Class EditorDebuggerPlugin
A base class to implement debugger plugins.
- Inheritance
-
EditorDebuggerPlugin
Remarks
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 EditorPlugin.add_debugger_plugin.
Once added, the EditorDebuggerPlugin._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 EditorDebuggerSessions via get_sessions or get a specific one via EditorDebuggerPlugin.get_session.
@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)
To connect on the running game side, use the EngineDebugger singleton:
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
Note: While the game is running, @GlobalScope.print and similar functions called in the editor do not print anything, the Output Log prints only game messages.
Methods
_breakpoint_set_in_tree(Script, int, bool)
Qualifiers: virtual
Override this method to be notified when a breakpoint is set in the editor.
void _breakpoint_set_in_tree(Script script, int line, bool enabled)
Parameters
_breakpoints_cleared_in_tree
Qualifiers: virtual
Override this method to be notified when all breakpoints are cleared in the editor.
void _breakpoints_cleared_in_tree
_capture(String, Array, int)
Qualifiers: virtual
Override this method to process incoming messages. The session_id
is the ID of the EditorDebuggerSession that received the message
. Use EditorDebuggerPlugin.get_session to retrieve the session. This method should return true
if the message is recognized.
bool _capture(String message, Array data, int session_id)
Parameters
_goto_script_line(Script, int)
Qualifiers: virtual
Override this method to be notified when a breakpoint line has been clicked in the debugger breakpoint panel.
void _goto_script_line(Script script, int line)
Parameters
_has_capture(String)
Qualifiers: virtualconst
Override this method to enable receiving messages from the debugger. If capture
is "my_message" then messages starting with "my_message:" will be passed to the EditorDebuggerPlugin._capture method.
bool _has_capture(String capture)
Parameters
capture
String
_setup_session(int)
Qualifiers: virtual
Override this method to be notified whenever a new EditorDebuggerSession is created. Note that the session may be inactive during this stage.
void _setup_session(int session_id)
Parameters
session_id
int
get_session(int)
Returns the EditorDebuggerSession with the given id
.
EditorDebuggerSession get_session(int id)
Parameters
id
int
get_sessions
Returns an array of EditorDebuggerSession currently available to this debugger plugin.
Note: Sessions in the array may be inactive, check their state via is_active.
Array get_sessions