d8223ffa75
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!
(cherry picked from commit c7bc44d5ad
)
387 lines
9.9 KiB
C++
387 lines
9.9 KiB
C++
/*************************************************************************/
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/* script_editor_plugin.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 SCRIPT_EDITOR_PLUGIN_H
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#define SCRIPT_EDITOR_PLUGIN_H
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#include "tools/editor/editor_plugin.h"
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#include "tools/editor/script_create_dialog.h"
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#include "scene/gui/tab_container.h"
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#include "scene/gui/text_edit.h"
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#include "scene/gui/menu_button.h"
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#include "scene/gui/tool_button.h"
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#include "scene/gui/tree.h"
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#include "scene/main/timer.h"
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#include "script_language.h"
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#include "tools/editor/code_editor.h"
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#include "scene/gui/split_container.h"
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#include "scene/gui/item_list.h"
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#include "tools/editor/editor_help.h"
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class ScriptEditorQuickOpen : public ConfirmationDialog {
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OBJ_TYPE(ScriptEditorQuickOpen,ConfirmationDialog )
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LineEdit *search_box;
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Tree *search_options;
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String function;
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void _update_search();
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void _sbox_input(const InputEvent& p_ie);
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Vector<String> functions;
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void _confirmed();
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void _text_changed(const String& p_newtext);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void popup(const Vector<String>& p_base,bool p_dontclear=false);
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ScriptEditorQuickOpen();
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};
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class ScriptEditorDebugger;
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class ScriptTextEditor : public CodeTextEditor {
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OBJ_TYPE( ScriptTextEditor, CodeTextEditor );
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Ref<Script> script;
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Vector<String> functions;
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protected:
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virtual void _validate_script();
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virtual void _code_complete_script(const String& p_code, List<String>* r_options);
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virtual void _load_theme_settings();
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void _notification(int p_what);
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static void _bind_methods();
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public:
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virtual void apply_code();
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Ref<Script> get_edited_script() const;
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Vector<String> get_functions() ;
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void set_edited_script(const Ref<Script>& p_script);
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void reload_text();
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String get_name() ;
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Ref<Texture> get_icon() ;
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bool is_unsaved();
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ScriptTextEditor();
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};
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class EditorScriptCodeCompletionCache;
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class ScriptEditor : public VBoxContainer {
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OBJ_TYPE(ScriptEditor, VBoxContainer );
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EditorNode *editor;
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enum {
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FILE_NEW,
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FILE_OPEN,
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FILE_SAVE,
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FILE_SAVE_AS,
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FILE_SAVE_ALL,
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FILE_IMPORT_THEME,
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FILE_RELOAD_THEME,
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FILE_SAVE_THEME,
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FILE_SAVE_THEME_AS,
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FILE_CLOSE,
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CLOSE_DOCS,
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EDIT_UNDO,
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EDIT_REDO,
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EDIT_CUT,
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EDIT_COPY,
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EDIT_PASTE,
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EDIT_SELECT_ALL,
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EDIT_COMPLETE,
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EDIT_AUTO_INDENT,
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EDIT_TRIM_TRAILING_WHITESAPCE,
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EDIT_TOGGLE_COMMENT,
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EDIT_MOVE_LINE_UP,
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EDIT_MOVE_LINE_DOWN,
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EDIT_INDENT_RIGHT,
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EDIT_INDENT_LEFT,
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EDIT_CLONE_DOWN,
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FILE_TOOL_RELOAD,
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FILE_TOOL_RELOAD_SOFT,
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SEARCH_FIND,
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SEARCH_FIND_NEXT,
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SEARCH_FIND_PREV,
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SEARCH_REPLACE,
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SEARCH_LOCATE_FUNCTION,
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SEARCH_GOTO_LINE,
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SEARCH_HELP,
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SEARCH_CLASSES,
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SEARCH_WEBSITE,
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DEBUG_TOGGLE_BREAKPOINT,
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DEBUG_REMOVE_ALL_BREAKPOINTS,
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DEBUG_GOTO_NEXT_BREAKPOINT,
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DEBUG_GOTO_PREV_BREAKPOINT,
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DEBUG_NEXT,
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DEBUG_STEP,
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DEBUG_BREAK,
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DEBUG_CONTINUE,
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DEBUG_SHOW,
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DEBUG_SHOW_KEEP_OPEN,
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HELP_CONTEXTUAL,
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WINDOW_MOVE_LEFT,
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WINDOW_MOVE_RIGHT,
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WINDOW_NEXT,
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WINDOW_PREV,
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WINDOW_SELECT_BASE=100
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};
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HBoxContainer *menu_hb;
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MenuButton *file_menu;
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MenuButton *edit_menu;
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MenuButton *search_menu;
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MenuButton *script_search_menu;
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MenuButton *debug_menu;
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MenuButton *help_menu;
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Timer *autosave_timer;
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uint64_t idle;
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Button *help_search;
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Button *site_search;
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Button *class_search;
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EditorHelpSearch *help_search_dialog;
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ItemList *script_list;
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HSplitContainer *script_split;
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TabContainer *tab_container;
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EditorFileDialog *file_dialog;
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GotoLineDialog *goto_line_dialog;
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ConfirmationDialog *erase_tab_confirm;
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ScriptCreateDialog *script_create_dialog;
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ScriptEditorDebugger* debugger;
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ToolButton *scripts_visible;
