virtualx-engine/tools/editor/plugins/script_text_editor.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

159 lines
5.1 KiB
C++

/*************************************************************************/
/* script_text_editor.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 SCRIPT_TEXT_EDITOR_H
#define SCRIPT_TEXT_EDITOR_H
#include "script_editor_plugin.h"
#include "scene/gui/color_picker.h"
class ScriptTextEditor : public ScriptEditorBase {
OBJ_TYPE( ScriptTextEditor, ScriptEditorBase );
CodeTextEditor *code_editor;
Ref<Script> script;
Vector<String> functions;
HBoxContainer *edit_hb;
MenuButton *edit_menu;
MenuButton *search_menu;
PopupMenu *context_menu;
GotoLineDialog *goto_line_dialog;
ScriptEditorQuickOpen *quick_open;
PopupPanel *color_panel;
ColorPicker *color_picker;
int color_line;
String color_args;
enum {
EDIT_UNDO,
EDIT_REDO,
EDIT_CUT,
EDIT_COPY,
EDIT_PASTE,
EDIT_SELECT_ALL,
EDIT_COMPLETE,
EDIT_AUTO_INDENT,
EDIT_TRIM_TRAILING_WHITESAPCE,
EDIT_TOGGLE_COMMENT,
EDIT_MOVE_LINE_UP,
EDIT_MOVE_LINE_DOWN,
EDIT_INDENT_RIGHT,
EDIT_INDENT_LEFT,
EDIT_CLONE_DOWN,
EDIT_PICK_COLOR,
SEARCH_FIND,
SEARCH_FIND_NEXT,
SEARCH_FIND_PREV,
SEARCH_REPLACE,
SEARCH_LOCATE_FUNCTION,
SEARCH_GOTO_LINE,
DEBUG_TOGGLE_BREAKPOINT,
DEBUG_REMOVE_ALL_BREAKPOINTS,
DEBUG_GOTO_NEXT_BREAKPOINT,
DEBUG_GOTO_PREV_BREAKPOINT,
HELP_CONTEXTUAL,
};
protected:
static void _code_complete_scripts(void* p_ud,const String& p_code, List<String>* r_options);
void _breakpoint_toggled(int p_row);
//no longer virtual
void _validate_script();
void _code_complete_script(const String& p_code, List<String>* r_options);
void _load_theme_settings();
void _notification(int p_what);
static void _bind_methods();
void _edit_option(int p_op);
void _make_context_menu(bool p_selection, bool p_color);
void _text_edit_input_event(const InputEvent& ev);
void _color_changed(const Color& p_color);
void _goto_line(int p_line) { goto_line(p_line); }
void _lookup_symbol(const String& p_symbol,int p_row, int p_column);
Variant get_drag_data_fw(const Point2& p_point,Control* p_from);
bool can_drop_data_fw(const Point2& p_point,const Variant& p_data,Control* p_from) const;
void drop_data_fw(const Point2& p_point,const Variant& p_data,Control* p_from);
public:
virtual void apply_code();
virtual Ref<Script> get_edited_script() const;
virtual Vector<String> get_functions() ;
virtual void set_edited_script(const Ref<Script>& p_script);
virtual void reload_text();
virtual String get_name() ;
virtual Ref<Texture> get_icon() ;
virtual bool is_unsaved();
virtual Variant get_edit_state();
virtual void set_edit_state(const Variant& p_state);
virtual void ensure_focus();
virtual void trim_trailing_whitespace();
virtual void tag_saved_version();
virtual void goto_line(int p_line,bool p_with_error=false);
virtual void reload(bool p_soft);
virtual void get_breakpoints(List<int> *p_breakpoints);
virtual void add_callback(const String& p_function,StringArray p_args);
virtual void update_settings();
virtual bool goto_method(const String& p_method);
virtual void set_tooltip_request_func(String p_method,Object* p_obj);
virtual void set_debugger_active(bool p_active);
Control *get_edit_menu();
static void register_editor();
ScriptTextEditor();
};
#endif // SCRIPT_TEXT_EDITOR_H