godot/editor/plugins/script_editor_plugin.h

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/*************************************************************************/
/* script_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
/* 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_EDITOR_PLUGIN_H
#define SCRIPT_EDITOR_PLUGIN_H
#include "editor/editor_plugin.h"
#include "editor/script_create_dialog.h"
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#include "scene/gui/tab_container.h"
#include "scene/gui/text_edit.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/tool_button.h"
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#include "scene/gui/tree.h"
#include "scene/main/timer.h"
#include "script_language.h"
#include "editor/code_editor.h"
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#include "scene/gui/split_container.h"
#include "scene/gui/item_list.h"
#include "editor/editor_help.h"
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class ScriptEditorQuickOpen : public ConfirmationDialog {
GDCLASS(ScriptEditorQuickOpen,ConfirmationDialog )
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LineEdit *search_box;
Tree *search_options;
String function;
void _update_search();
void _sbox_input(const InputEvent& p_ie);
Vector<String> functions;
void _confirmed();
void _text_changed(const String& p_newtext);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void popup(const Vector<String>& p_base,bool p_dontclear=false);
ScriptEditorQuickOpen();
};
class ScriptEditorDebugger;
class ScriptEditorBase : public Control {
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GDCLASS( ScriptEditorBase, Control );
protected:
static void _bind_methods();
public:
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virtual void apply_code()=0;
virtual Ref<Script> get_edited_script() const=0;
virtual Vector<String> get_functions()=0;
virtual void set_edited_script(const Ref<Script>& p_script)=0;
virtual void reload_text()=0;
virtual String get_name()=0;
virtual Ref<Texture> get_icon()=0;
virtual bool is_unsaved()=0;
virtual Variant get_edit_state()=0;
virtual void set_edit_state(const Variant& p_state)=0;
virtual void goto_line(int p_line,bool p_with_error=false)=0;
virtual void trim_trailing_whitespace()=0;
virtual void ensure_focus()=0;
virtual void tag_saved_version()=0;
virtual void reload(bool p_soft)=0;
virtual void get_breakpoints(List<int> *p_breakpoints)=0;
virtual bool goto_method(const String& p_method)=0;
virtual void add_callback(const String& p_function,PoolStringArray p_args)=0;
virtual void update_settings()=0;
virtual void set_debugger_active(bool p_active)=0;
virtual bool can_lose_focus_on_node_selection() { return true; }
virtual void set_tooltip_request_func(String p_method,Object* p_obj)=0;
virtual Control *get_edit_menu()=0;
ScriptEditorBase() {}
};
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typedef ScriptEditorBase* (*CreateScriptEditorFunc)(const Ref<Script>& p_script);
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class EditorScriptCodeCompletionCache;
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class ScriptEditor : public VBoxContainer {
GDCLASS(ScriptEditor, VBoxContainer );
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EditorNode *editor;
enum {
FILE_NEW,
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FILE_OPEN,
FILE_SAVE,
FILE_SAVE_AS,
FILE_SAVE_ALL,
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FILE_IMPORT_THEME,
FILE_RELOAD_THEME,
FILE_SAVE_THEME,
FILE_SAVE_THEME_AS,
FILE_CLOSE,
CLOSE_DOCS,
CLOSE_ALL,
FILE_TOOL_RELOAD,
FILE_TOOL_RELOAD_SOFT,
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DEBUG_NEXT,
DEBUG_STEP,
DEBUG_BREAK,
DEBUG_CONTINUE,
DEBUG_SHOW,
DEBUG_SHOW_KEEP_OPEN,
SEARCH_HELP,
SEARCH_CLASSES,
SEARCH_WEBSITE,
HELP_SEARCH_FIND,
HELP_SEARCH_FIND_NEXT,
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WINDOW_MOVE_LEFT,
WINDOW_MOVE_RIGHT,
WINDOW_NEXT,
WINDOW_PREV,
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WINDOW_SELECT_BASE=100
};
enum ScriptSortBy {
SORT_BY_NAME,
SORT_BY_PATH,
};
enum ScriptListName {
DISPLAY_NAME,
DISPLAY_DIR_AND_NAME,
DISPLAY_FULL_PATH,
};
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HBoxContainer *menu_hb;
MenuButton *file_menu;
MenuButton *edit_menu;
MenuButton *script_search_menu;
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MenuButton *debug_menu;
Timer *autosave_timer;
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uint64_t idle;
Button *help_search;
Button *site_search;
Button *class_search;
EditorHelpSearch *help_search_dialog;
ItemList *script_list;
HSplitContainer *script_split;
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TabContainer *tab_container;
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EditorFileDialog *file_dialog;
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ConfirmationDialog *erase_tab_confirm;
ScriptCreateDialog *script_create_dialog;
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ScriptEditorDebugger* debugger;
ToolButton *scripts_visible;
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String current_theme;
TextureRect *script_icon;
Label *script_name_label;
ToolButton *script_back;
ToolButton *script_forward;
enum {
SCRIPT_EDITOR_FUNC_MAX=32
};
static int script_editor_func_count;
static CreateScriptEditorFunc script_editor_funcs[SCRIPT_EDITOR_FUNC_MAX];
struct ScriptHistory {
Control *control;
Variant state;
};
Vector<ScriptHistory> history;
