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107 | /**************************************************************************/
/* editor_debugger_plugin.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_PLUGIN_H
#define EDITOR_DEBUGGER_PLUGIN_H
#include "scene/gui/control.h"
class ScriptEditorDebugger;
class EditorDebuggerSession : public RefCounted {
GDCLASS(EditorDebuggerSession, RefCounted);
private:
HashSet<Control *> tabs;
ScriptEditorDebugger *debugger = nullptr;
void _breaked(bool p_really_did, bool p_can_debug, const String &p_message, bool p_has_stackdump);
void _started();
void _stopped();
void _debugger_gone_away();
protected:
static void _bind_methods();
public:
void detach_debugger();
void add_session_tab(Control *p_tab);
void remove_session_tab(Control *p_tab);
void send_message(const String &p_message, const Array &p_args = Array());
void toggle_profiler(const String &p_profiler, bool p_enable, const Array &p_data = Array());
bool is_breaked();
bool is_debuggable();
bool is_active();
void set_breakpoint(const String &p_path, int p_line, bool p_enabled);
EditorDebuggerSession(ScriptEditorDebugger *p_debugger);<--- Class 'EditorDebuggerSession' has a constructor with 1 argument that is not explicit. [+]Class 'EditorDebuggerSession' has a constructor with 1 argument that is not explicit. Such constructors should in general be explicit for type safety reasons. Using the explicit keyword in the constructor means some mistakes when using the class can be avoided.
~EditorDebuggerSession();
};
class EditorDebuggerPlugin : public RefCounted {
GDCLASS(EditorDebuggerPlugin, RefCounted);
private:
List<Ref<EditorDebuggerSession>> sessions;
protected:
static void _bind_methods();
public:
void create_session(ScriptEditorDebugger *p_debugger);
void clear();
virtual void setup_session(int p_idx);
virtual bool capture(const String &p_message, const Array &p_data, int p_session);
virtual bool has_capture(const String &p_capture) const;
Ref<EditorDebuggerSession> get_session(int p_session_id);
Array get_sessions();
GDVIRTUAL3R(bool, _capture, const String &, const Array &, int);
GDVIRTUAL1RC(bool, _has_capture, const String &);
GDVIRTUAL1(_setup_session, int);
virtual void goto_script_line(const Ref<Script> &p_script, int p_line);
virtual void breakpoints_cleared_in_tree();
virtual void breakpoint_set_in_tree(const Ref<Script> &p_script, int p_line, bool p_enabled);
GDVIRTUAL2(_goto_script_line, const Ref<Script> &, int);
GDVIRTUAL0(_breakpoints_cleared_in_tree);
GDVIRTUAL3(_breakpoint_set_in_tree, const Ref<Script> &, int, bool);
EditorDebuggerPlugin();
~EditorDebuggerPlugin();
};
#endif // EDITOR_DEBUGGER_PLUGIN_H
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