#ifndef SCRIPT_EDITOR_DEBUGGER_H #define SCRIPT_EDITOR_DEBUGGER_H /*************************************************************************/ /* 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. */ /*************************************************************************/ #include "scene/gui/margin_container.h" #include "core/array.h" #include "core/hash_map.h" #include "core/list.h" #include "core/map.h" #include "core/math/vector2.h" #include "core/node_path.h" #include "core/object.h" #include "core/object_id.h" #include "core/reference.h" #include "core/resource.h" #include "core/set.h" #include "core/string_name.h" #include "core/ustring.h" #include "core/variant.h" #include "core/vector.h" class Tree; class EditorNode; class ScriptEditorDebuggerVariables; class LineEdit; class TabContainer; class RichTextLabel; class TextureButton; class AcceptDialog; class TreeItem; class HSplitContainer; class ItemList; class EditorProfiler; class EditorNetworkProfiler; class ScriptEditorDebuggerInspectedObject; class Button; class Control; class EditorFileDialog; class EditorInspector; class Label; class PacketPeerStream; class PopupMenu; class Script; class StreamPeerTCP; class TCP_Server; class VBoxContainer; class ScriptEditorDebugger : public MarginContainer { GDCLASS(ScriptEditorDebugger, MarginContainer); public: enum CameraOverride { OVERRIDE_NONE, OVERRIDE_2D, OVERRIDE_3D_1, // 3D Viewport 1 OVERRIDE_3D_2, // 3D Viewport 2 OVERRIDE_3D_3, // 3D Viewport 3 OVERRIDE_3D_4 // 3D Viewport 4 }; private: enum MessageType { MESSAGE_ERROR, MESSAGE_WARNING, MESSAGE_SUCCESS, }; enum ItemMenu { ITEM_MENU_COPY_ERROR, ITEM_MENU_SAVE_REMOTE_NODE, ITEM_MENU_COPY_NODE_PATH, ITEM_MENU_OPEN_SOURCE, }; AcceptDialog *msgdialog; Button *debugger_button; LineEdit *clicked_ctrl; LineEdit *clicked_ctrl_type; LineEdit *live_edit_root; Button *le_set; Button *le_clear; Button *export_csv; bool updating_scene_tree; float inspect_scene_tree_timeout; float inspect_edited_object_timeout; bool auto_switch_remote_scene_tree; ObjectID inspected_object_id; String last_filter; ScriptEditorDebuggerVariables *variables; Map remote_objects; Set remote_dependencies; Set unfold_cache; VBoxContainer *errors_tab; Tree *error_tree; Tree *inspect_scene_tree; Button *clearbutton; PopupMenu *item_menu; EditorFileDialog *file_dialog; enum FileDialogMode { SAVE_MONITORS_CSV, SAVE_VRAM_CSV, SAVE_NODE, }; FileDialogMode file_dialog_mode; int error_count; int warning_count; int last_error_count; int last_warning_count; bool hide_on_stop; int remote_port; bool enable_external_editor; bool skip_breakpoints_value = false; Ref