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222 | /**************************************************************************/
/* editor_debugger_node.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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_DEBUGGER_NODE_H
#define EDITOR_DEBUGGER_NODE_H
#include "core/object/script_language.h"
#include "editor/debugger/editor_debugger_server.h"
#include "scene/gui/margin_container.h"
class Button;
class DebugAdapterParser;
class EditorDebuggerPlugin;
class EditorDebuggerTree;
class EditorDebuggerRemoteObject;
class MenuButton;
class ScriptEditorDebugger;
class TabContainer;
class UndoRedo;
class EditorDebuggerNode : public MarginContainer {
GDCLASS(EditorDebuggerNode, MarginContainer);
public:
enum CameraOverride {
OVERRIDE_NONE,
OVERRIDE_INGAME,
OVERRIDE_EDITORS,
};
private:
enum Options {
DEBUG_NEXT,
DEBUG_STEP,
DEBUG_BREAK,
DEBUG_CONTINUE,
DEBUG_WITH_EXTERNAL_EDITOR,
};
class Breakpoint {
public:
String source;
int line = 0;
static uint32_t hash(const Breakpoint &p_val) {
uint32_t h = HashMapHasherDefault::hash(p_val.source);
return hash_murmur3_one_32(p_val.line, h);
}
bool operator==(const Breakpoint &p_b) const {
return (line == p_b.line && source == p_b.source);
}
bool operator<(const Breakpoint &p_b) const {
if (line == p_b.line) {
return source < p_b.source;
}
return line < p_b.line;
}
Breakpoint() {}
Breakpoint(const String &p_source, int p_line) {
line = p_line;
source = p_source;<--- Variable 'source' is assigned in constructor body. Consider performing initialization in initialization list. [+]When an object of a class is created, the constructors of all member variables are called consecutively in the order the variables are declared, even if you don't explicitly write them to the initialization list. You could avoid assigning 'source' a value by passing the value to the constructor in the initialization list.
}
};
Ref<EditorDebuggerServer> server;
TabContainer *tabs = nullptr;
Button *debugger_button = nullptr;
MenuButton *script_menu = nullptr;
Ref<Script> stack_script; // Why?!?
bool initializing = true;
int last_error_count = 0;
int last_warning_count = 0;
float inspect_edited_object_timeout = 0;
EditorDebuggerTree *remote_scene_tree = nullptr;
float remote_scene_tree_timeout = 0.0;
bool auto_switch_remote_scene_tree = false;
bool debug_with_external_editor = false;
bool keep_open = false;
String current_uri;
CameraOverride camera_override = OVERRIDE_NONE;
HashMap<Breakpoint, bool, Breakpoint> breakpoints;
HashSet<Ref<EditorDebuggerPlugin>> debugger_plugins;
ScriptEditorDebugger *_add_debugger();
EditorDebuggerRemoteObject *get_inspected_remote_object();
void _update_errors();
friend class DebuggerEditorPlugin;
friend class DebugAdapterParser;
static EditorDebuggerNode *singleton;
EditorDebuggerNode();
protected:
void _debugger_stopped(int p_id);
void _debugger_wants_stop(int p_id);
void _debugger_changed(int p_tab);
void _remote_tree_select_requested(ObjectID p_id, int p_debugger);
void _remote_tree_updated(int p_debugger);
void _remote_tree_button_pressed(Object *p_item, int p_column, int p_id, MouseButton p_button);
void _remote_object_updated(ObjectID p_id, int p_debugger);
void _remote_object_property_updated(ObjectID p_id, const String &p_property, int p_debugger);
void _remote_object_requested(ObjectID p_id, int p_debugger);
void _save_node_requested(ObjectID p_id, const String &p_file, int p_debugger);
void _breakpoint_set_in_tree(Ref<RefCounted> p_script, int p_line, bool p_enabled, int p_debugger);
void _breakpoints_cleared_in_tree(int p_debugger);
void _clear_execution(Ref<RefCounted> p_script) {
emit_signal(SNAME("clear_execution"), p_script);
}
void _text_editor_stack_goto(const ScriptEditorDebugger *p_debugger);
void _text_editor_stack_clear(const ScriptEditorDebugger *p_debugger);
void _stack_frame_selected(int p_debugger);
void _error_selected(const String &p_file, int p_line, int p_debugger);
void _breaked(bool p_breaked, bool p_can_debug, const String &p_message, bool p_has_stackdump, int p_debugger);
void _paused();
void _break_state_changed();
void _menu_option(int p_id);
void _update_debug_options();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
static EditorDebuggerNode *get_singleton() { return singleton; }
void register_undo_redo(UndoRedo *p_undo_redo);
ScriptEditorDebugger *get_previous_debugger() const;
ScriptEditorDebugger *get_current_debugger() const;
ScriptEditorDebugger *get_default_debugger() const;
ScriptEditorDebugger *get_debugger(int p_debugger) const;
void debug_next();
void debug_step();
void debug_break();
void debug_continue();
void set_script_debug_button(MenuButton *p_button);
void set_tool_button(Button *p_button) {
debugger_button = p_button;
}
String get_var_value(const String &p_var) const;
Ref<Script> get_dump_stack_script() const { return stack_script; } // Why do we need this?
bool get_debug_with_external_editor() { return debug_with_external_editor; }
bool is_skip_breakpoints() const;
void set_breakpoint(const String &p_path, int p_line, bool p_enabled);
void set_breakpoints(const String &p_path, const Array &p_lines);
void reload_all_scripts();
void reload_scripts(const Vector<String> &p_script_paths);
// Remote inspector/edit.
void request_remote_tree();
static void _methods_changed(void *p_ud, Object *p_base, const StringName &p_name, const Variant **p_args, int p_argcount);
static void _properties_changed(void *p_ud, Object *p_base, const StringName &p_property, const Variant &p_value);
// LiveDebug
void set_live_debugging(bool p_enabled);
void update_live_edit_root();
void live_debug_create_node(const NodePath &p_parent, const String &p_type, const String &p_name);
void live_debug_instantiate_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_camera_override(CameraOverride p_override);
CameraOverride get_camera_override();
String get_server_uri() const;
void set_keep_open(bool p_keep_open);
Error start(const String &p_uri = "tcp://");
void stop(bool p_force = false);
bool plugins_capture(ScriptEditorDebugger *p_debugger, const String &p_message, const Array &p_data);
void add_debugger_plugin(const Ref<EditorDebuggerPlugin> &p_plugin);
void remove_debugger_plugin(const Ref<EditorDebuggerPlugin> &p_plugin);
};
#endif // EDITOR_DEBUGGER_NODE_H
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