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87 lines
3.3 KiB
C++
87 lines
3.3 KiB
C++
#ifndef EDITOR_RUN_H
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#define EDITOR_RUN_H
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/*************************************************************************/
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/* editor_run.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "core/os/os.h"
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#include "core/error/error_list.h"
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#include "core/containers/list.h"
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#include "core/string/ustring.h"
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class EditorRun {
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public:
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enum Status {
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STATUS_PLAY,
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STATUS_PAUSED,
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STATUS_STOP
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};
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OS::ProcessID pid;
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private:
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bool debug_collisions;
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bool debug_navigation;
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bool debug_avoidance;
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bool debug_paths;
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bool debug_shader_fallbacks;
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Status status;
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String running_scene;
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public:
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Status get_status() const;
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String get_running_scene() const;
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Error run(const String &p_scene, const String &p_custom_args, const List<String> &p_breakpoints, const bool &p_skip_breakpoints = false);
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void run_native_notify() { status = STATUS_PLAY; }
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void stop();
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OS::ProcessID get_pid() const { return pid; }
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void set_debug_collisions(bool p_debug);
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bool get_debug_collisions() const;
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void set_debug_navigation(bool p_debug);
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bool get_debug_navigation() const;
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void set_debug_avoidance(bool p_debug);
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bool get_debug_avoidance() const;
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void set_debug_paths(bool p_debug);
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bool get_debug_paths() const;
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void set_debug_shader_fallbacks(bool p_debug);
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bool get_debug_shader_fallbacks() const;
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EditorRun();
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};
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#endif // EDITOR_RUN_H
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