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Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
68 lines
3.5 KiB
C++
68 lines
3.5 KiB
C++
/*************************************************************************/
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/* script_debugger_local.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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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_DEBUGGER_LOCAL_H
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#define SCRIPT_DEBUGGER_LOCAL_H
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#include "core/list.h"
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#include "core/script_language.h"
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class ScriptDebuggerLocal : public ScriptDebugger {
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bool profiling;
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float frame_time, idle_time, physics_time, physics_frame_time;
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uint64_t idle_accum;
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String target_function;
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Map<String, String> options;
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Vector<ScriptLanguage::ProfilingInfo> pinfo;
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Pair<String, int> to_breakpoint(const String &p_line);
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void print_variables(const List<String> &names, const List<Variant> &values, const String &variable_prefix);
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public:
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void debug(ScriptLanguage *p_script, bool p_can_continue, bool p_is_error_breakpoint);
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virtual void send_message(const String &p_message, const Array &p_args);
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virtual void send_error(const String &p_func, const String &p_file, int p_line, const String &p_err, const String &p_descr, ErrorHandlerType p_type, const Vector<ScriptLanguage::StackInfo> &p_stack_info);
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virtual bool is_profiling() const { return profiling; }
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virtual void add_profiling_frame_data(const StringName &p_name, const Array &p_data) {}
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virtual void idle_poll();
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virtual void profiling_start();
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virtual void profiling_end();
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virtual void profiling_set_frame_times(float p_frame_time, float p_idle_time, float p_physics_time, float p_physics_frame_time);
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ScriptDebuggerLocal();
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};
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#endif // SCRIPT_DEBUGGER_LOCAL_H
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