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.
88 lines
3.8 KiB
C++
88 lines
3.8 KiB
C++
/*************************************************************************/
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/* gdscript_language_server.cpp */
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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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#include "gdscript_language_server.h"
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#include "core/os/file_access.h"
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#include "core/os/os.h"
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#include "editor/editor_node.h"
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GDScriptLanguageServer::GDScriptLanguageServer() {
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thread = NULL;
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thread_exit = false;
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_EDITOR_DEF("network/language_server/remote_port", 6008);
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_EDITOR_DEF("network/language_server/enable_smart_resolve", false);
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_EDITOR_DEF("network/language_server/show_native_symbols_in_editor", false);
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}
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void GDScriptLanguageServer::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE:
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start();
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break;
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case NOTIFICATION_EXIT_TREE:
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stop();
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break;
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}
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}
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void GDScriptLanguageServer::thread_main(void *p_userdata) {
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GDScriptLanguageServer *self = static_cast<GDScriptLanguageServer *>(p_userdata);
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while (!self->thread_exit) {
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self->protocol.poll();
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OS::get_singleton()->delay_usec(10);
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}
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}
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void GDScriptLanguageServer::start() {
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int port = (int)_EDITOR_GET("network/language_server/remote_port");
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if (protocol.start(port) == OK) {
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EditorNode::get_log()->add_message("** GDScript Language Server Started **");
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ERR_FAIL_COND(thread != NULL || thread_exit);
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thread_exit = false;
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thread = Thread::create(GDScriptLanguageServer::thread_main, this);
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}
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}
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void GDScriptLanguageServer::stop() {
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ERR_FAIL_COND(NULL == thread || thread_exit);
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thread_exit = true;
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Thread::wait_to_finish(thread);
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memdelete(thread);
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thread = NULL;
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protocol.stop();
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EditorNode::get_log()->add_message("** GDScript Language Server Stopped **");
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}
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void register_lsp_types() {
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ClassDB::register_class<GDScriptLanguageProtocol>();
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ClassDB::register_class<GDScriptTextDocument>();
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ClassDB::register_class<GDScriptWorkspace>();
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}
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