mirror of
https://github.com/godotengine/godot.git
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6d2a7cb46d
Remove more instances of 'instance' being used as a verb
293 lines
9.6 KiB
C++
293 lines
9.6 KiB
C++
/*************************************************************************/
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/* script_editor_debugger.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SCRIPT_EDITOR_DEBUGGER_H
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#define SCRIPT_EDITOR_DEBUGGER_H
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#include "core/os/os.h"
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#include "editor/debugger/editor_debugger_inspector.h"
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#include "editor/debugger/editor_debugger_node.h"
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#include "editor/debugger/editor_debugger_server.h"
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#include "scene/gui/button.h"
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#include "scene/gui/margin_container.h"
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class Tree;
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class LineEdit;
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class TabContainer;
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class RichTextLabel;
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class TextureButton;
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class AcceptDialog;
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class TreeItem;
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class HSplitContainer;
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class ItemList;
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class EditorProfiler;
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class EditorFileDialog;
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class EditorVisualProfiler;
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class EditorPerformanceProfiler;
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class SceneDebuggerTree;
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class EditorDebuggerPlugin;
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class DebugAdapterProtocol;
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class DebugAdapterParser;
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class ScriptEditorDebugger : public MarginContainer {
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GDCLASS(ScriptEditorDebugger, MarginContainer);
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friend class EditorDebuggerNode;
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friend class DebugAdapterProtocol;
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friend class DebugAdapterParser;
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private:
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enum MessageType {
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MESSAGE_ERROR,
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MESSAGE_WARNING,
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MESSAGE_SUCCESS,
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};
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enum ProfilerType {
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PROFILER_VISUAL,
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PROFILER_SCRIPTS_SERVERS
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};
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enum Actions {
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ACTION_COPY_ERROR,
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ACTION_OPEN_SOURCE,
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ACTION_DELETE_BREAKPOINT,
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ACTION_DELETE_BREAKPOINTS_IN_FILE,
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ACTION_DELETE_ALL_BREAKPOINTS,
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};
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AcceptDialog *msgdialog = nullptr;
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LineEdit *clicked_ctrl = nullptr;
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LineEdit *clicked_ctrl_type = nullptr;
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LineEdit *live_edit_root = nullptr;
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Button *le_set = nullptr;
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Button *le_clear = nullptr;
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Button *export_csv = nullptr;
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VBoxContainer *errors_tab = nullptr;
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Tree *error_tree = nullptr;
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Button *expand_all_button = nullptr;
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Button *collapse_all_button = nullptr;
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Button *clear_button = nullptr;
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PopupMenu *item_menu = nullptr;
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Tree *breakpoints_tree = nullptr;
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PopupMenu *breakpoints_menu = nullptr;
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EditorFileDialog *file_dialog = nullptr;
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enum FileDialogPurpose {
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SAVE_MONITORS_CSV,
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SAVE_VRAM_CSV,
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};
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FileDialogPurpose file_dialog_purpose;
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int error_count;
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int warning_count;
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bool skip_breakpoints_value = false;
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Ref<Script> stack_script;
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TabContainer *tabs = nullptr;
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Label *reason = nullptr;
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Button *skip_breakpoints = nullptr;
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Button *copy = nullptr;
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Button *step = nullptr;
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Button *next = nullptr;
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Button *dobreak = nullptr;
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Button *docontinue = nullptr;
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// Reference to "Remote" tab in scene tree. Needed by _live_edit_set and buttons state.
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// Each debugger should have it's tree in the future I guess.
