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This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
89 lines
3.3 KiB
XML
89 lines
3.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="EditorDebuggerPlugin" inherits="Control" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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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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[EditorDebuggerPlugin] provides functions related to the editor side of the debugger.
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You don't need to instantiate this class; that is automatically handled by the debugger. [Control] nodes can be added as child nodes to provide a GUI for the plugin.
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Do not free or reparent this node, otherwise it becomes unusable.
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To use [EditorDebuggerPlugin], register it using the [method EditorPlugin.add_debugger_plugin] method first.
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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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</class>
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