Class EditorDebuggerPlugin
- Namespace
- Godot
- Assembly
- GodotSharpEditor.dll
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 AddDebuggerPlugin(EditorDebuggerPlugin).
Once added, the _SetupSession(int) 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 EditorDebuggerSessions via GetSessions() or get a specific one via GetSession(int).
public class EditorDebuggerPlugin : RefCounted, IDisposable
- Inheritance
-
EditorDebuggerPlugin
- Implements
- Inherited Members
Constructors
EditorDebuggerPlugin()
public EditorDebuggerPlugin()
Methods
GetSession(int)
Returns the EditorDebuggerSession with the given id
.
public EditorDebuggerSession GetSession(int id)
Parameters
id
int
Returns
GetSessions()
Returns an array of EditorDebuggerSession currently available to this debugger plugin.
Note: Sessions in the array may be inactive, check their state via IsActive().
public Array GetSessions()
Returns
HasGodotClassMethod(in godot_string_name)
Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.
protected override bool HasGodotClassMethod(in godot_string_name method)
Parameters
method
godot_string_nameName of the method to check for.
Returns
HasGodotClassSignal(in godot_string_name)
Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.
protected override bool HasGodotClassSignal(in godot_string_name signal)
Parameters
signal
godot_string_nameName of the signal to check for.
Returns
InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)
Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.
protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)
Parameters
method
godot_string_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.
Returns
_BreakpointSetInTree(Script, int, bool)
Override this method to be notified when a breakpoint is set in the editor.
public virtual void _BreakpointSetInTree(Script script, int line, bool enabled)
Parameters
_BreakpointsClearedInTree()
Override this method to be notified when all breakpoints are cleared in the editor.
public virtual void _BreakpointsClearedInTree()
_Capture(string, Array, int)
Override this method to process incoming messages. The sessionId
is the ID of the EditorDebuggerSession that received the message (which you can retrieve via GetSession(int)).
public virtual bool _Capture(string message, Array data, int sessionId)
Parameters
Returns
_GotoScriptLine(Script, int)
Override this method to be notified when a breakpoint line has been clicked in the debugger breakpoint panel.
public virtual void _GotoScriptLine(Script script, int line)
Parameters
_HasCapture(string)
Override this method to enable receiving messages from the debugger. If capture
is "my_message" then messages starting with "my_message:" will be passes to the _Capture(string, Array, int) method.
public virtual bool _HasCapture(string capture)
Parameters
capture
string
Returns
_SetupSession(int)
Override this method to be notified whenever a new EditorDebuggerSession is created (the session may be inactive during this stage).
public virtual void _SetupSession(int sessionId)
Parameters
sessionId
int