EditorDebuggerPlugin

Inherits: Control < CanvasItem < Node < Object

A base class to implement debugger plugins.

Description

All debugger plugin scripts must extend EditorDebuggerPlugin. It provides functions related to editor side of debugger.

You don't need to instantiate this class. That is handled by the debugger itself. Control nodes can be added as child nodes to provide a GUI front-end for the plugin.

Do not queue_free/reparent it's instance otherwise the instance becomes unusable.

Signals

  • breaked ( bool can_debug )

Emitted when the game enters a break state.


  • continued ( )

Emitted when the game exists a break state.


  • started ( )

Emitted when the debugging starts.


  • stopped ( )

Emitted when the debugging stops.

Method Descriptions

Returns true if a message capture with given name is present otherwise false.


  • bool is_breaked ( )

Returns true if the game is in break state otherwise false.


  • bool is_debuggable ( )

Returns true if the game can be debugged otherwise false.


  • bool is_session_active ( )

Returns true if there is an instance of the game running with the attached debugger otherwise false.


Registers a message capture with given name. If name is "my_message" then messages starting with "my_message:" will be called with the given callable.

Callable must accept a message string and a data array as argument. If the message and data are valid then callable must return true otherwise false.


Sends a message with given message and data array.


  • void unregister_message_capture ( StringName name )

Unregisters the message capture with given name.