godottest/godot/addons/beehave/debug/global_debugger.gd
Joey Eamigh 9989fab018
addons?
2025-10-10 14:07:23 -04:00

71 lines
2.2 KiB
GDScript

extends Node
var _registered_trees: Dictionary
var _active_tree
var _pending_activation_id: int = -1 # Store the ID if activation arrives before registration
var _editor_visible: bool = false # Track editor visibility
func _enter_tree() -> void:
EngineDebugger.register_message_capture("beehave", _on_debug_message)
func _on_debug_message(message: String, data: Array) -> bool:
match message:
"activate_tree":
var requested_id: int = data[0]
_set_active_tree(requested_id)
return true
"visibility_changed":
_editor_visible = data[0]
if _active_tree and is_instance_valid(_active_tree):
# Only update _can_send_message based on editor visibility
_active_tree._can_send_message = _editor_visible
elif _pending_activation_id != -1:
# If we have a pending activation and visibility changes, try to activate it again
_set_active_tree(_pending_activation_id)
return true
return false
func _set_active_tree(tree_id: int) -> void:
var tree = _registered_trees.get(tree_id, null)
if tree and is_instance_valid(tree):
# Tree found, proceed with activation
if _active_tree and is_instance_valid(_active_tree):
_active_tree._can_send_message = false # Deactivate old one
_active_tree = tree
# Activate the new tree ONLY if the editor debugger tab is actually visible
_active_tree._can_send_message = _editor_visible
# If this was the pending ID, clear it
if _pending_activation_id == tree_id:
_pending_activation_id = -1
else:
# Tree not found (yet), mark it as pending activation
_pending_activation_id = tree_id
if _active_tree and is_instance_valid(_active_tree):
_active_tree._can_send_message = false
_active_tree = null # No tree is active now
func register_tree(tree) -> void:
var tree_id = tree.get_instance_id()
_registered_trees[tree_id] = tree
# Check if this tree was waiting for activation
if tree_id == _pending_activation_id:
# Found the pending tree, activate it now
_set_active_tree(tree_id) # This will set _active_tree and handle _can_send_message
func unregister_tree(tree) -> void:
var tree_id = tree.get_instance_id()
_registered_trees.erase(tree_id)
if _active_tree == tree:
_active_tree = null
if _pending_activation_id == tree_id:
_pending_activation_id = -1