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authorJuan Linietsky2016-06-03 12:34:11 -0300
committerJuan Linietsky2016-06-03 12:34:25 -0300
commit2ca4995a6f934b9d849679e3bbcf5722d5e238f0 (patch)
tree7d1d8712256f67dc191201595b3f95ac66ff3f87 /tools/editor/plugins/script_editor_plugin.h
parenta0a16aec3ae3a1df90ef8b5d1f041eca5e476f08 (diff)
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Cleaned up remote menu
-Merged fileserver & deploy dumb clients option -Live Script Reloading can now happen automatically on script save -Changed Live to Mirror term to differentiate from Unity and Unreal, as what Godot does is not the same thing.
Diffstat (limited to '')
-rw-r--r--tools/editor/plugins/script_editor_plugin.h6
1 files changed, 6 insertions, 0 deletions
diff --git a/tools/editor/plugins/script_editor_plugin.h b/tools/editor/plugins/script_editor_plugin.h
index cbcfd9a77..4eb351905 100644
--- a/tools/editor/plugins/script_editor_plugin.h
+++ b/tools/editor/plugins/script_editor_plugin.h
@@ -236,6 +236,10 @@ class ScriptEditor : public VBoxContainer {
bool grab_focus_block;
+ bool pending_auto_reload;
+ bool auto_reload_running_scripts;
+ void _live_auto_reload_running_scripts();
+
ScriptEditorQuickOpen *quick_open;
EditorScriptCodeCompletionCache *completion_cache;
@@ -322,6 +326,7 @@ public:
virtual void edited_scene_changed();
ScriptEditorDebugger *get_debugger() { return debugger; }
+ void set_live_auto_reload_running_scripts(bool p_enabled);
ScriptEditor(EditorNode *p_editor);
~ScriptEditor();
@@ -357,6 +362,7 @@ public:
virtual void get_breakpoints(List<String> *p_breakpoints);
+
virtual void edited_scene_changed();
ScriptEditorPlugin(EditorNode *p_node);