Refactor GDScript/C# script templates logic to be editor-only
Not a full refactor as it still goes through ScriptLanguage so it's hacky, but at least it can now compile without this.
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@ -10,6 +10,8 @@ env_gdscript.add_source_files(env.modules_sources, "*.cpp")
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if env["tools"]:
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env_gdscript.add_source_files(env.modules_sources, "./editor/*.cpp")
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SConscript("editor/script_templates/SCsub")
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# Those two modules are required for the language server protocol
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if env["module_jsonrpc_enabled"] and env["module_websocket_enabled"]:
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env_gdscript.add_source_files(env.modules_sources, "./language_server/*.cpp")
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@ -18,8 +20,7 @@ if env["tools"]:
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# in regular builds where all modules are enabled.
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env_gdscript.Append(CPPDEFINES=["GDSCRIPT_NO_LSP"])
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if env["tests"]:
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env_gdscript.Append(CPPDEFINES=["TESTS_ENABLED"])
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env_gdscript.add_source_files(env.modules_sources, "./tests/*.cpp")
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SConscript("editor_templates/SCsub")
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@ -33,7 +33,6 @@
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#include "core/config/engine.h"
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#include "core/core_constants.h"
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#include "core/io/file_access.h"
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#include "editor_templates/templates.gen.h"
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#include "gdscript_analyzer.h"
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#include "gdscript_compiler.h"
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#include "gdscript_parser.h"
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@ -44,6 +43,7 @@
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#include "core/config/project_settings.h"
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#include "editor/editor_file_system.h"
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#include "editor/editor_settings.h"
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#include "editor/script_templates/templates.gen.h"
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#endif
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void GDScriptLanguage::get_comment_delimiters(List<String> *p_delimiters) const {
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@ -64,8 +64,11 @@ Ref<Script> GDScriptLanguage::make_template(const String &p_template, const Stri
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Ref<GDScript> script;
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script.instantiate();
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String processed_template = p_template;
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bool type_hints = false;
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#ifdef TOOLS_ENABLED
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if (!EDITOR_GET("text_editor/completion/add_type_hints")) {
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type_hints = EDITOR_GET("text_editor/completion/add_type_hints");
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#endif
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if (!type_hints) {
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processed_template = processed_template.replace(": int", "")
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.replace(": String", "")
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.replace(": Array[String]", "")
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@ -75,16 +78,6 @@ Ref<Script> GDScriptLanguage::make_template(const String &p_template, const Stri
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.replace(" -> int", "")
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.replace(" -> void", "");
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}
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#else
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processed_template = processed_template.replace(": int", "")
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.replace(": String", "")
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.replace(": Array[String]", "")
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.replace(": float", "")
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.replace(":=", "=")
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.replace(" -> String", "")
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.replace(" -> int", "")
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.replace(" -> void", "");
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#endif
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processed_template = processed_template.replace("_BASE_", p_base_class_name)
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.replace("_CLASS_", p_class_name)
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@ -95,11 +88,13 @@ Ref<Script> GDScriptLanguage::make_template(const String &p_template, const Stri
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Vector<ScriptLanguage::ScriptTemplate> GDScriptLanguage::get_built_in_templates(StringName p_object) {
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Vector<ScriptLanguage::ScriptTemplate> templates;
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#ifdef TOOLS_ENABLED
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for (int i = 0; i < TEMPLATES_ARRAY_SIZE; i++) {
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if (TEMPLATES[i].inherit == p_object) {
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templates.append(TEMPLATES[i]);
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}
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}
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#endif
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return templates;
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}
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@ -63,5 +63,4 @@ elif env["platform"] == "android":
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if env["tools"]:
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env_mono.add_source_files(env.modules_sources, "editor/*.cpp")
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SConscript("editor_templates/SCsub")
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SConscript("editor/script_templates/SCsub")
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@ -45,17 +45,17 @@
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#ifdef TOOLS_ENABLED
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#include "core/os/keyboard.h"
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#include "editor/bindings_generator.h"
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#include "editor/editor_internal_calls.h"
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#include "editor/editor_node.h"
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#include "editor/editor_settings.h"
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#include "editor/node_dock.h"
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#include "editor/script_templates/templates.gen.h"
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#endif
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#ifdef DEBUG_METHODS_ENABLED
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#include "class_db_api_json.h"
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#endif
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#include "editor/editor_internal_calls.h"
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#include "editor_templates/templates.gen.h"
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#include "godotsharp_dirs.h"
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#include "mono_gd/gd_mono_cache.h"
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#include "mono_gd/gd_mono_class.h"
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@ -373,11 +373,13 @@ Ref<Script> CSharpLanguage::make_template(const String &p_template, const String
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Vector<ScriptLanguage::ScriptTemplate> CSharpLanguage::get_built_in_templates(StringName p_object) {
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Vector<ScriptLanguage::ScriptTemplate> templates;
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#ifdef TOOLS_ENABLED
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for (int i = 0; i < TEMPLATES_ARRAY_SIZE; i++) {
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if (TEMPLATES[i].inherit == p_object) {
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templates.append(TEMPLATES[i]);
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}
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}
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#endif
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return templates;
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}
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