int history_pos;
EditorHelpIndex *help_index;
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void _tab_changed(int p_which);
void _menu_option(int p_optin);
Tree *disk_changed_list;
ConfirmationDialog *disk_changed;
bool restoring_layout;
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String _get_debug_tooltip(const String&p_text,Node *_ste);
void _resave_scripts(const String& p_str);
void _reload_scripts();
bool _test_script_times_on_disk(Ref<Script> p_for_script=Ref<Script>());
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void _close_tab(int p_idx, bool p_save=true);
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void _close_current_tab();
void _close_discard_current_tab(const String& p_str);
void _close_docs_tab();
void _close_all_tabs();
void _ask_close_current_unsaved_tab(ScriptEditorBase *current);
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bool grab_focus_block;
bool pending_auto_reload;
bool auto_reload_running_scripts;
void _live_auto_reload_running_scripts();
void _update_selected_editor_menu();
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EditorScriptCodeCompletionCache *completion_cache;
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void _editor_play();
void _editor_pause();
void _editor_stop();
int edit_pass;
void _add_callback(Object *p_obj, const String& p_function, const PoolStringArray& p_args);
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void _res_saved_callback(const Ref<Resource>& p_res);
bool trim_trailing_whitespace_on_save;
void _trim_trailing_whitespace(TextEdit *tx);
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void _goto_script_line2(int p_line);
void _goto_script_line(REF p_script,int p_line);
void _breaked(bool p_breaked,bool p_can_debug);
void _show_debugger(bool p_show);
void _update_window_menu();
void _script_created(Ref<Script> p_script);
void _save_layout();
void _editor_settings_changed();
void _autosave_scripts();
void _update_script_names();
void _script_selected(int p_idx);
void _find_scripts(Node* p_base, Node* p_current,Set<Ref<Script> >& used);
void _tree_changed();
void _script_split_dragged(float);
void _unhandled_input(const InputEvent& p_event);
void _help_search(String p_text);
void _history_forward();
void _history_back();
bool waiting_update_names;
void _help_class_open(const String& p_class);
void _help_class_goto(const String& p_desc);
void _update_history_arrows();
void _save_history();
void _go_to_tab(int p_idx);
void _update_history_pos(int p_new_pos);
void _update_script_colors();
void _update_modified_scripts_for_external_editor(Ref<Script> p_for_script=Ref<Script>());
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int file_dialog_option;
void _file_dialog_action(String p_file);
static void _open_script_request(const String& p_path);
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static ScriptEditor *script_editor;
protected:
void _notification(int p_what);
static void _bind_methods();
public:
static ScriptEditor *get_singleton() { return script_editor; }
void ensure_focus_current();
void apply_scripts() const;
void ensure_select_current();
void edit(const Ref<Script>& p_script,bool p_grab_focus=true);
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Dictionary get_state() const;
void set_state(const Dictionary& p_state);
void clear();
void get_breakpoints(List<String> *p_breakpoints);
//void swap_lines(TextEdit *tx, int line1, int line2);
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void save_all_scripts();
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void set_window_layout(Ref<ConfigFile> p_layout);
void get_window_layout(Ref<ConfigFile> p_layout);
void set_scene_root_script( Ref<Script> p_script );
bool script_go_to_method(Ref<Script> p_script, const String& p_method);
virtual void edited_scene_changed();
void close_builtin_scripts_from_scene(const String& p_scene);
void goto_help(const String& p_desc) { _help_class_goto(p_desc); }
bool can_take_away_focus() const;
ScriptEditorDebugger *get_debugger() { return debugger; }
void set_live_auto_reload_running_scripts(bool p_enabled);
static void register_create_script_editor_function(CreateScriptEditorFunc p_func);
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ScriptEditor(EditorNode *p_editor);
~ScriptEditor();
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};
class ScriptEditorPlugin : public EditorPlugin {
GDCLASS( ScriptEditorPlugin, EditorPlugin );
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ScriptEditor *script_editor;
EditorNode *editor;
public:
virtual String get_name() const { return "Script"; }
bool has_main_screen() const { return true; }
virtual void edit(Object *p_node);
virtual bool handles(Object *p_node) const;
virtual void make_visible(bool p_visible);
virtual void selected_notify();
Dictionary get_state() const;
virtual void set_state(const Dictionary& p_state);
virtual void clear();
virtual void save_external_data();
virtual void apply_changes();
virtual void restore_global_state();
virtual void save_global_state();
virtual void set_window_layout(Ref<ConfigFile> p_layout);
virtual void get_window_layout(Ref<ConfigFile> p_layout);
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virtual void get_breakpoints(List<String> *p_breakpoints);
virtual void edited_scene_changed();
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ScriptEditorPlugin(EditorNode *p_node);
~ScriptEditorPlugin();
};
#endif // SCRIPT_EDITOR_PLUGIN_H