pandemonium_engine/editor/editor_run.h

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#ifndef EDITOR_RUN_H
#define EDITOR_RUN_H
/*************************************************************************/
/* editor_run.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. */
/*************************************************************************/
#include "core/os/os.h"
2022-08-17 15:14:19 +02:00
#include "core/error/error_list.h"
#include "core/containers/list.h"
#include "core/string/ustring.h"
class EditorRun {
public:
enum Status {
STATUS_PLAY,
STATUS_PAUSED,
STATUS_STOP
};
OS::ProcessID pid;
private:
bool debug_collisions;
bool debug_navigation;
bool debug_avoidance;
bool debug_paths;
bool debug_shader_fallbacks;
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();
OS::ProcessID get_pid() const { return pid; }
void set_debug_collisions(bool p_debug);
bool get_debug_collisions() const;
void set_debug_navigation(bool p_debug);
bool get_debug_navigation() const;
void set_debug_avoidance(bool p_debug);
bool get_debug_avoidance() const;
void set_debug_paths(bool p_debug);
bool get_debug_paths() const;
void set_debug_shader_fallbacks(bool p_debug);
bool get_debug_shader_fallbacks() const;
EditorRun();
};
#endif // EDITOR_RUN_H