godot/editor/plugins/script_editor_plugin.h

422 lines
12 KiB
C++

/*************************************************************************/
/* script_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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. */
/*************************************************************************/
#ifndef SCRIPT_EDITOR_PLUGIN_H
#define SCRIPT_EDITOR_PLUGIN_H
#include "editor/code_editor.h"
#include "editor/editor_help.h"
#include "editor/editor_plugin.h"
#include "editor/script_create_dialog.h"
#include "scene/gui/item_list.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/split_container.h"
#include "scene/gui/tab_container.h"
#include "scene/gui/text_edit.h"
#include "scene/gui/tool_button.h"
#include "scene/gui/tree.h"
#include "scene/main/timer.h"
#include "script_language.h"
class ScriptEditorQuickOpen : public ConfirmationDialog {
GDCLASS(ScriptEditorQuickOpen, ConfirmationDialog)
LineEdit *search_box;
Tree *search_options;
String function;
void _update_search();
void _sbox_input(const Ref<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_functions, bool p_dontclear = false);
ScriptEditorQuickOpen();
};
class ScriptEditorDebugger;
class ScriptEditorBase : public Control {
GDCLASS(ScriptEditorBase, Control);
protected:
static void _bind_methods();
public:
virtual void apply_code() = 0;
virtual Ref<Script> get_edited_script() const = 0;
virtual Vector<String> get_functions() = 0;
virtual void set_edited_script(const Ref<Script> &p_script) = 0;
virtual void reload_text() = 0;
virtual String get_name() = 0;
virtual Ref<Texture> get_icon() = 0;
virtual bool is_unsaved() = 0;
virtual Variant get_edit_state() = 0;
virtual void set_edit_state(const Variant &p_state) = 0;
virtual void goto_line(int p_line, bool p_with_error = false) = 0;
virtual void trim_trailing_whitespace() = 0;
virtual void convert_indent_to_spaces() = 0;
virtual void convert_indent_to_tabs() = 0;
virtual void ensure_focus() = 0;
virtual void tag_saved_version() = 0;
virtual void reload(bool p_soft) = 0;
virtual void get_breakpoints(List<int> *p_breakpoints) = 0;
virtual void add_callback(const String &p_function, PoolStringArray p_args) = 0;
virtual void update_settings() = 0;
virtual void set_debugger_active(bool p_active) = 0;
virtual bool can_lose_focus_on_node_selection() { return true; }
virtual bool show_members_overview() = 0;
virtual void set_tooltip_request_func(String p_method, Object *p_obj) = 0;
virtual Control *get_edit_menu() = 0;
virtual void clear_edit_menu() = 0;
ScriptEditorBase() {}
};
typedef ScriptEditorBase *(*CreateScriptEditorFunc)(const Ref<Script> &p_script);
class EditorScriptCodeCompletionCache;
class ScriptEditor : public PanelContainer {
GDCLASS(ScriptEditor, PanelContainer);
EditorNode *editor;
enum {
FILE_NEW,
FILE_OPEN,
FILE_OPEN_RECENT,
FILE_SAVE,
FILE_SAVE_AS,
FILE_SAVE_ALL,
FILE_IMPORT_THEME,
FILE_RELOAD_THEME,
FILE_SAVE_THEME,
FILE_SAVE_THEME_AS,
FILE_CLOSE,
CLOSE_DOCS,
CLOSE_ALL,
TOGGLE_SCRIPTS_PANEL,
FILE_TOOL_RELOAD,
FILE_TOOL_RELOAD_SOFT,
DEBUG_NEXT,
DEBUG_STEP,
DEBUG_BREAK,
DEBUG_CONTINUE,
DEBUG_SHOW,
DEBUG_SHOW_KEEP_OPEN,
DEBUG_WITH_EXTERNAL_EDITOR,
SEARCH_HELP,
SEARCH_CLASSES,
SEARCH_WEBSITE,
HELP_SEARCH_FIND,
HELP_SEARCH_FIND_NEXT,
WINDOW_MOVE_LEFT,
WINDOW_MOVE_RIGHT,
WINDOW_NEXT,
WINDOW_PREV,
WINDOW_SELECT_BASE = 100
};
enum ScriptSortBy {
SORT_BY_NAME,
SORT_BY_PATH,
};
enum ScriptListName {
DISPLAY_NAME,
DISPLAY_DIR_AND_NAME,
DISPLAY_FULL_PATH,
};
HBoxContainer *menu_hb;
MenuButton *file_menu;
MenuButton *edit_menu;
MenuButton *script_search_menu;
MenuButton *debug_menu;
Timer *autosave_timer;
uint64_t idle;
PopupMenu *recent_scripts;
Button *help_search;
Button *site_search;
Button *class_search;
EditorHelpSearch *help_search_dialog;
ItemList *script_list;
HSplitContainer *script_split;
ItemList *members_overview;
bool members_overview_enabled;
