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ea2eaf8c27
Changes: * EngineDebugger is exposed to gdscript. Game side of communication can be implemented through it. * EditorDebuggerPlugin is added which handles the editor side of communication.
104 lines
3.3 KiB
XML
104 lines
3.3 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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</return>
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<argument index="0" name="name" type="StringName">
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</argument>
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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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</return>
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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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</return>
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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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</return>
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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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</return>
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<argument index="0" name="name" type="StringName">
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</argument>
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<argument index="1" name="callable" type="Callable">
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</argument>
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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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</return>
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<argument index="0" name="message" type="String">
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</argument>
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<argument index="1" name="data" type="Array">
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</argument>
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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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</return>
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<argument index="0" name="name" type="StringName">
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</argument>
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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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</argument>
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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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