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POC: open Pinned Debugger Tab on project run #82277

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Wierdox
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@Wierdox Wierdox commented Sep 25, 2023

Implements proof of concept shown off in:
godotengine/godot-proposals#7848

I'll make note that for some reason the logic for auto opening Output on project run, due to editor setting run/output/always_open_output_on_play, is done twice, once in editor_node.cpp @EditorNode::_project_run_started(), and again in script_editor_debugger.cpp @ScriptEditorDebugger::start(Ref<RemoteDebuggerPeer> p_peer). Unsure if that's nescessary for some reason or if it's an oversight.

Added Pin Tab button gui to tab bar of Debugger bottom panel. Includes two private variables to track the pinned tab index(and a public method to get that variable), and the pin button index. Added several private methods to update the logic. The button forces a tab open upon project start and overrides related editor settings. The button is updated to always be the last tab on the Debugger's tab bar.

@Wierdox Wierdox changed the title Proof of concept Pinned Debugger Tab on project run POC: open Pinned Debugger Tab on project run Sep 25, 2023
@AThousandShips AThousandShips added this to the 4.x milestone Sep 25, 2023
@Calinou
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Calinou commented Sep 25, 2023

Note that there's a PR implementing a similar feature, but with an editor setting instead of a pin button: #66503

@Wierdox
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Wierdox commented Sep 29, 2023

I made a Plugin, which is like my PR but nicer on the eyes. I will update the PR to parity sometime soon.

EDIT: Did so. Is basically identical to the plugin above.

…s two private variables to track the pinned tab index(and a public method to get that variable), and the pin button index. Added several private methods to update the logic. The button forces a tab open upon project start and overrides related editor settings. The button is updated to always be the last tab on the Debugger's tab bar.
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