/**************************************************************************/
/*  editor_debugger_plugin.h                                              */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
/*                                                                        */
/* Permission is hereby granted, free of charge, to any person obtaining  */
/* a copy of this software and associated documentation files (the        */
/* "Software"), to deal in the Software without restriction, including    */
/* without limitation the rights to use, copy, modify, merge, publish,    */
/* distribute, sublicense, and/or sell copies of the Software, and to     */
/* permit persons to whom the Software is furnished to do so, subject to  */
/* the following conditions:                                              */
/*                                                                        */
/* The above copyright notice and this permission notice shall be         */
/* included in all copies or substantial portions of the Software.        */
/*                                                                        */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
/**************************************************************************/

#pragma once

#include "core/object/ref_counted.h"
#include "core/object/script_language.h"
#include "scene/gui/control.h"

class ScriptEditorDebugger;

class EditorDebuggerSession : public RefCounted {
	GDCLASS(EditorDebuggerSession, RefCounted);

private:
	HashSet<Control *> tabs;

	ScriptEditorDebugger *debugger = nullptr;
	ObjectID debugger_id;

	void _breaked(bool p_really_did, bool p_can_debug, const String &p_message, bool p_has_stackdump);
	void _started();
	void _stopped();

protected:
	static void _bind_methods();

public:
	void detach_debugger();

	void add_session_tab(Control *p_tab);
	void remove_session_tab(Control *p_tab);
	void send_message(const String &p_message, const Array &p_args = Array());
	void toggle_profiler(const String &p_profiler, bool p_enable, const Array &p_data = Array());
	bool is_breaked();
	bool is_debuggable();
	bool is_active();

	void set_breakpoint(const String &p_path, int p_line, bool p_enabled);

	EditorDebuggerSession(ScriptEditorDebugger *p_debugger);
	~EditorDebuggerSession();
};

class EditorDebuggerPlugin : public RefCounted {
	GDCLASS(EditorDebuggerPlugin, RefCounted);

private:
	List<Ref<EditorDebuggerSession>> sessions;

protected:
	static void _bind_methods();

public:
	void create_session(ScriptEditorDebugger *p_debugger);
	void clear();

	virtual void setup_session(int p_idx);
	virtual bool capture(const String &p_message, const Array &p_data, int p_session);
	virtual bool has_capture(const String &p_capture) const;

	Ref<EditorDebuggerSession> get_session(int p_session_id);
	Array get_sessions();

	GDVIRTUAL3R(bool, _capture, const String &, const Array &, int);
	GDVIRTUAL1RC(bool, _has_capture, const String &);
	GDVIRTUAL1(_setup_session, int);

	virtual void goto_script_line(const Ref<Script> &p_script, int p_line);
	virtual void breakpoints_cleared_in_tree();
	virtual void breakpoint_set_in_tree(const Ref<Script> &p_script, int p_line, bool p_enabled);

	GDVIRTUAL2(_goto_script_line, const Ref<Script> &, int);
	GDVIRTUAL0(_breakpoints_cleared_in_tree);
	GDVIRTUAL3(_breakpoint_set_in_tree, const Ref<Script> &, int, bool);

	EditorDebuggerPlugin();
	~EditorDebuggerPlugin();
};
