A base class to implement debugger plugins.
All debugger plugin scripts must extend [EditorDebuggerPlugin]. It provides functions related to editor side of debugger.
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.
Do not queue_free/reparent it's instance otherwise the instance becomes unusable.
Returns [code]true[/code] if a message capture with given name is present otherwise [code]false[/code].
Returns [code]true[/code] if the game is in break state otherwise [code]false[/code].
Returns [code]true[/code] if the game can be debugged otherwise [code]false[/code].
Returns [code]true[/code] if there is an instance of the game running with the attached debugger otherwise [code]false[/code].
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.
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].
Sends a message with given [code]message[/code] and [code]data[/code] array.
Unregisters the message capture with given name.
Emitted when the game enters a break state.
Emitted when the game exists a break state.
Emitted when the debugging starts.
Emitted when the debugging stops.