editor_run.h 2.9 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) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  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 "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. Status status;
  46. public:
  47. Status get_status() const;
  48. Error run(const String &p_scene, const String p_custom_args, const List<String> &p_breakpoints, const String &p_edited_scene);
  49. void run_native_notify() { status = STATUS_PLAY; }
  50. void stop();
  51. OS::ProcessID get_pid() const { return pid; }
  52. void set_debug_collisions(bool p_debug);
  53. bool get_debug_collisions() const;
  54. void set_debug_navigation(bool p_debug);
  55. bool get_debug_navigation() const;
  56. EditorRun();
  57. };
  58. #endif // EDITOR_RUN_H