parent
48de626949
commit
8ae2a84fb6
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@ -35,9 +35,12 @@
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#include "editor/editor_plugin.h"
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#include "editor/editor_scale.h"
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#include "editor/project_settings_editor.h"
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#include "modules/gdscript/gdscript.h"
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#include "scene/gui/grid_container.h"
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#ifdef GDSCRIPT_ENABLED
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#include "modules/gdscript/gdscript.h"
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#endif
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void PluginConfigDialog::_clear_fields() {
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name_edit->set_text("");
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subfolder_edit->set_text("");
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@ -75,6 +78,7 @@ void PluginConfigDialog::_on_confirmed() {
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// TODO Use script templates. Right now, this code won't add the 'tool' annotation to other languages.
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// TODO Better support script languages with named classes (has_named_classes).
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#ifdef GDSCRIPT_ENABLED
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if (lang_name == GDScriptLanguage::get_singleton()->get_name()) {
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// Hard-coded GDScript template to keep usability until we use script templates.
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Ref<Script> gdscript = memnew(GDScript);
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@ -95,12 +99,15 @@ void PluginConfigDialog::_on_confirmed() {
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ResourceSaver::save(script_path, gdscript);
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script = gdscript;
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} else {
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#endif
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String script_path = path.plus_file(script_edit->get_text());
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String class_name = script_path.get_file().get_basename();
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script = ScriptServer::get_language(lang_idx)->get_template(class_name, "EditorPlugin");
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script->set_path(script_path);
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ResourceSaver::save(script_path, script);
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#ifdef GDSCRIPT_ENABLED
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}
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#endif
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emit_signal("plugin_ready", script.operator->(), active_edit->is_pressed() ? subfolder_edit->get_text() : "");
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} else {
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@ -229,9 +236,11 @@ PluginConfigDialog::PluginConfigDialog() {
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for (int i = 0; i < ScriptServer::get_language_count(); i++) {
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ScriptLanguage *lang = ScriptServer::get_language(i);
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script_option_edit->add_item(lang->get_name());
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#ifdef GDSCRIPT_ENABLED
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if (lang == GDScriptLanguage::get_singleton()) {
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default_lang = i;
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}
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#endif
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}
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script_option_edit->select(default_lang);
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grid->add_child(script_option_edit);
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