/*************************************************************************/ /* script_editor_debugger.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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. */ /*************************************************************************/ #ifndef SCRIPT_EDITOR_DEBUGGER_H #define SCRIPT_EDITOR_DEBUGGER_H #include "core/os/os.h" #include "editor/debugger/editor_debugger_inspector.h" #include "editor/debugger/editor_debugger_node.h" #include "editor/debugger/editor_debugger_server.h" #include "scene/gui/button.h" #include "scene/gui/margin_container.h" class Tree; class LineEdit; class TabContainer; class RichTextLabel; class TextureButton; class AcceptDialog; class TreeItem; class HSplitContainer; class ItemList; class EditorProfiler; class EditorFileDialog; class EditorVisualProfiler; class EditorNetworkProfiler; class EditorPerformanceProfiler; class SceneDebuggerTree; class EditorDebuggerPlugin; class DebugAdapterProtocol; class DebugAdapterParser; class ScriptEditorDebugger : public MarginContainer { GDCLASS(ScriptEditorDebugger, MarginContainer); friend class EditorDebuggerNode; friend class DebugAdapterProtocol; friend class DebugAdapterParser; private: enum MessageType { MESSAGE_ERROR, MESSAGE_WARNING, MESSAGE_SUCCESS, }; enum ProfilerType { PROFILER_NETWORK, PROFILER_VISUAL, PROFILER_SCRIPTS_SERVERS }; enum Actions { ACTION_COPY_ERROR, ACTION_OPEN_SOURCE, ACTION_DELETE_BREAKPOINT, ACTION_DELETE_BREAKPOINTS_IN_FILE, ACTION_DELETE_ALL_BREAKPOINTS, }; AcceptDialog *msgdialog; LineEdit *clicked_ctrl; LineEdit *clicked_ctrl_type; LineEdit *live_edit_root; Button *le_set; Button *le_clear; Button *export_csv; VBoxContainer *errors_tab; Tree *error_tree; Button *expand_all_button; Button *collapse_all_button; Button *clear_button; PopupMenu *item_menu; Tree *breakpoints_tree; PopupMenu *breakpoints_menu; EditorFileDialog *file_dialog; enum FileDialogPurpose { SAVE_MONITORS_CSV, SAVE_VRAM_CSV, }; FileDialogPurpose file_dialog_purpose; int error_count; int warning_count; bool skip_breakpoints_value = false; Ref