editor_run.h 3.1 KB

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  1. /**************************************************************************/
  2. /* editor_run.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef EDITOR_RUN_H
  31. #define EDITOR_RUN_H
  32. #include "core/os/os.h"
  33. #include "scene/main/node.h"
  34. class EditorRun {
  35. public:
  36. enum Status {
  37. STATUS_PLAY,
  38. STATUS_PAUSED,
  39. STATUS_STOP
  40. };
  41. OS::ProcessID pid;
  42. private:
  43. bool debug_collisions;
  44. bool debug_navigation;
  45. bool debug_shader_fallbacks;
  46. Status status;
  47. String running_scene;
  48. public:
  49. Status get_status() const;
  50. String get_running_scene() const;
  51. Error run(const String &p_scene, const String &p_custom_args, const List<String> &p_breakpoints, const bool &p_skip_breakpoints = false);
  52. void run_native_notify() { status = STATUS_PLAY; }
  53. void stop();
  54. OS::ProcessID get_pid() const { return pid; }
  55. void set_debug_collisions(bool p_debug);
  56. bool get_debug_collisions() const;
  57. void set_debug_navigation(bool p_debug);
  58. bool get_debug_navigation() const;
  59. void set_debug_shader_fallbacks(bool p_debug);
  60. bool get_debug_shader_fallbacks() const;
  61. EditorRun();
  62. };
  63. #endif // EDITOR_RUN_H