godot/doc/classes/EditorDebuggerPlugin.xml
simpu ea2eaf8c27 Added debugger plugin support
Changes:
* EngineDebugger is exposed to gdscript. Game side of communication can be implemented through it.
* EditorDebuggerPlugin is added which handles the editor side of communication.
2020-08-26 11:24:51 +05:30

103 lines
3.3 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorDebuggerPlugin" inherits="Control" version="4.0">
<brief_description>
A base class to implement debugger plugins.
</brief_description>
<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.
</description>
<tutorials>
</tutorials>
<methods>
<method name="has_capture">
<return type="bool">
</return>
<argument index="0" name="name" type="StringName">
</argument>
<description>
Returns [code]true[/code] if a message capture with given name is present otherwise [code]false[/code].
</description>
</method>
<method name="is_breaked">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if the game is in break state otherwise [code]false[/code].
</description>
</method>
<method name="is_debuggable">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if the game can be debugged otherwise [code]false[/code].
</description>
</method>
<method name="is_session_active">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if there is an instance of the game running with the attached debugger otherwise [code]false[/code].
</description>
</method>
<method name="register_message_capture">
<return type="void">
</return>
<argument index="0" name="name" type="StringName">
</argument>
<argument index="1" name="callable" type="Callable">
</argument>
<description>
Registers a message capture with given [code]name[/code]. If [code]name[/code] 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 [code]true[/code] otherwise [code]false[/code].
</description>
</method>
<method name="send_message">
<return type="void">
</return>
<argument index="0" name="message" type="String">
</argument>
<argument index="1" name="data" type="Array">
</argument>
<description>
Sends a message with given [code]message[/code] and [code]data[/code] array.
</description>
</method>
<method name="unregister_message_capture">
<return type="void">
</return>
<argument index="0" name="name" type="StringName">
</argument>
<description>
Unregisters the message capture with given name.
</description>
</method>
</methods>
<signals>
<signal name="breaked">
<argument index="0" name="can_debug" type="bool">
</argument>
<description>
Emitted when the game enters a break state.
</description>
</signal>
<signal name="continued">
<description>
Emitted when the game exists a break state.
</description>
</signal>
<signal name="started">
<description>
Emitted when the debugging starts.
</description>
</signal>
<signal name="stopped">
<description>
Emitted when the debugging stops.
</description>
</signal>
</signals>
<constants>
</constants>
</class>