EditorDebuggerPlugin

Inherits: Control < CanvasItem < Node < Object

A base class to implement debugger plugins.

Description

EditorDebuggerPlugin provides functions related to the editor side of the debugger.

You don't need to instantiate this class; that is automatically handled by the debugger. Control nodes can be added as child nodes to provide a GUI for the plugin.

Do not free or reparent this node, otherwise it becomes unusable.

To use EditorDebuggerPlugin, register it using the EditorPlugin.add_debugger_plugin method first.

Methods

bool

has_capture ( StringName name )

bool

is_breaked ( )

bool

is_debuggable ( )

bool

is_session_active ( )

void

register_message_capture ( StringName name, Callable callable )

void

send_message ( String message, Array data )

void

unregister_message_capture ( StringName name )

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.