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Added a marker in text_edit that tells which row is executing. #28101

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merged 1 commit into from
Apr 29, 2019

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@MunWolf MunWolf commented Apr 16, 2019

Fixes: #28081

Added plumbing for passing the current line that is executing to all script editors,
visual editor is the only one that doesn't use it.

Currently shows up as a small green circle in the same place as breakpoints, it is displayed on top of breakpoints.

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Nice start!

I'm not too sure on the green dot as it can be pretty hard to see, along with #28218, its going to get pretty crowded, might be clearer as a arrow icon, or always drawing it inline?

More generally, the ScriptEditorDebugger changes feel a bit hacky, it would be clearer for the ScriptEditorDebugger to emit set / clear signals directly, connecting them to the ScriptEditor where needed, as it has direct access.

editor/plugins/script_editor_plugin.cpp Outdated Show resolved Hide resolved
editor/plugins/script_editor_plugin.cpp Outdated Show resolved Hide resolved
editor/code_editor.cpp Outdated Show resolved Hide resolved
scene/gui/text_edit.h Outdated Show resolved Hide resolved
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MunWolf commented Apr 22, 2019

This is the new icon to make it more visible.

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Don't know if you want to share the same icon used for the play button, rather then adding a new one?

If not, you'll have to add the icon to: https://github.com/godotengine/godot-design as well.

Otherwise it looks good to me.

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MunWolf commented Apr 23, 2019

Ok didn't see the play cursor, switched to using that one as it was pretty much the same.

Cheers!

@akien-mga akien-mga merged commit 23147ae into godotengine:master Apr 29, 2019
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Thanks!

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MunWolf commented Apr 29, 2019

🎉

@MunWolf MunWolf deleted the debugger_cursor branch April 29, 2019 17:04
@Paulb23 Paulb23 mentioned this pull request May 22, 2019
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Execution cursor when debugging scripts.
5 participants