editor_debugger_node.h 7.5 KB

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  1. /*************************************************************************/
  2. /* editor_debugger_node.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef EDITOR_DEBUGGER_NODE_H
  31. #define EDITOR_DEBUGGER_NODE_H
  32. #include "editor/debugger/editor_debugger_server.h"
  33. #include "scene/gui/margin_container.h"
  34. class Button;
  35. class DebugAdapterParser;
  36. class EditorDebuggerTree;
  37. class EditorDebuggerRemoteObject;
  38. class MenuButton;
  39. class ScriptEditorDebugger;
  40. class TabContainer;
  41. class EditorDebuggerNode : public MarginContainer {
  42. GDCLASS(EditorDebuggerNode, MarginContainer);
  43. public:
  44. enum CameraOverride {
  45. OVERRIDE_NONE,
  46. OVERRIDE_2D,
  47. OVERRIDE_3D_1, // 3D Viewport 1
  48. OVERRIDE_3D_2, // 3D Viewport 2
  49. OVERRIDE_3D_3, // 3D Viewport 3
  50. OVERRIDE_3D_4 // 3D Viewport 4
  51. };
  52. private:
  53. enum Options {
  54. DEBUG_NEXT,
  55. DEBUG_STEP,
  56. DEBUG_BREAK,
  57. DEBUG_CONTINUE,
  58. DEBUG_KEEP_DEBUGGER_OPEN,
  59. DEBUG_WITH_EXTERNAL_EDITOR,
  60. };
  61. class Breakpoint {
  62. public:
  63. String source;
  64. int line = 0;
  65. static uint32_t hash(const Breakpoint &p_val) {
  66. uint32_t h = HashMapHasherDefault::hash(p_val.source);
  67. return hash_djb2_one_32(p_val.line, h);
  68. }
  69. bool operator==(const Breakpoint &p_b) const {
  70. return (line == p_b.line && source == p_b.source);
  71. }
  72. bool operator<(const Breakpoint &p_b) const {
  73. if (line == p_b.line) {
  74. return source < p_b.source;
  75. }
  76. return line < p_b.line;
  77. }
  78. Breakpoint() {}
  79. Breakpoint(const String &p_source, int p_line) {
  80. line = p_line;
  81. source = p_source;
  82. }
  83. };
  84. Ref<EditorDebuggerServer> server;
  85. TabContainer *tabs = nullptr;
  86. Button *debugger_button = nullptr;
  87. MenuButton *script_menu = nullptr;
  88. Ref<Script> stack_script; // Why?!?
  89. int last_error_count = 0;
  90. int last_warning_count = 0;
  91. float inspect_edited_object_timeout = 0;
  92. EditorDebuggerTree *remote_scene_tree = nullptr;
  93. float remote_scene_tree_timeout = 0.0;
  94. bool auto_switch_remote_scene_tree = false;
  95. bool debug_with_external_editor = false;
  96. bool hide_on_stop = true;
  97. CameraOverride camera_override = OVERRIDE_NONE;
  98. HashMap<Breakpoint, bool, Breakpoint> breakpoints;
  99. HashSet<Ref<Script>> debugger_plugins;
  100. ScriptEditorDebugger *_add_debugger();
  101. EditorDebuggerRemoteObject *get_inspected_remote_object();
  102. friend class DebuggerEditorPlugin;
  103. friend class DebugAdapterParser;
  104. static EditorDebuggerNode *singleton;
  105. EditorDebuggerNode();
  106. protected:
  107. void _debugger_stopped(int p_id);
  108. void _debugger_wants_stop(int p_id);
  109. void _debugger_changed(int p_tab);
  110. void _remote_tree_updated(int p_debugger);
  111. void _remote_object_updated(ObjectID p_id, int p_debugger);
  112. void _remote_object_property_updated(ObjectID p_id, const String &p_property, int p_debugger);
  113. void _remote_object_requested(ObjectID p_id, int p_debugger);
  114. void _save_node_requested(ObjectID p_id, const String &p_file, int p_debugger);
  115. void _clear_execution(Ref<RefCounted> p_script) {
  116. emit_signal(SNAME("clear_execution"), p_script);
  117. }
  118. void _text_editor_stack_goto(const ScriptEditorDebugger *p_debugger);
  119. void _stack_frame_selected(int p_debugger);
  120. void _error_selected(const String &p_file, int p_line, int p_debugger);
  121. void _breaked(bool p_breaked, bool p_can_debug, String p_message, bool p_has_stackdump, int p_debugger);
  122. void _paused();
  123. void _break_state_changed();
  124. void _menu_option(int p_id);
  125. void _update_debug_options();
  126. protected:
  127. void _notification(int p_what);
  128. static void _bind_methods();
  129. public:
  130. static EditorDebuggerNode *get_singleton() { return singleton; }
  131. ScriptEditorDebugger *get_current_debugger() const;
  132. ScriptEditorDebugger *get_default_debugger() const;
  133. ScriptEditorDebugger *get_debugger(int p_debugger) const;
  134. void debug_next();
  135. void debug_step();
  136. void debug_break();
  137. void debug_continue();
  138. void set_script_debug_button(MenuButton *p_button);
  139. void set_tool_button(Button *p_button) {
  140. debugger_button = p_button;
  141. }
  142. String get_var_value(const String &p_var) const;
  143. Ref<Script> get_dump_stack_script() const { return stack_script; } // Why do we need this?
  144. bool get_debug_with_external_editor() { return debug_with_external_editor; }
  145. bool is_skip_breakpoints() const;
  146. void set_breakpoint(const String &p_path, int p_line, bool p_enabled);
  147. void set_breakpoints(const String &p_path, Array p_lines);
  148. void reload_scripts();
  149. // Remote inspector/edit.
  150. void request_remote_tree();
  151. static void _method_changeds(void *p_ud, Object *p_base, const StringName &p_name, const Variant **p_args, int p_argcount);
  152. static void _property_changeds(void *p_ud, Object *p_base, const StringName &p_property, const Variant &p_value);
  153. // LiveDebug
  154. void set_live_debugging(bool p_enabled);
  155. void update_live_edit_root();
  156. void live_debug_create_node(const NodePath &p_parent, const String &p_type, const String &p_name);
  157. void live_debug_instance_node(const NodePath &p_parent, const String &p_path, const String &p_name);
  158. void live_debug_remove_node(const NodePath &p_at);
  159. void live_debug_remove_and_keep_node(const NodePath &p_at, ObjectID p_keep_id);
  160. void live_debug_restore_node(ObjectID p_id, const NodePath &p_at, int p_at_pos);
  161. void live_debug_duplicate_node(const NodePath &p_at, const String &p_new_name);
  162. void live_debug_reparent_node(const NodePath &p_at, const NodePath &p_new_place, const String &p_new_name, int p_at_pos);
  163. void set_camera_override(CameraOverride p_override);
  164. CameraOverride get_camera_override();
  165. String get_server_uri() const;
  166. Error start(const String &p_uri = "tcp://");
  167. void stop();
  168. void add_debugger_plugin(const Ref<Script> &p_script);
  169. void remove_debugger_plugin(const Ref<Script> &p_script);
  170. };
  171. #endif // EDITOR_DEBUGGER_NODE_H