Files
insel-romantik/addons/script-ide/outline/outline_container.gd
2026-04-11 14:39:46 +02:00

545 lines
17 KiB
GDScript

## The outline container shows a filter box and
## all script members with different color coding, depending of the type.
@tool
extends VBoxContainer
const GETTER: StringName = &"get"
const SETTER: StringName = &"set"
const UNDERSCORE: StringName = &"_"
const INLINE: StringName = &"@"
const BUILT_IN_SCRIPT: StringName = &"::GDScript"
#region Outline type name
const PROPERTY: StringName = &"property"
const TYPE: StringName = &"type"
const ENGINE_FUNCS: StringName = &"Engine Callbacks"
const FUNCS: StringName = &"Functions"
const SIGNALS: StringName = &"Signals"
const EXPORTED: StringName = &"Exported Properties"
const PROPERTIES: StringName = &"Properties"
const CLASSES: StringName = &"Classes"
const CONSTANTS: StringName = &"Constants"
const DEFAULT_ORDER: PackedStringArray = [ENGINE_FUNCS, FUNCS, SIGNALS, EXPORTED, PROPERTIES, CONSTANTS, CLASSES]
#endregion
const OutlineButton := preload("uid://c4fvj2xt46lgx")
const Plugin := preload("uid://bc0b5v66xdidn")
@onready var filter_box: HBoxContainer = %FilterBox
@onready var outline: ItemList = %Outline
var plugin: Plugin
#region Existing Engine controls we modify
var outline_filter_txt: LineEdit
#endregion
#region Outline icons and buttons
var engine_func_icon: Texture2D
var func_icon: Texture2D
var func_get_icon: Texture2D
var func_set_icon: Texture2D
var property_icon: Texture2D
var export_icon: Texture2D
var signal_icon: Texture2D
var constant_icon: Texture2D
var class_icon: Texture2D
var class_btn: Button
var constant_btn: Button
var signal_btn: Button
var property_btn: Button
var export_btn: Button
var func_btn: Button
var engine_func_btn: Button
#endregion
var is_hide_private_members: bool = false : set = set_hide_private_members
var outline_order: PackedStringArray : set = set_outline_order
var outline_type_order: Array[OutlineType] = []
var outline_cache: OutlineCache
func _ready() -> void:
init_icons()
init_outline_order()
outline.item_selected.connect(find_in_outline_and_goto)
if (plugin == null):
return
engine_func_btn = create_filter_btn(engine_func_icon, ENGINE_FUNCS)
func_btn = create_filter_btn(func_icon, FUNCS)
signal_btn = create_filter_btn(signal_icon, SIGNALS)
export_btn = create_filter_btn(export_icon, EXPORTED)
property_btn = create_filter_btn(property_icon, PROPERTIES)
class_btn = create_filter_btn(class_icon, CLASSES)
constant_btn = create_filter_btn(constant_icon, CONSTANTS)
func update():
update_outline_cache()
update_outline()
func tab_changed():
var is_script: bool = get_current_script() != null
visible = is_script
update()
func find_in_outline_and_goto(selected_idx: int):
var script: Script = get_current_script()
if (!script):
return
var text: String = outline.get_item_text(selected_idx)
var metadata: Dictionary[StringName, StringName] = outline.get_item_metadata(selected_idx)
var modifier: StringName = metadata[&"modifier"]
var type: StringName = metadata[TYPE]
var type_with_text: String = type + " " + text
if (type == &"func"):
type_with_text = type_with_text.substr(0, type_with_text.find("("))
var source_code: String = script.get_source_code()
var lines: PackedStringArray = source_code.split("\n")
var index: int = 0
for line: String in lines:
# Easy case, like 'var abc'
if (line.begins_with(type_with_text)):
plugin.goto_line(index)
return
# We have an modifier, e.g. 'static'
if (modifier != &"" && line.begins_with(modifier)):
if (line.begins_with(modifier + " " + type_with_text)):
plugin.goto_line(index)