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String current_theme;
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TextureFrame *script_icon;
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Label *script_name_label;
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ToolButton *script_back;
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ToolButton *script_forward;
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struct ScriptHistory {
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Control *control;
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int scroll_pos;
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int cursor_column;
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int cursor_row;
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};
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Vector<ScriptHistory> history;
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int history_pos;
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EditorHelpIndex *help_index;
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void _tab_changed(int p_which);
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void _menu_option(int p_optin);
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Tree *disk_changed_list;
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ConfirmationDialog *disk_changed;
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bool restoring_layout;
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String _get_debug_tooltip(const String&p_text,Node *_ste);
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void _resave_scripts(const String& p_str);
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void _reload_scripts();
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bool _test_script_times_on_disk(Ref<Script> p_for_script=Ref<Script>());
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void _close_tab(int p_idx);
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void _close_current_tab();
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void _close_docs_tab();
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bool grab_focus_block;
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bool pending_auto_reload;
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bool auto_reload_running_scripts;
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void _live_auto_reload_running_scripts();
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ScriptEditorQuickOpen *quick_open;
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EditorScriptCodeCompletionCache *completion_cache;
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void _editor_play();
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void _editor_pause();
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void _editor_stop();
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int edit_pass;
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void _add_callback(Object *p_obj, const String& p_function, const StringArray& p_args);
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void _res_saved_callback(const Ref<Resource>& p_res);
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bool trim_trailing_whitespace_on_save;
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void _trim_trailing_whitespace(TextEdit *tx);
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void _goto_script_line2(int p_line);
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void _goto_script_line(REF p_script,int p_line);
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void _breaked(bool p_breaked,bool p_can_debug);
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void _show_debugger(bool p_show);
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void _update_window_menu();
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void _script_created(Ref<Script> p_script);
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void _save_layout();
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void _editor_settings_changed();
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void _autosave_scripts();
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void _update_script_names();
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void _script_selected(int p_idx);
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void _find_scripts(Node* p_base, Node* p_current,Set<Ref<Script> >& used);
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void _tree_changed();
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void _script_split_dragged(float);
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void _unhandled_input(const InputEvent& p_event);
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void _history_forward();
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void _history_back();
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bool waiting_update_names;
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void _help_class_open(const String& p_class);
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void _help_class_goto(const String& p_desc);
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void _update_history_arrows();
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void _go_to_tab(int p_idx);
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void _update_history_pos(int p_new_pos);
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void _update_script_colors();
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void _update_modified_scripts_for_external_editor(Ref<Script> p_for_script=Ref<Script>());
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int file_dialog_option;
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void _file_dialog_action(String p_file);
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static ScriptEditor *script_editor;
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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static ScriptEditor *get_singleton() { return script_editor; }
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void ensure_focus_current();
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void apply_scripts() const;
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void ensure_select_current();
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void edit(const Ref<Script>& p_script);
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Dictionary get_state() const;
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void set_state(const Dictionary& p_state);
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void clear();
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void get_breakpoints(List<String> *p_breakpoints);
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void swap_lines(TextEdit *tx, int line1, int line2);
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void _breakpoint_toggled(const int p_row);
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void save_all_scripts();
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void set_window_layout(Ref<ConfigFile> p_layout);
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void get_window_layout(Ref<ConfigFile> p_layout);
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void set_scene_root_script( Ref<Script> p_script );
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bool script_go_to_method(Ref<Script> p_script, const String& p_method);
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virtual void edited_scene_changed();
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void close_builtin_scripts_from_scene(const String& p_scene);
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ScriptEditorDebugger *get_debugger() { return debugger; }
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void set_live_auto_reload_running_scripts(bool p_enabled);
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ScriptEditor(EditorNode *p_editor);
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~ScriptEditor();
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};
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class ScriptEditorPlugin : public EditorPlugin {
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OBJ_TYPE( ScriptEditorPlugin, EditorPlugin );
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ScriptEditor *script_editor;
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EditorNode *editor;
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public:
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virtual String get_name() const { return "Script"; }
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bool has_main_screen() const { return true; }
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virtual void edit(Object *p_node);
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virtual bool handles(Object *p_node) const;
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virtual void make_visible(bool p_visible);
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virtual void selected_notify();
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Dictionary get_state() const;
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virtual void set_state(const Dictionary& p_state);
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virtual void clear();
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virtual void save_external_data();
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virtual void apply_changes();
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virtual void restore_global_state();
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virtual void save_global_state();
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virtual void set_window_layout(Ref<ConfigFile> p_layout);
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virtual void get_window_layout(Ref<ConfigFile> p_layout);
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virtual void get_breakpoints(List<String> *p_breakpoints);
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virtual void edited_scene_changed();
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ScriptEditorPlugin(EditorNode *p_node);
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~ScriptEditorPlugin();
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};
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#endif // SCRIPT_EDITOR_PLUGIN_H
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