/**************************************************************************/ /* script_debugger.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "script_debugger.h" #include "core/debugger/engine_debugger.h" void ScriptDebugger::set_lines_left(int p_left) { lines_left = p_left; } int ScriptDebugger::get_lines_left() const { return lines_left; } void ScriptDebugger::set_depth(int p_depth) { depth = p_depth; } int ScriptDebugger::get_depth() const { return depth; } void ScriptDebugger::insert_breakpoint(int p_line, const StringName &p_source) { if (!breakpoints.has(p_line)) { breakpoints[p_line] = HashSet(); } breakpoints[p_line].insert(p_source); } void ScriptDebugger::remove_breakpoint(int p_line, const StringName &p_source) { if (!breakpoints.has(p_line)) { return; } breakpoints[p_line].erase(p_source); if (breakpoints[p_line].size() == 0) { breakpoints.erase(p_line); } } bool ScriptDebugger::is_breakpoint(int p_line, const StringName &p_source) const { if (!breakpoints.has(p_line)) { return false; } return breakpoints[p_line].has(p_source); } String ScriptDebugger::breakpoint_find_source(const String &p_source) const { return p_source; } void ScriptDebugger::clear_breakpoints() { breakpoints.clear(); } void ScriptDebugger::set_skip_breakpoints(bool p_skip_breakpoints) { skip_breakpoints = p_skip_breakpoints; } bool ScriptDebugger::is_skipping_breakpoints() { return skip_breakpoints; } void ScriptDebugger::debug(ScriptLanguage *p_lang, bool p_can_continue, bool p_is_error_breakpoint) { ScriptLanguage *prev = break_lang; break_lang = p_lang; EngineDebugger::get_singleton()->debug(p_can_continue, p_is_error_breakpoint); break_lang = prev; } void ScriptDebugger::send_error(const String &p_func, const String &p_file, int p_line, const String &p_err, const String &p_descr, bool p_editor_notify, ErrorHandlerType p_type, const Vector &p_stack_info) { // Store stack info, this is ugly, but allows us to separate EngineDebugger and ScriptDebugger. There might be a better way. error_stack_info.append_array(p_stack_info); EngineDebugger::get_singleton()->send_error(p_func, p_file, p_line, p_err, p_descr, p_editor_notify, p_type); error_stack_info.clear(); } Vector ScriptDebugger::get_error_stack_info() const { return error_stack_info; } ScriptLanguage *ScriptDebugger::get_break_language() const { return break_lang; }