void _menu_option(int p_option);
public:
virtual String get_name() const override { return "Debugger"; }
bool has_main_screen() const override { return false; }
DebuggerEditorPlugin(PopupMenu *p_menu);
~DebuggerEditorPlugin();
};
#endif // DEBUGGER_EDITOR_PLUGIN_H