/*************************************************************************/
/*  editor_run.h                                                         */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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/*************************************************************************/

#ifndef EDITOR_RUN_H
#define EDITOR_RUN_H

#include "core/os/os.h"
#include "scene/main/node.h"
class EditorRun {
public:
	enum Status {
		STATUS_PLAY,
		STATUS_PAUSED,
		STATUS_STOP
	};

	List<OS::ProcessID> pids;

private:
	Status status;
	String running_scene;

public:
	Status get_status() const;
	String get_running_scene() const;
	Error run(const String &p_scene, const String &p_custom_args, const List<String> &p_breakpoints, const bool &p_skip_breakpoints = false);
	void run_native_notify() { status = STATUS_PLAY; }
	void stop();

	void stop_child_process(OS::ProcessID p_pid);
	bool has_child_process(OS::ProcessID p_pid) const;
	int get_child_process_count() const { return pids.size(); }

	EditorRun();
};

#endif // EDITOR_RUN_H