/*************************************************************************/ /* gdscript_workspace.cpp */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 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. */ /*************************************************************************/ #include "gdscript_workspace.h" #include "../gdscript.h" #include "../gdscript_parser.h" #include "core/config/project_settings.h" #include "core/object/script_language.h" #include "editor/editor_file_system.h" #include "editor/editor_help.h" #include "editor/editor_node.h" #include "editor/editor_settings.h" #include "gdscript_language_protocol.h" #include "scene/resources/packed_scene.h" void GDScriptWorkspace::_bind_methods() { ClassDB::bind_method(D_METHOD("didDeleteFiles"), &GDScriptWorkspace::did_delete_files); ClassDB::bind_method(D_METHOD("symbol"), &GDScriptWorkspace::symbol); ClassDB::bind_method(D_METHOD("parse_script", "path", "content"), &GDScriptWorkspace::parse_script); ClassDB::bind_method(D_METHOD("parse_local_script", "path"), &GDScriptWorkspace::parse_local_script); ClassDB::bind_method(D_METHOD("get_file_path", "uri"), &GDScriptWorkspace::get_file_path); ClassDB::bind_method(D_METHOD("get_file_uri", "path"), &GDScriptWorkspace::get_file_uri); ClassDB::bind_method(D_METHOD("publish_diagnostics", "path"), &GDScriptWorkspace::publish_diagnostics); ClassDB::bind_method(D_METHOD("generate_script_api", "path"), &GDScriptWorkspace::generate_script_api); ClassDB::bind_method(D_METHOD("apply_new_signal", "obj", "function", "args"), &GDScriptWorkspace::apply_new_signal); } void GDScriptWorkspace::apply_new_signal(Object *obj, String function, PoolStringArray args) { Ref