2023-05-23 17:54:30 +02:00
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/**************************************************************************/
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/* code_completion.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 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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#include "code_completion.h"
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2023-05-23 20:55:56 +02:00
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#include "core/config/project_settings.h"
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2023-05-23 17:54:30 +02:00
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#include "editor/editor_file_system.h"
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#include "editor/editor_settings.h"
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#include "scene/gui/control.h"
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#include "scene/main/node.h"
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namespace gdmono {
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// Almost everything here is taken from functions used by GDScript for code completion, adapted for C#.
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_FORCE_INLINE_ String quoted(const String &p_str) {
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return "\"" + p_str + "\"";
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}
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void _add_nodes_suggestions(const Node *p_base, const Node *p_node, PoolStringArray &r_suggestions) {
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if (p_node != p_base && !p_node->get_owner())
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return;
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String path_relative_to_orig = p_base->get_path_to(p_node);
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r_suggestions.push_back(quoted(path_relative_to_orig));
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for (int i = 0; i < p_node->get_child_count(); i++) {
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_add_nodes_suggestions(p_base, p_node->get_child(i), r_suggestions);
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}
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}
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Node *_find_node_for_script(Node *p_base, Node *p_current, const Ref<Script> &p_script) {
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if (p_current->get_owner() != p_base && p_base != p_current)
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return nullptr;
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Ref<Script> c = p_current->get_script();
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if (c == p_script)
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return p_current;
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for (int i = 0; i < p_current->get_child_count(); i++) {
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Node *found = _find_node_for_script(p_base, p_current->get_child(i), p_script);
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if (found)
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return found;
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}
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return nullptr;
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}
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void _get_directory_contents(EditorFileSystemDirectory *p_dir, PoolStringArray &r_suggestions) {
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for (int i = 0; i < p_dir->get_file_count(); i++) {
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r_suggestions.push_back(quoted(p_dir->get_file_path(i)));
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}
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for (int i = 0; i < p_dir->get_subdir_count(); i++) {
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_get_directory_contents(p_dir->get_subdir(i), r_suggestions);
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}
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}
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Node *_try_find_owner_node_in_tree(const Ref<Script> p_script) {
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SceneTree *tree = SceneTree::get_singleton();
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if (!tree)
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return nullptr;
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Node *base = tree->get_edited_scene_root();
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if (base) {
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base = _find_node_for_script(base, base, p_script);
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}
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return base;
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}
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PoolStringArray get_code_completion(CompletionKind p_kind, const String &p_script_file) {
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PoolStringArray suggestions;
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switch (p_kind) {
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case CompletionKind::INPUT_ACTIONS: {
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List<PropertyInfo> project_props;
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ProjectSettings::get_singleton()->get_property_list(&project_props);
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for (List<PropertyInfo>::Element *E = project_props.front(); E; E = E->next()) {
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const PropertyInfo &prop = E->get();
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if (!prop.name.begins_with("input/"))
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continue;
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String name = prop.name.substr(prop.name.find("/") + 1, prop.name.length());
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suggestions.push_back(quoted(name));
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}
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} break;
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case CompletionKind::NODE_PATHS: {
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{
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// AutoLoads
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List<PropertyInfo> props;
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ProjectSettings::get_singleton()->get_property_list(&props);
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for (List<PropertyInfo>::Element *E = props.front(); E; E = E->next()) {
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String s = E->get().name;
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if (!s.begins_with("autoload/")) {
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continue;
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}
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String name = s.get_slice("/", 1);
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suggestions.push_back(quoted("/root/" + name));
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}
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}
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{
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// Current edited scene tree
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Ref<Script> script = ResourceLoader::load(p_script_file.simplify_path());
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Node *base = _try_find_owner_node_in_tree(script);
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if (base) {
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_add_nodes_suggestions(base, base, suggestions);
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}
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}
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} break;
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case CompletionKind::RESOURCE_PATHS: {
