godot/tools/editor/plugins/script_editor_plugin.h

351 lines
8.9 KiB
C++

/*************************************************************************/
/* 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_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);
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_external_data();
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