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Huge Debugger/EditorDebugger refactor.
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@@ -36,10 +36,10 @@
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#include "core/os/os.h"
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#include "core/version.h"
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#include "editor/debugger/editor_debugger_node.h"
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#include "editor/editor_node.h"
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#include "editor/editor_scale.h"
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#include "editor/plugins/script_editor_plugin.h"
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#include "editor/script_editor_debugger.h"
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#include "main/main.h"
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#include "../csharp_script.h"
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@@ -305,8 +305,8 @@ void godot_icall_Internal_ReloadAssemblies(MonoBoolean p_soft_reload) {
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#endif
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}
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void godot_icall_Internal_ScriptEditorDebuggerReloadScripts() {
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ScriptEditor::get_singleton()->get_debugger()->reload_scripts();
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void godot_icall_Internal_EditorDebuggerNodeReloadScripts() {
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EditorDebuggerNode::get_singleton()->reload_scripts();
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}
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MonoBoolean godot_icall_Internal_ScriptEditorEdit(MonoObject *p_resource, int32_t p_line, int32_t p_col, MonoBoolean p_grab_focus) {
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@@ -348,9 +348,9 @@ void godot_icall_Internal_EditorRunStop() {
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}
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void godot_icall_Internal_ScriptEditorDebugger_ReloadScripts() {
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ScriptEditorDebugger *sed = ScriptEditor::get_singleton()->get_debugger();
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if (sed) {
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sed->reload_scripts();
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EditorDebuggerNode *ed = EditorDebuggerNode::get_singleton();
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if (ed) {
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ed->reload_scripts();
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}
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}
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@@ -446,7 +446,7 @@ void register_editor_internal_calls() {
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mono_add_internal_call("GodotTools.Internals.Internal::internal_GetEditorApiHash", (void *)godot_icall_Internal_GetEditorApiHash);
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mono_add_internal_call("GodotTools.Internals.Internal::internal_IsAssembliesReloadingNeeded", (void *)godot_icall_Internal_IsAssembliesReloadingNeeded);
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mono_add_internal_call("GodotTools.Internals.Internal::internal_ReloadAssemblies", (void *)godot_icall_Internal_ReloadAssemblies);
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mono_add_internal_call("GodotTools.Internals.Internal::internal_ScriptEditorDebuggerReloadScripts", (void *)godot_icall_Internal_ScriptEditorDebuggerReloadScripts);
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mono_add_internal_call("GodotTools.Internals.Internal::internal_EditorDebuggerNodeReloadScripts", (void *)godot_icall_Internal_EditorDebuggerNodeReloadScripts);
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mono_add_internal_call("GodotTools.Internals.Internal::internal_ScriptEditorEdit", (void *)godot_icall_Internal_ScriptEditorEdit);
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mono_add_internal_call("GodotTools.Internals.Internal::internal_EditorNodeShowScriptScreen", (void *)godot_icall_Internal_EditorNodeShowScriptScreen);
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mono_add_internal_call("GodotTools.Internals.Internal::internal_GetScriptsMetadataOrNothing", (void *)godot_icall_Internal_GetScriptsMetadataOrNothing);
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