virtualx-engine/modules/gdscript/language_server/gdscript_text_document.h
Rindbee ab0314938e Implement GDScriptTextDocument::willSaveWaitUntil to clean up outdated documents before saving
Implement `GDScriptTextDocument::willSaveWaitUntil` to clean up outdated documents before saving,
then update the document in `GDScriptTextDocument::didSave`.
2022-10-04 15:38:57 +08:00

81 lines
3.8 KiB
C++

/*************************************************************************/
/* gdscript_text_document.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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. */
/*************************************************************************/
#ifndef GDSCRIPT_TEXT_DOCUMENT_H
#define GDSCRIPT_TEXT_DOCUMENT_H
#include "core/io/file_access.h"
#include "core/object/ref_counted.h"
#include "godot_lsp.h"
class GDScriptTextDocument : public RefCounted {
GDCLASS(GDScriptTextDocument, RefCounted)
protected:
static void _bind_methods();
Ref<FileAccess> file_checker;
void didOpen(const Variant &p_param);
void didClose(const Variant &p_param);
void didChange(const Variant &p_param);
void willSaveWaitUntil(const Variant &p_param);
void didSave(const Variant &p_param);
void sync_script_content(const String &p_path, const String &p_content);
void show_native_symbol_in_editor(const String &p_symbol_id);
Array native_member_completions;
private:
Array find_symbols(const lsp::TextDocumentPositionParams &p_location, List<const lsp::DocumentSymbol *> &r_list);
lsp::TextDocumentItem load_document_item(const Variant &p_param);
void notify_client_show_symbol(const lsp::DocumentSymbol *symbol);
public:
Variant nativeSymbol(const Dictionary &p_params);
Array documentSymbol(const Dictionary &p_params);
Array completion(const Dictionary &p_params);
Dictionary resolve(const Dictionary &p_params);
Dictionary rename(const Dictionary &p_params);
Array foldingRange(const Dictionary &p_params);
Array codeLens(const Dictionary &p_params);
Array documentLink(const Dictionary &p_params);
Array colorPresentation(const Dictionary &p_params);
Variant hover(const Dictionary &p_params);
Array definition(const Dictionary &p_params);
Variant declaration(const Dictionary &p_params);
Variant signatureHelp(const Dictionary &p_params);
void initialize();
GDScriptTextDocument();
};
#endif // GDSCRIPT_TEXT_DOCUMENT_H