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- /**************************************************************************/
- /* editor_run.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifndef EDITOR_RUN_H
- #define EDITOR_RUN_H
- #include "core/os/os.h"
- #include "scene/main/node.h"
- class EditorRun {
- public:
- enum Status {
- STATUS_PLAY,
- STATUS_PAUSED,
- STATUS_STOP
- };
- OS::ProcessID pid;
- private:
- bool debug_collisions;
- bool debug_navigation;
- bool debug_shader_fallbacks;
- Status status;
- String running_scene;
- public:
- Status get_status() const;
- String get_running_scene() const;
- Error run(const String &p_scene, const String &p_custom_args, const List<String> &p_breakpoints, const bool &p_skip_breakpoints = false);
- void run_native_notify() { status = STATUS_PLAY; }
- void stop();
- OS::ProcessID get_pid() const { return pid; }
- void set_debug_collisions(bool p_debug);
- bool get_debug_collisions() const;
- void set_debug_navigation(bool p_debug);
- bool get_debug_navigation() const;
- void set_debug_shader_fallbacks(bool p_debug);
- bool get_debug_shader_fallbacks() const;
- EditorRun();
- };
- #endif // EDITOR_RUN_H
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