[Debugger] Move servers-related behaviours to ServersDebugger.
Forcing draw during debug break is now handled by ServersDebugger, and
only happens when the proper message is sent from the EditorDebugger
("servers:draw").
In a similar way, briging the window in foreground is now also handled
by ServersDebugger upon receiving "servers:foreground" which is sent by
the EditorDebugger when resuming from a break ("continue").
This commit is contained in:
@ -32,7 +32,6 @@
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#define DEBUGGER_MARSHARLLS_H
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#include "core/object/script_language.h"
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#include "servers/rendering_server.h"
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struct DebuggerMarshalls {
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struct ScriptStackVariable {
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@ -444,11 +444,7 @@ void RemoteDebugger::debug(bool p_can_continue, bool p_is_error_breakpoint) {
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Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_VISIBLE);
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}
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uint64_t loop_begin_usec = 0;
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uint64_t loop_time_sec = 0;
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while (is_peer_connected()) {
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loop_begin_usec = OS::get_singleton()->get_ticks_usec();
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flush_output();
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peer->poll();
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@ -475,7 +471,6 @@ void RemoteDebugger::debug(bool p_can_continue, bool p_is_error_breakpoint) {
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} else if (command == "continue") {
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script_debugger->set_depth(-1);
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script_debugger->set_lines_left(-1);
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DisplayServer::get_singleton()->window_move_to_foreground();
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break;
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} else if (command == "break") {
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@ -551,13 +546,6 @@ void RemoteDebugger::debug(bool p_can_continue, bool p_is_error_breakpoint) {
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OS::get_singleton()->delay_usec(10000);
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OS::get_singleton()->process_and_drop_events();
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}
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// This is for the camera override to stay live even when the game is paused from the editor
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loop_time_sec = (OS::get_singleton()->get_ticks_usec() - loop_begin_usec) / 1000000.0f;
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RenderingServer::get_singleton()->sync();
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if (RenderingServer::get_singleton()->has_changed()) {
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RenderingServer::get_singleton()->draw(true, loop_time_sec * Engine::get_singleton()->get_time_scale());
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}
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}
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send_message("debug_exit", Array());
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