VSplitContainer *list_split;
TabContainer *tab_container;
EditorFileDialog *file_dialog;
ConfirmationDialog *erase_tab_confirm;
ScriptCreateDialog *script_create_dialog;
ScriptEditorDebugger *debugger;
ToolButton *scripts_visible;
String current_theme;
TextureRect *script_icon;
Label *script_name_label;
ToolButton *script_back;
ToolButton *script_forward;
enum {
SCRIPT_EDITOR_FUNC_MAX = 32
};
static int script_editor_func_count;
static CreateScriptEditorFunc script_editor_funcs[SCRIPT_EDITOR_FUNC_MAX];
struct ScriptHistory {
Control *control;
Variant state;
};
Vector<ScriptHistory> history;
int history_pos;
Vector<String> previous_scripts;
EditorHelpIndex *help_index;
void _tab_changed(int p_which);
void _menu_option(int p_option);
Tree *disk_changed_list;
ConfirmationDialog *disk_changed;
bool restoring_layout;
String _get_debug_tooltip(const String &p_text, Node *_se);
void _resave_scripts(const String &p_str);
void _reload_scripts();
bool _test_script_times_on_disk(Ref<Script> p_for_script = Ref<Script>());
void _add_recent_script(String p_path);
void _update_recent_scripts();
void _open_recent_script(int p_idx);
void _close_tab(int p_idx, bool p_save = true);
void _close_current_tab();
void _close_discard_current_tab(const String &p_str);
void _close_docs_tab();
void _close_all_tabs();
void _ask_close_current_unsaved_tab(ScriptEditorBase *current);
bool grab_focus_block;
bool pending_auto_reload;
bool auto_reload_running_scripts;
void _live_auto_reload_running_scripts();
void _update_selected_editor_menu();
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 PoolStringArray &p_args);
void _res_saved_callback(const Ref<Resource> &p_res);
bool trim_trailing_whitespace_on_save;
bool use_space_indentation;
bool convert_indent_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 _save_layout();
void _editor_settings_changed();
void _autosave_scripts();
void _update_members_overview_visibility();
void _update_members_overview();
void _update_script_names();
void _members_overview_selected(int p_idx);
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 _unhandled_input(const Ref<InputEvent> &p_event);
void _help_search(String p_text);
void _help_index(String p_text);
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 _save_history();
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(Ref<Script> p_for_script = Ref<Script>());
int file_dialog_option;
void _file_dialog_action(String p_file);
Ref<Script> _get_current_script();
Array _get_open_scripts() const;
static void _open_script_request(const String &p_path);
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();
_FORCE_INLINE_ bool edit(const Ref<Script> &p_script, bool p_grab_focus = true) { return edit(p_script, -1, 0, p_grab_focus); }
bool edit(const Ref<Script> &p_script, int p_line, int p_col, bool p_grab_focus = true);
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);
Vector<Ref<Script> > get_open_scripts() const;
bool script_goto_method(Ref<Script> p_script, const String &p_method);
virtual void edited_scene_changed();
void notify_script_close(const Ref<Script> &p_script);
void notify_script_changed(const Ref<Script> &p_script);
void close_builtin_scripts_from_scene(const String &p_scene);
void goto_help(const String &p_desc) { _help_class_goto(p_desc); }
bool can_take_away_focus() const;
VSplitContainer *get_left_list_split() { return list_split; }
ScriptEditorDebugger *get_debugger() { return debugger; }
void set_live_auto_reload_running_scripts(bool p_enabled);
static void register_create_script_editor_function(CreateScriptEditorFunc p_func);
ScriptEditor(EditorNode *p_editor);
~ScriptEditor();
};
class ScriptEditorPlugin : public EditorPlugin {
GDCLASS(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_object);
virtual bool handles(Object *p_object) 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