[Debugger] Move servers-related behaviours to ServersDebugger.

Forcing draw during debug break is now handled by ServersDebugger, and
only happens when the proper message is sent from the EditorDebugger
("servers:draw").
In a similar way, briging the window in foreground is now also handled
by ServersDebugger upon receiving "servers:foreground" which is sent by
the EditorDebugger when resuming from a break ("continue").
This commit is contained in:
Fabio Alessandrelli 2022-02-06 17:18:44 +01:00
parent 87f4bbd668
commit 6583797305
5 changed files with 23 additions and 13 deletions

View file

@ -395,8 +395,24 @@ void ServersDebugger::deinitialize() {
Error ServersDebugger::_capture(void *p_user, const String &p_cmd, const Array &p_data, bool &r_captured) {
ERR_FAIL_COND_V(!singleton, ERR_BUG);
r_captured = true;
if (p_cmd == "memory") {
singleton->_send_resource_usage();
} else if (p_cmd == "draw") { // Forced redraw.
// For camera override to stay live when the game is paused from the editor.
double delta = 0.0;
if (singleton->last_draw_time) {
delta = (OS::get_singleton()->get_ticks_usec() - singleton->last_draw_time) / 1000000.0;
}
singleton->last_draw_time = OS::get_singleton()->get_ticks_usec();
RenderingServer::get_singleton()->sync();
if (RenderingServer::get_singleton()->has_changed()) {
RenderingServer::get_singleton()->draw(true, delta);
}
} else if (p_cmd == "foreground") {
singleton->last_draw_time = 0.0;
DisplayServer::get_singleton()->window_move_to_foreground();
singleton->servers_profiler->skip_frame();
} else {
r_captured = false;
}