59961c9914
1) press the heart while the game is running 2) select a scene to live edit from the opened scenes 3) edit/add/remove nodes or resources, change their properties, etc. 4) watch changes reflected in running game, in all places this scene is edited 5) It's not perfect obviously, but the aim of it is to try to reflect your changes as best as possible in the running game.
296 lines
7.7 KiB
C++
296 lines
7.7 KiB
C++
/*************************************************************************/
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/* script_editor_plugin.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SCRIPT_EDITOR_PLUGIN_H
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#define SCRIPT_EDITOR_PLUGIN_H
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#include "tools/editor/editor_plugin.h"
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#include "scene/gui/tab_container.h"
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#include "scene/gui/text_edit.h"
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#include "scene/gui/menu_button.h"
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#include "scene/gui/tool_button.h"
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#include "scene/gui/tree.h"
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#include "scene/main/timer.h"
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#include "script_language.h"
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#include "tools/editor/code_editor.h"
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#include "scene/gui/split_container.h"
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#include "scene/gui/item_list.h"
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class ScriptEditorQuickOpen : public ConfirmationDialog {
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OBJ_TYPE(ScriptEditorQuickOpen,ConfirmationDialog )
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LineEdit *search_box;
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Tree *search_options;
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String function;
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void _update_search();
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void _sbox_input(const InputEvent& p_ie);
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Vector<String> functions;
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void _confirmed();
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void _text_changed(const String& p_newtext);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void popup(const Vector<String>& p_base,bool p_dontclear=false);
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ScriptEditorQuickOpen();
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};
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class ScriptEditorDebugger;
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class ScriptTextEditor : public CodeTextEditor {
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OBJ_TYPE( ScriptTextEditor, CodeTextEditor );
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Ref<Script> script;
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Vector<String> functions;
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protected:
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virtual void _validate_script();
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virtual void _code_complete_script(const String& p_code, List<String>* r_options);
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virtual void _load_theme_settings();
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void _notification(int p_what);
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static void _bind_methods();
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public:
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virtual void apply_code();
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Ref<Script> get_edited_script() const;
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Vector<String> get_functions() ;
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void set_edited_script(const Ref<Script>& p_script);
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void reload_text();
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String get_name() ;
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Ref<Texture> get_icon() ;
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ScriptTextEditor();
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};
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class EditorScriptCodeCompletionCache;
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class ScriptEditor : public VBoxContainer {
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OBJ_TYPE(ScriptEditor, VBoxContainer );
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EditorNode *editor;
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enum {
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FILE_OPEN,
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FILE_SAVE,
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FILE_SAVE_AS,
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FILE_SAVE_ALL,
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FILE_CLOSE,
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EDIT_UNDO,
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EDIT_REDO,
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EDIT_CUT,
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EDIT_COPY,
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EDIT_PASTE,
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EDIT_SELECT_ALL,
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EDIT_COMPLETE,
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EDIT_AUTO_INDENT,
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EDIT_TOGGLE_COMMENT,
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EDIT_MOVE_LINE_UP,
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EDIT_MOVE_LINE_DOWN,
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EDIT_INDENT_RIGHT,
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EDIT_INDENT_LEFT,
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EDIT_CLONE_DOWN,
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SEARCH_FIND,
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SEARCH_FIND_NEXT,
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SEARCH_REPLACE,
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SEARCH_LOCATE_FUNCTION,
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SEARCH_GOTO_LINE,
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DEBUG_TOGGLE_BREAKPOINT,
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DEBUG_NEXT,
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DEBUG_STEP,
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DEBUG_BREAK,
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DEBUG_CONTINUE,
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DEBUG_SHOW,
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HELP_CONTEXTUAL,
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WINDOW_MOVE_LEFT,
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WINDOW_MOVE_RIGHT,
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WINDOW_SELECT_BASE=100
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};
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HBoxContainer *menu_hb;
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MenuButton *file_menu;
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MenuButton *edit_menu;
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MenuButton *search_menu;
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MenuButton *debug_menu;
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MenuButton *help_menu;
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Timer *autosave_timer;
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uint64_t idle;
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ItemList *script_list;
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HSplitContainer *script_split;
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TabContainer *tab_container;
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FindReplaceDialog *find_replace_dialog;
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GotoLineDialog *goto_line_dialog;
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ConfirmationDialog *erase_tab_confirm;
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ScriptEditorDebugger* debugger;
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ToolButton *scripts_visible;
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void _tab_changed(int p_which);
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void _menu_option(int p_optin);
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Tree *disk_changed_list;
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ConfirmationDialog *disk_changed;
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VSplitContainer *v_split;
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bool restoring_layout;
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String _get_debug_tooltip(const String&p_text,Node *_ste);
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void _resave_scripts(const String& p_str);
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void _reload_scripts();
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bool _test_script_times_on_disk();
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void _close_current_tab();
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bool grab_focus_block;
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ScriptEditorQuickOpen *quick_open;
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EditorScriptCodeCompletionCache *completion_cache;
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void _editor_play();
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void _editor_pause();
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void _editor_stop();
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void _add_callback(Object *p_obj, const String& p_function, const StringArray& p_args);
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void _res_saved_callback(const Ref<Resource>& p_res);
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void _goto_script_line2(int p_line);
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void _goto_script_line(REF p_script,int p_line);
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void _breaked(bool p_breaked,bool p_can_debug);
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void _show_debugger(bool p_show);
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void _update_window_menu();
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void _editor_settings_changed();
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void _autosave_scripts();
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void _update_script_names();
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void _script_selected(int p_idx);
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void _find_scripts(Node* p_base, Node* p_current,Set<Ref<Script> >& used);
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void _tree_changed();
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void _script_split_dragged(float);
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bool waiting_update_names;
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static ScriptEditor *script_editor;
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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static ScriptEditor *get_singleton() { return script_editor; }
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void ensure_focus_current();
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void apply_scripts() const;
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void ensure_select_current();
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void edit(const Ref<Script>& p_script);
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Dictionary get_state() const;
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void set_state(const Dictionary& p_state);
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void clear();
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void get_breakpoints(List<String> *p_breakpoints);
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void swap_lines(TextEdit *tx, int line1, int line2);
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void save_external_data();
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void set_window_layout(Ref<ConfigFile> p_layout);
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void get_window_layout(Ref<ConfigFile> p_layout);
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ScriptEditorDebugger *get_debugger() { return debugger; }
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ScriptEditor(EditorNode *p_editor);
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~ScriptEditor();
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};
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class ScriptEditorPlugin : public EditorPlugin {
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OBJ_TYPE( ScriptEditorPlugin, EditorPlugin );
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ScriptEditor *script_editor;
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EditorNode *editor;
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public:
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virtual String get_name() const { return "Script"; }
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bool has_main_screen() const { return true; }
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virtual void edit(Object *p_node);
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virtual bool handles(Object *p_node) const;
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virtual void make_visible(bool p_visible);
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virtual void selected_notify();
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Dictionary get_state() const;
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virtual void set_state(const Dictionary& p_state);
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virtual void clear();
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virtual void save_external_data();
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virtual void apply_changes();
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virtual void restore_global_state();
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virtual void save_global_state();
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virtual void set_window_layout(Ref<ConfigFile> p_layout);
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virtual void get_window_layout(Ref<ConfigFile> p_layout);
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virtual void get_breakpoints(List<String> *p_breakpoints);
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ScriptEditorPlugin(EditorNode *p_node);
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~ScriptEditorPlugin();
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};
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#endif // SCRIPT_EDITOR_PLUGIN_H
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