[Editor] Better expose EditorDebuggerPlugin.
Now splitted into two classes: - EditorDebuggerPlugin (RefCounted). - EditorDebuggerSession (abstract). This allows the EditorPlugin to be in control of the debugger plugin lifecycle, be notified when sessions are created, and customize each of them independently. We should slowly transition the various profilers and captures in ScriptEditorDebugger to their own plugins, and decouple ScriptEditorDebugger from it's UI part (making it the "real" EditorDebuggerSession potentially dropping the wrappers).
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12 changed files with 371 additions and 202 deletions
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@ -43,6 +43,7 @@
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#include "editor/import/editor_import_plugin.h"
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#include "editor/import/resource_importer_scene.h"
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#include "editor/plugins/canvas_item_editor_plugin.h"
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#include "editor/plugins/editor_debugger_plugin.h"
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#include "editor/plugins/node_3d_editor_plugin.h"
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#include "editor/plugins/script_editor_plugin.h"
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#include "editor/project_settings_editor.h"
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@ -841,12 +842,12 @@ ScriptCreateDialog *EditorPlugin::get_script_create_dialog() {
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return SceneTreeDock::get_singleton()->get_script_create_dialog();
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}
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void EditorPlugin::add_debugger_plugin(const Ref<Script> &p_script) {
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EditorDebuggerNode::get_singleton()->add_debugger_plugin(p_script);
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void EditorPlugin::add_debugger_plugin(const Ref<EditorDebuggerPlugin> &p_plugin) {
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EditorDebuggerNode::get_singleton()->add_debugger_plugin(p_plugin);
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}
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void EditorPlugin::remove_debugger_plugin(const Ref<Script> &p_script) {
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EditorDebuggerNode::get_singleton()->remove_debugger_plugin(p_script);
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void EditorPlugin::remove_debugger_plugin(const Ref<EditorDebuggerPlugin> &p_plugin) {
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EditorDebuggerNode::get_singleton()->remove_debugger_plugin(p_plugin);
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}
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void EditorPlugin::_editor_project_settings_changed() {
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