godot/core/script_debugger_remote.h
Juan Linietsky 59961c9914 Live edit WORK IN PROGRESS
1) press the heart while the game is running
2) select a scene to live edit from the opened scenes
3) edit/add/remove nodes or resources, change their properties, etc.
4) watch changes reflected in running game, in all places this scene is
edited
5) It's not perfect obviously, but the aim of it is to try to reflect
your changes as best as possible in the running game.
2015-08-02 12:30:01 -03:00

92 lines
3.5 KiB
C++

/*************************************************************************/
/* script_debugger_remote.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2015 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 SCRIPT_DEBUGGER_REMOTE_H
#define SCRIPT_DEBUGGER_REMOTE_H
#include "script_language.h"
#include "io/stream_peer_tcp.h"
#include "io/packet_peer.h"
#include "list.h"
class ScriptDebuggerRemote : public ScriptDebugger {
struct Message {
String message;
Array data;
};
Ref<StreamPeerTCP> tcp_client;
Ref<PacketPeerStream> packet_peer_stream;
uint64_t last_perf_time;
Object *performance;
bool requested_quit;
Mutex *mutex;
List<String> output_strings;
List<Message> messages;
bool locking; //hack to avoid a deadloop
static void _print_handler(void *p_this,const String& p_string);
PrintHandlerList phl;
void _get_output();
void _poll_events();
uint32_t poll_every;
bool _parse_live_edit(const Array &p_command);
RequestSceneTreeMessageFunc request_scene_tree;
void *request_scene_tree_ud;
LiveEditFuncs *live_edit_funcs;
public:
Error connect_to_host(const String& p_host,uint16_t p_port);
virtual void debug(ScriptLanguage *p_script,bool p_can_continue=true);
virtual void idle_poll();
virtual void line_poll();
virtual bool is_remote() const { return true; }
virtual void request_quit();
virtual void send_message(const String& p_message, const Array& p_args);
virtual void set_request_scene_tree_message_func(RequestSceneTreeMessageFunc p_func, void *p_udata);
virtual void set_live_edit_funcs(LiveEditFuncs *p_funcs);
ScriptDebuggerRemote();
~ScriptDebuggerRemote();
};
#endif // SCRIPT_DEBUGGER_REMOTE_H