/**************************************************************************/
/*  script_debugger_local.h                                               */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
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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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#ifndef SCRIPT_DEBUGGER_LOCAL_H
#define SCRIPT_DEBUGGER_LOCAL_H

#include "core/list.h"
#include "core/script_language.h"

class ScriptDebuggerLocal : public ScriptDebugger {
	bool profiling;
	float frame_time, process_time, physics_time, physics_frame_time;
	uint64_t idle_accum;
	String target_function;
	Map<String, String> options;

	Vector<ScriptLanguage::ProfilingInfo> pinfo;

	Pair<String, int> to_breakpoint(const String &p_line);
	void print_variables(const List<String> &names, const List<Variant> &values, const String &variable_prefix);

public:
	void debug(ScriptLanguage *p_script, bool p_can_continue, bool p_is_error_breakpoint);
	virtual void send_message(const String &p_message, const Array &p_args);
	virtual void send_error(const String &p_func, const String &p_file, int p_line, const String &p_err, const String &p_descr, ErrorHandlerType p_type, const Vector<ScriptLanguage::StackInfo> &p_stack_info);

	virtual bool is_profiling() const { return profiling; }
	virtual void add_profiling_frame_data(const StringName &p_name, const Array &p_data) {}

	virtual void idle_poll();

	virtual void profiling_start();
	virtual void profiling_end();
	virtual void profiling_set_frame_times(float p_frame_time, float p_process_time, float p_physics_time, float p_physics_frame_time);

	ScriptDebuggerLocal();
};

#endif // SCRIPT_DEBUGGER_LOCAL_H
