Merge pull request #21819 from DualMatrix/built-in-script

Made editor automatically open the scene of built in scripts
This commit is contained in:
Rémi Verschelde 2018-09-13 11:27:22 +02:00 committed by GitHub
commit 6c20c3a534
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GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 15 additions and 26 deletions

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@ -59,25 +59,10 @@ void ScriptEditorBase::_bind_methods() {
ADD_SIGNAL(MethodInfo("search_in_files_requested", PropertyInfo(Variant::STRING, "text")));
}
static bool _can_open_in_editor(Script *p_script) {
static bool _is_built_in_script(Script *p_script) {
String path = p_script->get_path();
if (path.find("::") != -1) {
//refuse handling this if it can't be edited
bool valid = false;
for (int i = 0; i < EditorNode::get_singleton()->get_editor_data().get_edited_scene_count(); i++) {
if (path.begins_with(EditorNode::get_singleton()->get_editor_data().get_scene_path(i))) {
valid = true;
break;
}
}
return valid;
}
return true;
return path.find("::") != -1;
}
class EditorScriptCodeCompletionCache : public ScriptCodeCompletionCache {
@ -2736,7 +2721,7 @@ void ScriptEditor::set_scene_root_script(Ref<Script> p_script) {
if (bool(EditorSettings::get_singleton()->get("text_editor/external/use_external_editor")))
return;
if (open_dominant && p_script.is_valid() && _can_open_in_editor(p_script.ptr())) {
if (open_dominant && p_script.is_valid()) {
edit(p_script);
}
}
@ -3232,7 +3217,17 @@ ScriptEditor::~ScriptEditor() {
void ScriptEditorPlugin::edit(Object *p_object) {
if (Object::cast_to<Script>(p_object)) {
script_editor->edit(Object::cast_to<Script>(p_object));
Script *p_script = Object::cast_to<Script>(p_object);
String scene_path = p_script->get_path().get_slice("::", 0);
if (_is_built_in_script(p_script) && !EditorNode::get_singleton()->is_scene_open(scene_path)) {
EditorNode::get_singleton()->load_scene(scene_path);
script_editor->call_deferred("edit", p_script);
} else {
script_editor->edit(p_script);
}
}
if (Object::cast_to<TextFile>(p_object)) {
@ -3247,13 +3242,7 @@ bool ScriptEditorPlugin::handles(Object *p_object) const {
}
if (Object::cast_to<Script>(p_object)) {
bool valid = _can_open_in_editor(Object::cast_to<Script>(p_object));
if (!valid) { //user tried to open it by clicking
EditorNode::get_singleton()->show_warning(TTR("Built-in scripts can only be edited when the scene they belong to is loaded"));
}
return valid;
return true;
}
return p_object->is_class("Script");