/*************************************************************************/ /* script_editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2016 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. */ /*************************************************************************/ #ifndef SCRIPT_EDITOR_PLUGIN_H #define SCRIPT_EDITOR_PLUGIN_H #include "tools/editor/editor_plugin.h" #include "tools/editor/script_create_dialog.h" #include "scene/gui/tab_container.h" #include "scene/gui/text_edit.h" #include "scene/gui/menu_button.h" #include "scene/gui/tool_button.h" #include "scene/gui/tree.h" #include "scene/main/timer.h" #include "script_language.h" #include "tools/editor/code_editor.h" #include "scene/gui/split_container.h" #include "scene/gui/item_list.h" #include "tools/editor/editor_help.h" class ScriptEditorQuickOpen : public ConfirmationDialog { OBJ_TYPE(ScriptEditorQuickOpen,ConfirmationDialog ) 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 ScriptTextEditor : public CodeTextEditor { OBJ_TYPE( ScriptTextEditor, CodeTextEditor ); Ref<Script> script; Vector<String> functions; protected: virtual void _validate_script(); virtual void _code_complete_script(const String& p_code, List<String>* r_options); virtual void _load_theme_settings(); void _notification(int p_what); static void _bind_methods(); public: virtual void apply_code(); Ref<Script> get_edited_script() const; Vector<String> get_functions() ; void set_edited_script(const Ref<Script>& p_script); void reload_text(); String get_name() ; Ref<Texture> get_icon() ; bool is_unsaved(); ScriptTextEditor(); }; class EditorScriptCodeCompletionCache; class ScriptEditor : public VBoxContainer { OBJ_TYPE(ScriptEditor, VBoxContainer ); EditorNode *editor; enum { FILE_NEW, FILE_OPEN, FILE_SAVE, FILE_SAVE_AS, FILE_SAVE_ALL, FILE_CLOSE, EDIT_UNDO, EDIT_REDO, EDIT_CUT, EDIT_COPY, EDIT_PASTE, EDIT_SELECT_ALL, EDIT_COMPLETE, EDIT_AUTO_INDENT, EDIT_TRIM_TRAILING_WHITESAPCE, EDIT_TOGGLE_COMMENT, EDIT_MOVE_LINE_UP, EDIT_MOVE_LINE_DOWN, EDIT_INDENT_RIGHT, EDIT_INDENT_LEFT, EDIT_CLONE_DOWN, SEARCH_FIND, SEARCH_FIND_NEXT, SEARCH_REPLACE, SEARCH_LOCATE_FUNCTION, SEARCH_GOTO_LINE, SEARCH_HELP, SEARCH_CLASSES, SEARCH_WEBSITE, DEBUG_TOGGLE_BREAKPOINT, DEBUG_NEXT, DEBUG_STEP, DEBUG_BREAK, DEBUG_CONTINUE, DEBUG_SHOW, DEBUG_SHOW_KEEP_OPEN, HELP_CONTEXTUAL, WINDOW_MOVE_LEFT, WINDOW_MOVE_RIGHT, WINDOW_NEXT, WINDOW_PREV, WINDOW_SELECT_BASE=100 }; HBoxContainer *menu_hb; MenuButton *file_menu; MenuButton *edit_menu; MenuButton *search_menu; MenuButton *script_search_menu; MenuButton *debug_menu; MenuButton *help_menu; Timer *autosave_timer; uint64_t idle; Button *help_search; Button *site_search; Button *class_search; EditorHelpSearch *help_search_dialog; ItemList *script_list; HSplitContainer *script_split; TabContainer *tab_container; FindReplaceDialog *find_replace_dialog; GotoLineDialog *goto_line_dialog; ConfirmationDialog *erase_tab_confirm; ScriptCreateDialog *script_create_dialog; ScriptEditorDebugger* debugger; ToolButton *scripts_visible; TextureFrame *script_icon; Label *script_name_label; ToolButton *script_back; ToolButton *script_forward; struct ScriptHistory { Control *control; int scroll_pos; int cursor_column; int cursor_row; }; Vector<ScriptHistory> history; int history_pos; EditorHelpIndex *help_index; void _tab_changed(int p_which); void _menu_option(int p_optin); Tree *disk_changed_list; ConfirmationDialog *disk_changed; bool restoring_layout; 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(); void _close_current_tab(); bool grab_focus_block; ScriptEditorQuickOpen *quick_open; EditorScriptCodeCompletionCache *completion_cache; void _editor_play(); void _editor_pause(); void _editor_stop(); int edit_pass; void _add_callback(Object *p_obj, const String& p_function, const StringArray& p_args); void _res_saved_callback(const Ref<Resource>& p_res); bool trim_trailing_whitespace_on_save; void _trim_trailing_whitespace(TextEdit *tx); 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 _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 _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 _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(); 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); 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); void save_all_scripts(); 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 ); virtual void edited_scene_changed(); ScriptEditorDebugger *get_debugger() { return debugger; } ScriptEditor(EditorNode *p_editor); ~ScriptEditor(); }; class ScriptEditorPlugin : public EditorPlugin { OBJ_TYPE( ScriptEditorPlugin, EditorPlugin ); 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); virtual void get_breakpoints(List<String> *p_breakpoints); virtual void edited_scene_changed(); ScriptEditorPlugin(EditorNode *p_node); ~ScriptEditorPlugin(); }; #endif // SCRIPT_EDITOR_PLUGIN_H