:github_url: hide .. Generated automatically by doc/tools/make_rst.py in Godot's source tree. .. DO NOT EDIT THIS FILE, but the EditorDebuggerPlugin.xml source instead. .. The source is found in doc/classes or modules//doc_classes. .. _class_EditorDebuggerPlugin: EditorDebuggerPlugin ==================== **Inherits:** :ref:`Control` **<** :ref:`CanvasItem` **<** :ref:`Node` **<** :ref:`Object` A base class to implement debugger plugins. Description ----------- ``EditorDebuggerPlugin`` provides functions related to the editor side of the debugger. You don't need to instantiate this class; that is automatically handled by the debugger. :ref:`Control` nodes can be added as child nodes to provide a GUI for the plugin. Do not free or reparent this node, otherwise it becomes unusable. To use ``EditorDebuggerPlugin``, register it using the :ref:`EditorPlugin.add_debugger_plugin` method first. Methods ------- +-------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`has_capture` **(** :ref:`StringName` name **)** | +-------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`is_breaked` **(** **)** | +-------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`is_debuggable` **(** **)** | +-------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`is_session_active` **(** **)** | +-------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`register_message_capture` **(** :ref:`StringName` name, :ref:`Callable` callable **)** | +-------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`send_message` **(** :ref:`String` message, :ref:`Array` data **)** | +-------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`unregister_message_capture` **(** :ref:`StringName` name **)** | +-------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ Signals ------- .. _class_EditorDebuggerPlugin_signal_breaked: - **breaked** **(** :ref:`bool` can_debug **)** Emitted when the game enters a break state. ---- .. _class_EditorDebuggerPlugin_signal_continued: - **continued** **(** **)** Emitted when the game exists a break state. ---- .. _class_EditorDebuggerPlugin_signal_started: - **started** **(** **)** Emitted when the debugging starts. ---- .. _class_EditorDebuggerPlugin_signal_stopped: - **stopped** **(** **)** Emitted when the debugging stops. Method Descriptions ------------------- .. _class_EditorDebuggerPlugin_method_has_capture: - :ref:`bool` **has_capture** **(** :ref:`StringName` name **)** Returns ``true`` if a message capture with given name is present otherwise ``false``. ---- .. _class_EditorDebuggerPlugin_method_is_breaked: - :ref:`bool` **is_breaked** **(** **)** Returns ``true`` if the game is in break state otherwise ``false``. ---- .. _class_EditorDebuggerPlugin_method_is_debuggable: - :ref:`bool` **is_debuggable** **(** **)** Returns ``true`` if the game can be debugged otherwise ``false``. ---- .. _class_EditorDebuggerPlugin_method_is_session_active: - :ref:`bool` **is_session_active** **(** **)** Returns ``true`` if there is an instance of the game running with the attached debugger otherwise ``false``. ---- .. _class_EditorDebuggerPlugin_method_register_message_capture: - void **register_message_capture** **(** :ref:`StringName` name, :ref:`Callable` callable **)** Registers a message capture with given ``name``. If ``name`` is "my_message" then messages starting with "my_message:" will be called with the given callable. Callable must accept a message string and a data array as argument. If the message and data are valid then callable must return ``true`` otherwise ``false``. ---- .. _class_EditorDebuggerPlugin_method_send_message: - void **send_message** **(** :ref:`String` message, :ref:`Array` data **)** Sends a message with given ``message`` and ``data`` array. ---- .. _class_EditorDebuggerPlugin_method_unregister_message_capture: - void **unregister_message_capture** **(** :ref:`StringName` name **)** Unregisters the message capture with given name. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)` .. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)` .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)` .. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`