godot/doc/classes/EditorDebuggerPlugin.xml

132 lines
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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorDebuggerPlugin" inherits="RefCounted" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A base class to implement debugger plugins.
</brief_description>
<description>
[EditorDebuggerPlugin] provides functions related to the editor side of the debugger.
To interact with the debugger, an instance of this class must be added to the editor via [method EditorPlugin.add_debugger_plugin].
Once added, the [method _setup_session] callback will be called for every [EditorDebuggerSession] available to the plugin, and when new ones are created (the sessions may be inactive during this stage).
You can retrieve the available [EditorDebuggerSession]s via [method get_sessions] or get a specific one via [method get_session].
[codeblocks]
[gdscript]
@tool
extends EditorPlugin
class ExampleEditorDebugger extends EditorDebuggerPlugin:
func _has_capture(capture):
# Return true if you wish to handle messages with the prefix "my_plugin:".
return capture == "my_plugin"
func _capture(message, data, session_id):
if message == "my_plugin:ping":
get_session(session_id).send_message("my_plugin:echo", data)
return true
return false
func _setup_session(session_id):
# Add a new tab in the debugger session UI containing a label.
var label = Label.new()
label.name = "Example plugin" # Will be used as the tab title.
label.text = "Example plugin"
var session = get_session(session_id)
# Listens to the session started and stopped signals.
session.started.connect(func (): print("Session started"))
session.stopped.connect(func (): print("Session stopped"))
session.add_session_tab(label)
var debugger = ExampleEditorDebugger.new()
func _enter_tree():
add_debugger_plugin(debugger)
func _exit_tree():
remove_debugger_plugin(debugger)
[/gdscript]
[/codeblocks]
To connect on the running game side, use the [EngineDebugger] singleton:
[codeblocks]
[gdscript]
extends Node
func _ready():
EngineDebugger.register_message_capture("my_plugin", _capture)
EngineDebugger.send_message("my_plugin:ping", ["test"])
func _capture(message, data):
# Note that the "my_plugin:" prefix is not used here.
if message == "echo":
prints("Echo received:", data)
return true
return false
[/gdscript]
[/codeblocks]
[b]Note:[/b] While the game is running, [method @GlobalScope.print] and similar functions [i]called in the editor[/i] do not print anything, the Output Log prints only game messages.
</description>
<tutorials>
</tutorials>
<methods>
<method name="_breakpoint_set_in_tree" qualifiers="virtual">
<return type="void" />
<param index="0" name="script" type="Script" />
<param index="1" name="line" type="int" />
<param index="2" name="enabled" type="bool" />
<description>
Override this method to be notified when a breakpoint is set in the editor.
</description>
</method>
<method name="_breakpoints_cleared_in_tree" qualifiers="virtual">
<return type="void" />
<description>
Override this method to be notified when all breakpoints are cleared in the editor.
</description>
</method>
<method name="_capture" qualifiers="virtual">
<return type="bool" />
<param index="0" name="message" type="String" />
<param index="1" name="data" type="Array" />
<param index="2" name="session_id" type="int" />
<description>
Override this method to process incoming messages. The [param session_id] is the ID of the [EditorDebuggerSession] that received the [param message]. Use [method get_session] to retrieve the session. This method should return [code]true[/code] if the message is recognized.
</description>
</method>
<method name="_goto_script_line" qualifiers="virtual">
<return type="void" />
<param index="0" name="script" type="Script" />
<param index="1" name="line" type="int" />
<description>
Override this method to be notified when a breakpoint line has been clicked in the debugger breakpoint panel.
</description>
</method>
<method name="_has_capture" qualifiers="virtual const">
<return type="bool" />
<param index="0" name="capture" type="String" />
<description>
Override this method to enable receiving messages from the debugger. If [param capture] is "my_message" then messages starting with "my_message:" will be passes to the [method _capture] method.
</description>
</method>
<method name="_setup_session" qualifiers="virtual">
<return type="void" />
<param index="0" name="session_id" type="int" />
<description>
Override this method to be notified whenever a new [EditorDebuggerSession] is created. Note that the session may be inactive during this stage.
</description>
</method>
<method name="get_session">
<return type="EditorDebuggerSession" />
<param index="0" name="id" type="int" />
<description>
Returns the [EditorDebuggerSession] with the given [param id].
</description>
</method>
<method name="get_sessions">
<return type="Array" />
<description>
Returns an array of [EditorDebuggerSession] currently available to this debugger plugin.
[b]Note:[/b] Sessions in the array may be inactive, check their state via [method EditorDebuggerSession.is_active].
</description>
</method>
</methods>
</class>