godot/modules/mono/editor/code_completion.cpp

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/**************************************************************************/
/* code_completion.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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. */
/**************************************************************************/
#include "code_completion.h"
#include "core/project_settings.h"
#include "editor/editor_file_system.h"
#include "editor/editor_settings.h"
#include "scene/gui/control.h"
#include "scene/main/node.h"
namespace gdmono {
// Almost everything here is taken from functions used by GDScript for code completion, adapted for C#.
_FORCE_INLINE_ String quoted(const String &p_str) {
return "\"" + p_str + "\"";
}
void _add_nodes_suggestions(const Node *p_base, const Node *p_node, PoolStringArray &r_suggestions) {
if (p_node != p_base && !p_node->get_owner())
return;
String path_relative_to_orig = p_base->get_path_to(p_node);
r_suggestions.push_back(quoted(path_relative_to_orig));
for (int i = 0; i < p_node->get_child_count(); i++) {
_add_nodes_suggestions(p_base, p_node->get_child(i), r_suggestions);
}
}
Node *_find_node_for_script(Node *p_base, Node *p_current, const Ref<Script> &p_script) {
if (p_current->get_owner() != p_base && p_base != p_current)
return nullptr;
Ref<Script> c = p_current->get_script();
if (c == p_script)
return p_current;
for (int i = 0; i < p_current->get_child_count(); i++) {
Node *found = _find_node_for_script(p_base, p_current->get_child(i), p_script);
if (found)
return found;
}
return nullptr;
}
void _get_directory_contents(EditorFileSystemDirectory *p_dir, PoolStringArray &r_suggestions) {
for (int i = 0; i < p_dir->get_file_count(); i++) {
r_suggestions.push_back(quoted(p_dir->get_file_path(i)));
}
for (int i = 0; i < p_dir->get_subdir_count(); i++) {
_get_directory_contents(p_dir->get_subdir(i), r_suggestions);
}
}
Node *_try_find_owner_node_in_tree(const Ref<Script> p_script) {
SceneTree *tree = SceneTree::get_singleton();
if (!tree)
return nullptr;
Node *base = tree->get_edited_scene_root();
if (base) {
base = _find_node_for_script(base, base, p_script);
}
return base;
}
PoolStringArray get_code_completion(CompletionKind p_kind, const String &p_script_file) {
PoolStringArray suggestions;
switch (p_kind) {
case CompletionKind::INPUT_ACTIONS: {
List<PropertyInfo> project_props;
ProjectSettings::get_singleton()->get_property_list(&project_props);
for (List<PropertyInfo>::Element *E = project_props.front(); E; E = E->next()) {
const PropertyInfo &prop = E->get();
if (!prop.name.begins_with("input/"))
continue;
String name = prop.name.substr(prop.name.find("/") + 1, prop.name.length());
suggestions.push_back(quoted(name));
}
} break;
case CompletionKind::NODE_PATHS: {
{
// AutoLoads
List<PropertyInfo> props;
ProjectSettings::get_singleton()->get_property_list(&props);
for (List<PropertyInfo>::Element *E = props.front(); E; E = E->next()) {
String s = E->get().name;
if (!s.begins_with("autoload/")) {
continue;
}
String name = s.get_slice("/", 1);
suggestions.push_back(quoted("/root/" + name));
}
}
{
// Current edited scene tree
Ref<Script> script = ResourceLoader::load(p_script_file.simplify_path());
Node *base = _try_find_owner_node_in_tree(script);
if (base) {
_add_nodes_suggestions(base, base, suggestions);
}
}
} break;
case CompletionKind::RESOURCE_PATHS: {
if (bool(EditorSettings::get_singleton()->get("text_editor/completion/complete_file_paths"))) {
_get_directory_contents(EditorFileSystem::get_singleton()->get_filesystem(), suggestions);
}
} break;
case CompletionKind::SCENE_PATHS: {
DirAccessRef dir_access = DirAccess::create(DirAccess::ACCESS_RESOURCES);
List<String> directories;
directories.push_back(dir_access->get_current_dir());
while (!directories.empty()) {
dir_access->change_dir(directories.back()->get());
directories.pop_back();
dir_access->list_dir_begin();
String filename = dir_access->get_next();
while (filename != "") {
if (filename == "." || filename == "..") {
filename = dir_access->get_next();
continue;
}
if (dir_access->dir_exists(filename)) {
directories.push_back(dir_access->get_current_dir().plus_file(filename));
} else if (filename.ends_with(".tscn") || filename.ends_with(".scn")) {
suggestions.push_back(quoted(dir_access->get_current_dir().plus_file(filename)));
}
filename = dir_access->get_next();
}
}
} break;
case CompletionKind::SHADER_PARAMS: {
print_verbose("Shared params completion for C# not implemented.");
} break;
case CompletionKind::SIGNALS: {
Ref<Script> script = ResourceLoader::load(p_script_file.simplify_path());
List<MethodInfo> signals;
script->get_script_signal_list(&signals);
StringName native = script->get_instance_base_type();
if (native != StringName()) {
ClassDB::get_signal_list(native, &signals, /* p_no_inheritance: */ false);
}
for (List<MethodInfo>::Element *E = signals.front(); E; E = E->next()) {
const String &signal = E->get().name;
suggestions.push_back(quoted(signal));
}
} break;
case CompletionKind::THEME_COLORS: {
Ref<Script> script = ResourceLoader::load(p_script_file.simplify_path());
Node *base = _try_find_owner_node_in_tree(script);
if (base && Object::cast_to<Control>(base)) {
List<StringName> sn;
Theme::get_default()->get_color_list(base->get_class(), &sn);
for (List<StringName>::Element *E = sn.front(); E; E = E->next()) {
suggestions.push_back(quoted(E->get()));
}
}
} break;
case CompletionKind::THEME_CONSTANTS: {
Ref<Script> script = ResourceLoader::load(p_script_file.simplify_path());
Node *base = _try_find_owner_node_in_tree(script);
if (base && Object::cast_to<Control>(base)) {
List<StringName> sn;
Theme::get_default()->get_constant_list(base->get_class(), &sn);
for (List<StringName>::Element *E = sn.front(); E; E = E->next()) {
suggestions.push_back(quoted(E->get()));
}
}
} break;
case CompletionKind::THEME_FONTS: {
Ref<Script> script = ResourceLoader::load(p_script_file.simplify_path());
Node *base = _try_find_owner_node_in_tree(script);
if (base && Object::cast_to<Control>(base)) {
List<StringName> sn;
Theme::get_default()->get_font_list(base->get_class(), &sn);
for (List<StringName>::Element *E = sn.front(); E; E = E->next()) {
suggestions.push_back(quoted(E->get()));
}
}
} break;
case CompletionKind::THEME_STYLES: {
Ref<Script> script = ResourceLoader::load(p_script_file.simplify_path());
Node *base = _try_find_owner_node_in_tree(script);
if (base && Object::cast_to<Control>(base)) {
List<StringName> sn;
Theme::get_default()->get_stylebox_list(base->get_class(), &sn);
for (List<StringName>::Element *E = sn.front(); E; E = E->next()) {
suggestions.push_back(quoted(E->get()));
}
}
} break;
default:
ERR_FAIL_V_MSG(suggestions, "Invalid completion kind.");
}
return suggestions;
}
} // namespace gdmono