#ifndef EDITOR_RUN_H #define EDITOR_RUN_H /*************************************************************************/ /* editor_run.h */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 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 "core/os/os.h" #include "core/containers/list.h" #include "core/error/error_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 &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