EditorDebuggerPlugin.xml 3.2 KB

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  1. <?xml version="1.0" encoding="UTF-8" ?>
  2. <class name="EditorDebuggerPlugin" inherits="Control" version="4.0">
  3. <brief_description>
  4. A base class to implement debugger plugins.
  5. </brief_description>
  6. <description>
  7. [EditorDebuggerPlugin] provides functions related to the editor side of the debugger.
  8. You don't need to instantiate this class; that is automatically handled by the debugger. [Control] nodes can be added as child nodes to provide a GUI for the plugin.
  9. Do not free or reparent this node, otherwise it becomes unusable.
  10. To use [EditorDebuggerPlugin], register it using the [method EditorPlugin.add_debugger_plugin] method first.
  11. </description>
  12. <tutorials>
  13. </tutorials>
  14. <methods>
  15. <method name="has_capture">
  16. <return type="bool" />
  17. <argument index="0" name="name" type="StringName" />
  18. <description>
  19. Returns [code]true[/code] if a message capture with given name is present otherwise [code]false[/code].
  20. </description>
  21. </method>
  22. <method name="is_breaked">
  23. <return type="bool" />
  24. <description>
  25. Returns [code]true[/code] if the game is in break state otherwise [code]false[/code].
  26. </description>
  27. </method>
  28. <method name="is_debuggable">
  29. <return type="bool" />
  30. <description>
  31. Returns [code]true[/code] if the game can be debugged otherwise [code]false[/code].
  32. </description>
  33. </method>
  34. <method name="is_session_active">
  35. <return type="bool" />
  36. <description>
  37. Returns [code]true[/code] if there is an instance of the game running with the attached debugger otherwise [code]false[/code].
  38. </description>
  39. </method>
  40. <method name="register_message_capture">
  41. <return type="void" />
  42. <argument index="0" name="name" type="StringName" />
  43. <argument index="1" name="callable" type="Callable" />
  44. <description>
  45. Registers a message capture with given [code]name[/code]. If [code]name[/code] is "my_message" then messages starting with "my_message:" will be called with the given callable.
  46. Callable must accept a message string and a data array as argument. If the message and data are valid then callable must return [code]true[/code] otherwise [code]false[/code].
  47. </description>
  48. </method>
  49. <method name="send_message">
  50. <return type="void" />
  51. <argument index="0" name="message" type="String" />
  52. <argument index="1" name="data" type="Array" />
  53. <description>
  54. Sends a message with given [code]message[/code] and [code]data[/code] array.
  55. </description>
  56. </method>
  57. <method name="unregister_message_capture">
  58. <return type="void" />
  59. <argument index="0" name="name" type="StringName" />
  60. <description>
  61. Unregisters the message capture with given name.
  62. </description>
  63. </method>
  64. </methods>
  65. <signals>
  66. <signal name="breaked">
  67. <argument index="0" name="can_debug" type="bool" />
  68. <description>
  69. Emitted when the game enters a break state.
  70. </description>
  71. </signal>
  72. <signal name="continued">
  73. <description>
  74. Emitted when the game exists a break state.
  75. </description>
  76. </signal>
  77. <signal name="started">
  78. <description>
  79. Emitted when the debugging starts.
  80. </description>
  81. </signal>
  82. <signal name="stopped">
  83. <description>
  84. Emitted when the debugging stops.
  85. </description>
  86. </signal>
  87. </signals>
  88. </class>