return
# Special case: An 'enum' is treated different.
elif (modifier == &"enum" && line.contains("enum " + text)):
plugin.goto_line(index)
return
# Hard case, probably something like '@onready var abc'
if (type == &"var" && line.contains(type_with_text)):
plugin.goto_line(index)
return
index += 1
push_error(type_with_text + " or " + modifier + " not found in source code")
## Initializes all plugin icons, while respecting the editor settings.
func init_icons():
engine_func_icon = create_editor_texture(load_rel("icon/engine_func.svg"))
func_icon = create_editor_texture(load_rel("icon/func.svg"))
func_get_icon = create_editor_texture(load_rel("icon/func_get.svg"))
func_set_icon = create_editor_texture(load_rel("icon/func_set.svg"))
property_icon = create_editor_texture(load_rel("icon/property.svg"))
export_icon = create_editor_texture(load_rel("icon/export.svg"))
signal_icon = create_editor_texture(load_rel("icon/signal.svg"))
constant_icon = create_editor_texture(load_rel("icon/constant.svg"))
class_icon = create_editor_texture(load_rel("icon/class.svg"))
func create_filter_btn(icon: Texture2D, type: StringName) -> Button:
var btn: OutlineButton = OutlineButton.new()
btn.icon = icon
btn.tooltip_text = type
var property: StringName = plugin.SCRIPT_IDE + type.to_lower().replace(" ", "_")
btn.set_meta(PROPERTY, property)
btn.set_meta(TYPE, type)
btn.button_pressed = plugin.get_setting(property, true)
btn.toggled.connect(on_filter_button_pressed.bind(btn))
btn.right_clicked.connect(on_right_click.bind(btn))
return btn
func on_right_click(btn: OutlineButton):
btn.button_pressed = true
var pressed_state: bool = false
for child: Node in filter_box.get_children():
var other_btn: Button = child
if (btn != other_btn):
pressed_state = pressed_state || other_btn.button_pressed
for child: Node in filter_box.get_children():
var other_btn: Button = child
if (btn != other_btn):
other_btn.button_pressed = !pressed_state
outline_filter_txt.grab_focus()
func on_filter_button_pressed(pressed: bool, btn: Button):
plugin.set_setting(btn.get_meta(PROPERTY), pressed)
update_outline()
## Initializes the outline type structure and sorts it based off the outline order.
func init_outline_order():
var outline_type: OutlineType = OutlineType.new()
outline_type.type_name = ENGINE_FUNCS
outline_type.add_to_outline = func(): add_to_outline_if_selected(engine_func_btn,
func(): add_to_outline(outline_cache.engine_funcs, engine_func_icon, &"func"))
outline_type_order.append(outline_type)
outline_type = OutlineType.new()
outline_type.type_name = FUNCS
outline_type.add_to_outline = func(): add_to_outline_if_selected(func_btn,
func(): add_to_outline_ext(outline_cache.funcs, get_func_icon, &"func", &"static"))
outline_type_order.append(outline_type)
outline_type = OutlineType.new()
outline_type.type_name = SIGNALS
outline_type.add_to_outline = func(): add_to_outline_if_selected(signal_btn,
func(): add_to_outline(outline_cache.signals, signal_icon, &"signal"))
outline_type_order.append(outline_type)
outline_type = OutlineType.new()
outline_type.type_name = EXPORTED
outline_type.add_to_outline = func(): add_to_outline_if_selected(export_btn,
func(): add_to_outline(outline_cache.exports, export_icon, &"var", &"@export"))
outline_type_order.append(outline_type)
outline_type = OutlineType.new()
outline_type.type_name = PROPERTIES
outline_type.add_to_outline = func(): add_to_outline_if_selected(property_btn,
func(): add_to_outline(outline_cache.properties, property_icon, &"var"))
outline_type_order.append(outline_type)
outline_type = OutlineType.new()
outline_type.type_name = CLASSES
outline_type.add_to_outline = func(): add_to_outline_if_selected(class_btn,