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const Tree *editor_remote_tree = nullptr;
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HashMap<int, String> profiler_signature;
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Tree *vmem_tree = nullptr;
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Button *vmem_refresh = nullptr;
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Button *vmem_export = nullptr;
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LineEdit *vmem_total = nullptr;
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Tree *stack_dump = nullptr;
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LineEdit *search = nullptr;
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EditorDebuggerInspector *inspector = nullptr;
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SceneDebuggerTree *scene_tree = nullptr;
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Ref<RemoteDebuggerPeer> peer;
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HashMap<NodePath, int> node_path_cache;
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int last_path_id;
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HashMap<String, int> res_path_cache;
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EditorProfiler *profiler = nullptr;
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EditorVisualProfiler *visual_profiler = nullptr;
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EditorPerformanceProfiler *performance_profiler = nullptr;
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OS::ProcessID remote_pid = 0;
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bool breaked = false;
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bool can_debug = false;
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bool move_to_foreground = true;
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bool live_debug;
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EditorDebuggerNode::CameraOverride camera_override;
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void _stack_dump_frame_selected();
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void _file_selected(const String &p_file);
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void _parse_message(const String &p_msg, const Array &p_data);
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void _set_reason_text(const String &p_reason, MessageType p_type);
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void _update_buttons_state();
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void _remote_object_selected(ObjectID p_object);
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void _remote_object_edited(ObjectID, const String &p_prop, const Variant &p_value);
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void _remote_object_property_updated(ObjectID p_id, const String &p_property);
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void _video_mem_request();
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void _video_mem_export();
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int _get_node_path_cache(const NodePath &p_path);
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int _get_res_path_cache(const String &p_path);
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void _live_edit_set();
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void _live_edit_clear();
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void _method_changed(Object *p_base, const StringName &p_name, const Variant **p_args, int p_argcount);
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void _property_changed(Object *p_base, const StringName &p_property, const Variant &p_value);
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void _error_activated();
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void _error_selected();
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void _expand_errors_list();
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void _collapse_errors_list();
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void _profiler_activate(bool p_enable, int p_profiler);
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void _profiler_seeked();
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void _clear_errors_list();
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void _breakpoints_item_rmb_selected(const Vector2 &p_pos, MouseButton p_button);
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void _error_tree_item_rmb_selected(const Vector2 &p_pos, MouseButton p_button);
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void _item_menu_id_pressed(int p_option);
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void _tab_changed(int p_tab);
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void _put_msg(String p_message, Array p_data);
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void _export_csv();
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void _clear_execution();
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void _stop_and_notify();
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void _set_breakpoint(const String &p_path, const int &p_line, const bool &p_enabled);
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void _clear_breakpoints();
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void _breakpoint_tree_clicked();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void request_remote_object(ObjectID p_obj_id);
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void update_remote_object(ObjectID p_obj_id, const String &p_prop, const Variant &p_value);
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Object *get_remote_object(ObjectID p_id);
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// Needed by _live_edit_set, buttons state.
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void set_editor_remote_tree(const Tree *p_tree) { editor_remote_tree = p_tree; }
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void request_remote_tree();
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const SceneDebuggerTree *get_remote_tree();
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void start(Ref<RemoteDebuggerPeer> p_peer);
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void stop();
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void debug_skip_breakpoints();
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void debug_copy();
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void debug_next();
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void debug_step();
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void debug_break();
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void debug_continue();
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bool is_breaked() const { return breaked; }
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bool is_debuggable() const { return can_debug; }
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bool is_session_active() { return peer.is_valid() && peer->is_peer_connected(); };
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int get_remote_pid() const { return remote_pid; }
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bool is_move_to_foreground() const;
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void set_move_to_foreground(const bool &p_move_to_foreground);
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int get_error_count() const { return error_count; }
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int get_warning_count() const { return warning_count; }
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String get_stack_script_file() const;
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int get_stack_script_line() const;
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int get_stack_script_frame() const;
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bool request_stack_dump(const int &p_frame);
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void update_tabs();
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void clear_style();
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String get_var_value(const String &p_var) const;
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void save_node(ObjectID p_id, const String &p_file);
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void set_live_debugging(bool p_enable);
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void live_debug_create_node(const NodePath &p_parent, const String &p_type, const String &p_name);
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void live_debug_instantiate_node(const NodePath &p_parent, const String &p_path, const String &p_name);
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void live_debug_remove_node(const NodePath &p_at);
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void live_debug_remove_and_keep_node(const NodePath &p_at, ObjectID p_keep_id);
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void live_debug_restore_node(ObjectID p_id, const NodePath &p_at, int p_at_pos);
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void live_debug_duplicate_node(const NodePath &p_at, const String &p_new_name);
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void live_debug_reparent_node(const NodePath &p_at, const NodePath &p_new_place, const String &p_new_name, int p_at_pos);
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EditorDebuggerNode::CameraOverride get_camera_override() const;
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void set_camera_override(EditorDebuggerNode::CameraOverride p_override);
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void set_breakpoint(const String &p_path, int p_line, bool p_enabled);
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void update_live_edit_root();
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void reload_scripts();
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bool is_skip_breakpoints();
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virtual Size2 get_minimum_size() const override;
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void add_debugger_tab(Control *p_control);
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void remove_debugger_tab(Control *p_control);
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void send_message(const String &p_message, const Array &p_args);
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void toggle_profiler(const String &p_profiler, bool p_enable, const Array &p_data);
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ScriptEditorDebugger();
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~ScriptEditorDebugger();
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};
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#endif // SCRIPT_EDITOR_DEBUGGER_H
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