godot/core/debugger/script_debugger.cpp

/**************************************************************************/
/*  script_debugger.cpp                                                   */
/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "script_debugger.h"

#include "core/debugger/engine_debugger.h"

thread_local int ScriptDebugger::lines_left =;
thread_local int ScriptDebugger::depth =;
thread_local ScriptLanguage *ScriptDebugger::break_lang =;
thread_local Vector<ScriptDebugger::StackInfo> ScriptDebugger::error_stack_info;

void ScriptDebugger::set_lines_left(int p_left) {}

void ScriptDebugger::set_depth(int p_depth) {}

void ScriptDebugger::insert_breakpoint(int p_line, const StringName &p_source) {}

void ScriptDebugger::remove_breakpoint(int p_line, const StringName &p_source) {}

String ScriptDebugger::breakpoint_find_source(const String &p_source) const {}

void ScriptDebugger::clear_breakpoints() {}

void ScriptDebugger::set_skip_breakpoints(bool p_skip_breakpoints) {}

bool ScriptDebugger::is_skipping_breakpoints() {}

void ScriptDebugger::debug(ScriptLanguage *p_lang, bool p_can_continue, bool p_is_error_breakpoint) {}

void ScriptDebugger::send_error(const String &p_func, const String &p_file, int p_line, const String &p_err, const String &p_descr, bool p_editor_notify, ErrorHandlerType p_type, const Vector<StackInfo> &p_stack_info) {}

Vector<ScriptLanguage::StackInfo> ScriptDebugger::get_error_stack_info() const {}

ScriptLanguage *ScriptDebugger::get_break_language() const {}