// // Copyright (c) 2014-2017, THUNDERBEAST GAMES LLC All rights reserved // // 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. // #pragma once #include namespace Atomic { /// JavaScript/TypeScript Debugger Subsystem class JSDebugger : public Object { ATOMIC_OBJECT(JSDebugger, Object) public: /// Construct. JSDebugger(Context* context); /// Destruct. virtual ~JSDebugger(); /// Reconnect to debugger socket (blocks main thread currently) void Reconnect() const; /// Shut down the debugger void Shutdown() const; /// Get the JSDebugger subsystem from external code static JSDebugger* GetInstance() { return instance_; } /// Set the Auto Reconnect value void SetAutoReconnect(bool value) { autoReconnect_ = value; } /// Get the Auto Reconnect value bool GetAutoReconnect() { return autoReconnect_; } private: static JSDebugger* instance_; bool autoReconnect_; }; }