/*************************************************************************/ /* code_completion.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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