/**************************************************************************/
/*  editor_run.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  */
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/**************************************************************************/

#ifndef EDITOR_RUN_H
#define EDITOR_RUN_H

#include "core/os/os.h"
#include "scene/main/node.h"
class EditorRun {
public:
	enum Status {

		STATUS_PLAY,
		STATUS_PAUSED,
		STATUS_STOP
	};

	OS::ProcessID pid;

private:
	bool debug_collisions;
	bool debug_navigation;
	bool debug_shader_fallbacks;
	Status status;
	String running_scene;

public:
	Status get_status() const;
	String get_running_scene() const;
	Error run(const String &p_scene, const String &p_custom_args, const List<String> &p_breakpoints, const bool &p_skip_breakpoints = false);
	void run_native_notify() { status = STATUS_PLAY; }
	void stop();

	OS::ProcessID get_pid() const { return pid; }

	void set_debug_collisions(bool p_debug);
	bool get_debug_collisions() const;

	void set_debug_navigation(bool p_debug);
	bool get_debug_navigation() const;

	void set_debug_shader_fallbacks(bool p_debug);
	bool get_debug_shader_fallbacks() const;

	EditorRun();
};

#endif // EDITOR_RUN_H
