text: /*************************************************************************/
  /*  script_debugger.cpp                                                  */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                      https://godotengine.org                          */
  /*************************************************************************/
  /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
  /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
  /*                                                                       */
  /* 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 */
  /* the following conditions:                                             */
  /*                                                                       */
  /* The above copyright notice and this permission notice shall be        */
  /* included in all copies or substantial portions of the Software.       */
  /*                                                                       */
  /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
  /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
  /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
  /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
  /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
  /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
  /*************************************************************************/
  
  #include "script_debugger.h"
  
  #include "core/debugger/engine_debugger.h"
  
  void ScriptDebugger::set_lines_left(int p_left) {
  
  	lines_left = p_left;
  }
  
  int ScriptDebugger::get_lines_left() const {
  
  	return lines_left;
  }
  
  void ScriptDebugger::set_depth(int p_depth) {
  
  	depth = p_depth;
  }
  
  int ScriptDebugger::get_depth() const {
  
  	return depth;
  }
  
  void ScriptDebugger::insert_breakpoint(int p_line, const StringName &p_source) {
  
  	if (!breakpoints.has(p_line))
  		breakpoints[p_line] = Set<StringName>();
  	breakpoints[p_line].insert(p_source);
  }
  
  void ScriptDebugger::remove_breakpoint(int p_line, const StringName &p_source) {
  
  	if (!breakpoints.has(p_line))
  		return;
  
  	breakpoints[p_line].erase(p_source);
  	if (breakpoints[p_line].size() == 0)
  		breakpoints.erase(p_line);
  }
  bool ScriptDebugger::is_breakpoint(int p_line, const StringName &p_source) const {
  
  	if (!breakpoints.has(p_line))
  		return false;
  	return breakpoints[p_line].has(p_source);
  }
  bool ScriptDebugger::is_breakpoint_line(int p_line) const {
  
  	return breakpoints.has(p_line);
  }
  
  String ScriptDebugger::breakpoint_find_source(const String &p_source) const {
  
  	return p_source;
  }
  
  void ScriptDebugger::clear_breakpoints() {
  
  	breakpoints.clear();
  }
  
  void ScriptDebugger::set_skip_breakpoints(bool p_skip_breakpoints) {
  
  	skip_breakpoints = p_skip_breakpoints;
  }
  
  bool ScriptDebugger::is_skipping_breakpoints() {
  
  	return skip_breakpoints;
  }
  
  void ScriptDebugger::debug(ScriptLanguage *p_lang, bool p_can_continue, bool p_is_error_breakpoint) {
  	ScriptLanguage *prev = break_lang;
  	break_lang = p_lang;
  	EngineDebugger::get_singleton()->debug(p_can_continue, p_is_error_breakpoint);
  	break_lang = prev;
  }
  
  void ScriptDebugger::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<StackInfo> &p_stack_info) {
  	// Store stack info, this is ugly, but allows us to separate EngineDebugger and ScriptDebugger. There might be a better way.
  	error_stack_info.append_array(p_stack_info);
  	EngineDebugger::get_singleton()->send_error(p_func, p_file, p_line, p_err, p_descr, p_type);
  	error_stack_info.resize(0);
  }
  
  Vector<ScriptLanguage::StackInfo> ScriptDebugger::get_error_stack_info() const {
  	return error_stack_info;
  }
  
  ScriptLanguage *ScriptDebugger::get_break_language() const {
  
  	return break_lang;
  }
  