72d11cd173
This action will show help for target symbol in godot editor and bring the godot editor window to foreground Improved markdown documentation for symbols.
93 lines
3.9 KiB
C++
93 lines
3.9 KiB
C++
/*************************************************************************/
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/* gdscript_language_protocol.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef GDSCRIPT_PROTOCAL_SERVER_H
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#define GDSCRIPT_PROTOCAL_SERVER_H
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#include "gdscript_text_document.h"
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#include "gdscript_workspace.h"
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#include "lsp.hpp"
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#include "modules/jsonrpc/jsonrpc.h"
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#include "modules/websocket/websocket_peer.h"
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#include "modules/websocket/websocket_server.h"
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class GDScriptLanguageProtocol : public JSONRPC {
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GDCLASS(GDScriptLanguageProtocol, JSONRPC)
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enum LSPErrorCode {
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RequestCancelled = -32800,
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ContentModified = -32801,
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};
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static GDScriptLanguageProtocol *singleton;
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HashMap<int, Ref<WebSocketPeer> > clients;
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WebSocketServer *server;
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int lastest_client_id;
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Ref<GDScriptTextDocument> text_document;
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Ref<GDScriptWorkspace> workspace;
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void on_data_received(int p_id);
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void on_client_connected(int p_id, const String &p_protocal);
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void on_client_disconnected(int p_id, bool p_was_clean_close);
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String process_message(const String &p_text);
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String format_output(const String &p_text);
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bool _initialized;
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protected:
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static void _bind_methods();
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Dictionary initialize(const Dictionary &p_params);
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void initialized(const Variant &p_params);
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public:
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_FORCE_INLINE_ static GDScriptLanguageProtocol *get_singleton() { return singleton; }
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_FORCE_INLINE_ Ref<GDScriptWorkspace> get_workspace() { return workspace; }
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_FORCE_INLINE_ Ref<GDScriptTextDocument> get_text_document() { return text_document; }
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_FORCE_INLINE_ bool is_initialized() const { return _initialized; }
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void poll();
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Error start(int p_port);
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void stop();
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void notify_all_clients(const String &p_method, const Variant &p_params = Variant());
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void notify_client(const String &p_method, const Variant &p_params = Variant(), int p_client = -1);
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bool is_smart_resolve_enabled() const;
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bool is_goto_native_symbols_enabled() const;
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GDScriptLanguageProtocol();
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~GDScriptLanguageProtocol();
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};
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#endif
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