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For the time being we don't support writing a description for those, preferring having all details in the method's description. Using self-closing tags saves half the lines, and prevents contributors from thinking that they should write the argument or return documentation there.
90 lines
3.2 KiB
XML
90 lines
3.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="EditorDebuggerPlugin" inherits="Control" version="4.0">
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<brief_description>
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A base class to implement debugger plugins.
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</brief_description>
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<description>
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All debugger plugin scripts must extend [EditorDebuggerPlugin]. It provides functions related to editor side of debugger.
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You don't need to instantiate this class. That is handled by the debugger itself. [Control] nodes can be added as child nodes to provide a GUI front-end for the plugin.
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Do not queue_free/reparent it's instance otherwise the instance becomes unusable.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="has_capture">
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<return type="bool" />
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<argument index="0" name="name" type="StringName" />
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<description>
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Returns [code]true[/code] if a message capture with given name is present otherwise [code]false[/code].
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</description>
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</method>
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<method name="is_breaked">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if the game is in break state otherwise [code]false[/code].
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</description>
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</method>
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<method name="is_debuggable">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if the game can be debugged otherwise [code]false[/code].
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</description>
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</method>
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<method name="is_session_active">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if there is an instance of the game running with the attached debugger otherwise [code]false[/code].
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</description>
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</method>
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<method name="register_message_capture">
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<return type="void" />
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<argument index="0" name="name" type="StringName" />
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<argument index="1" name="callable" type="Callable" />
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<description>
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Registers a message capture with given [code]name[/code]. If [code]name[/code] is "my_message" then messages starting with "my_message:" will be called with the given callable.
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Callable must accept a message string and a data array as argument. If the message and data are valid then callable must return [code]true[/code] otherwise [code]false[/code].
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</description>
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</method>
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<method name="send_message">
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<return type="void" />
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<argument index="0" name="message" type="String" />
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<argument index="1" name="data" type="Array" />
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<description>
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Sends a message with given [code]message[/code] and [code]data[/code] array.
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</description>
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</method>
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<method name="unregister_message_capture">
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<return type="void" />
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<argument index="0" name="name" type="StringName" />
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<description>
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Unregisters the message capture with given name.
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</description>
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</method>
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</methods>
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<signals>
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<signal name="breaked">
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<argument index="0" name="can_debug" type="bool" />
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<description>
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Emitted when the game enters a break state.
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</description>
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</signal>
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<signal name="continued">
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<description>
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Emitted when the game exists a break state.
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</description>
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</signal>
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<signal name="started">
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<description>
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Emitted when the debugging starts.
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</description>
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</signal>
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<signal name="stopped">
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<description>
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Emitted when the debugging stops.
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</description>
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</signal>
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</signals>
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<constants>
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</constants>
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</class>
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