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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/core/debugger/script_debugger.h
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/**************************************************************************/
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/* script_debugger.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#pragma once
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#include "core/object/script_language.h"
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#include "core/string/string_name.h"
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#include "core/templates/hash_set.h"
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#include "core/templates/vector.h"
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class ScriptDebugger {
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typedef ScriptLanguage::StackInfo StackInfo;
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bool skip_breakpoints = false;
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bool ignore_error_breaks = false;
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HashMap<int, HashSet<StringName>> breakpoints;
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static inline thread_local int lines_left = -1;
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static inline thread_local int depth = -1;
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static inline thread_local ScriptLanguage *break_lang = nullptr;
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static thread_local Vector<StackInfo> error_stack_info;
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public:
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void set_lines_left(int p_left);
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_ALWAYS_INLINE_ int get_lines_left() const {
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return lines_left;
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}
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void set_depth(int p_depth);
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_ALWAYS_INLINE_ int get_depth() const {
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return depth;
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}
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String breakpoint_find_source(const String &p_source) const;
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void set_break_language(ScriptLanguage *p_lang) { break_lang = p_lang; }
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ScriptLanguage *get_break_language() { return break_lang; }
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void set_skip_breakpoints(bool p_skip_breakpoints);
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bool is_skipping_breakpoints();
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void set_ignore_error_breaks(bool p_ignore);
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bool is_ignoring_error_breaks();
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void insert_breakpoint(int p_line, const StringName &p_source);
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void remove_breakpoint(int p_line, const StringName &p_source);
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_ALWAYS_INLINE_ bool is_breakpoint(int p_line, const StringName &p_source) const {
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if (likely(!breakpoints.has(p_line))) {
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return false;
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}
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return breakpoints[p_line].has(p_source);
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}
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void clear_breakpoints();
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const HashMap<int, HashSet<StringName>> &get_breakpoints() const { return breakpoints; }
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void debug(ScriptLanguage *p_lang, bool p_can_continue = true, bool p_is_error_breakpoint = false);
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ScriptLanguage *get_break_language() const;
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void send_error(const String &p_func, const String &p_file, int p_line, const String &p_err, const String &p_descr, bool p_editor_notify, ErrorHandlerType p_type, const Vector<StackInfo> &p_stack_info);
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Vector<StackInfo> get_error_stack_info() const;
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ScriptDebugger() {}
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};
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