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if (bool(EditorSettings::get_singleton()->get("text_editor/completion/complete_file_paths"))) {
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_get_directory_contents(EditorFileSystem::get_singleton()->get_filesystem(), suggestions);
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}
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} break;
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case CompletionKind::SCENE_PATHS: {
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DirAccessRef dir_access = DirAccess::create(DirAccess::ACCESS_RESOURCES);
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List<String> directories;
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directories.push_back(dir_access->get_current_dir());
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while (!directories.empty()) {
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dir_access->change_dir(directories.back()->get());
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directories.pop_back();
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dir_access->list_dir_begin();
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String filename = dir_access->get_next();
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while (filename != "") {
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if (filename == "." || filename == "..") {
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filename = dir_access->get_next();
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continue;
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}
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if (dir_access->dir_exists(filename)) {
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directories.push_back(dir_access->get_current_dir().plus_file(filename));
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} else if (filename.ends_with(".tscn") || filename.ends_with(".scn")) {
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suggestions.push_back(quoted(dir_access->get_current_dir().plus_file(filename)));
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}
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filename = dir_access->get_next();
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}
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}
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} break;
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case CompletionKind::SHADER_PARAMS: {
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print_verbose("Shared params completion for C# not implemented.");
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} break;
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case CompletionKind::SIGNALS: {
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Ref<Script> script = ResourceLoader::load(p_script_file.simplify_path());
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List<MethodInfo> signals;
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script->get_script_signal_list(&signals);
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StringName native = script->get_instance_base_type();
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if (native != StringName()) {
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ClassDB::get_signal_list(native, &signals, /* p_no_inheritance: */ false);
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}
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for (List<MethodInfo>::Element *E = signals.front(); E; E = E->next()) {
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const String &signal = E->get().name;
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suggestions.push_back(quoted(signal));
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}
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} break;
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case CompletionKind::THEME_COLORS: {
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Ref<Script> script = ResourceLoader::load(p_script_file.simplify_path());
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Node *base = _try_find_owner_node_in_tree(script);
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if (base && Object::cast_to<Control>(base)) {
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List<StringName> sn;
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Theme::get_default()->get_color_list(base->get_class(), &sn);
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for (List<StringName>::Element *E = sn.front(); E; E = E->next()) {
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suggestions.push_back(quoted(E->get()));
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}
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}
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} break;
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case CompletionKind::THEME_CONSTANTS: {
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Ref<Script> script = ResourceLoader::load(p_script_file.simplify_path());
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Node *base = _try_find_owner_node_in_tree(script);
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if (base && Object::cast_to<Control>(base)) {
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List<StringName> sn;
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Theme::get_default()->get_constant_list(base->get_class(), &sn);
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for (List<StringName>::Element *E = sn.front(); E; E = E->next()) {
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suggestions.push_back(quoted(E->get()));
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}
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}
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} break;
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case CompletionKind::THEME_FONTS: {
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Ref<Script> script = ResourceLoader::load(p_script_file.simplify_path());
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Node *base = _try_find_owner_node_in_tree(script);
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if (base && Object::cast_to<Control>(base)) {
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List<StringName> sn;
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Theme::get_default()->get_font_list(base->get_class(), &sn);
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for (List<StringName>::Element *E = sn.front(); E; E = E->next()) {
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suggestions.push_back(quoted(E->get()));
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}
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}
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} break;
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case CompletionKind::THEME_STYLES: {
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Ref<Script> script = ResourceLoader::load(p_script_file.simplify_path());
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Node *base = _try_find_owner_node_in_tree(script);
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if (base && Object::cast_to<Control>(base)) {
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List<StringName> sn;
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Theme::get_default()->get_stylebox_list(base->get_class(), &sn);
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for (List<StringName>::Element *E = sn.front(); E; E = E->next()) {
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suggestions.push_back(quoted(E->get()));
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}
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}
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} break;
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default:
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ERR_FAIL_V_MSG(suggestions, "Invalid completion kind.");
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}
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return suggestions;
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}
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} // namespace gdmono
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