func(): add_to_outline(outline_cache.classes, class_icon, &"class"))
outline_type_order.append(outline_type)
outline_type = OutlineType.new()
outline_type.type_name = CONSTANTS
outline_type.add_to_outline = func(): add_to_outline_if_selected(constant_btn,
func(): add_to_outline(outline_cache.constants, constant_icon, &"const", &"enum"))
outline_type_order.append(outline_type)
func add_to_outline_if_selected(btn: Button, action: Callable):
if (btn.button_pressed):
action.call()
func update_outline_button_order():
var all_buttons: Array[Button] = [engine_func_btn, func_btn, signal_btn, export_btn, property_btn, class_btn, constant_btn]
all_buttons.sort_custom(sort_buttons_by_outline_order)
for btn: Button in all_buttons:
if (btn.get_parent() != null):
filter_box.remove_child(btn)
for btn: Button in all_buttons:
filter_box.add_child(btn)
func sort_buttons_by_outline_order(btn1: Button, btn2: Button) -> bool:
return sort_by_outline_order(btn1.get_meta(TYPE), btn2.get_meta(TYPE))
func sort_types_by_outline_order(type1: OutlineType, type2: OutlineType) -> bool:
return sort_by_outline_order(type1.type_name, type2.type_name)
func sort_by_outline_order(outline_type1: StringName, outline_type2: StringName) -> bool:
return outline_order.find(outline_type1) < outline_order.find(outline_type2)
func get_current_script() -> Script:
var script_editor: ScriptEditor = EditorInterface.get_script_editor()
return script_editor.get_current_script()
func update_outline_cache():
outline_cache = null
var script: Script = get_current_script()
if (!script):
return
# Check if built-in script. In this case we need to duplicate it for whatever reason.
if (script.get_path().contains(BUILT_IN_SCRIPT)):
script = script.duplicate()
outline_cache = OutlineCache.new()
# Collect all script members.
for_each_script_member(script, func(array: Array[String], item: String): array.append(item))
# Remove script members that only exist in the base script (which includes the base of the base etc.).
# Note: The method that only collects script members without including the base script(s)
# is not exposed to GDScript.
var base_script: Script = script.get_base_script()
if (base_script != null):
for_each_script_member(base_script, func(array: Array[String], item: String): array.erase(item))
func for_each_script_member(script: Script, consumer: Callable):
# Functions / Methods
for dict: Dictionary in script.get_script_method_list():
var func_name: String = dict[&"name"]
if (plugin.keywords.has(func_name)):
func_name = create_function_signature(dict)
consumer.call(outline_cache.engine_funcs, func_name)
else:
if (is_hide_private_members && func_name.begins_with(UNDERSCORE)):
continue
# Inline getter/setter will normally be shown as '@...getter', '@...setter'.
# Since we already show the variable itself, we will skip those.
if (func_name.begins_with(INLINE)):
continue
func_name = create_function_signature(dict)
consumer.call(outline_cache.funcs, func_name)
# Properties / Exported variables
for dict: Dictionary in script.get_script_property_list():
var property: String = dict[&"name"]
if (is_hide_private_members && property.begins_with(UNDERSCORE)):
continue
var usage: int = dict[&"usage"]
if (usage & PROPERTY_USAGE_SCRIPT_VARIABLE):
if (usage & PROPERTY_USAGE_STORAGE && usage & PROPERTY_USAGE_EDITOR):
consumer.call(outline_cache.exports, property)
else:
consumer.call(outline_cache.properties, property)
# Static variables (are separated for whatever reason)
for dict: Dictionary in script.get_property_list():
var property: String = dict[&"name"]
if (is_hide_private_members && property.begins_with(UNDERSCORE)):
continue
var usage: int = dict[&"usage"]
if (usage & PROPERTY_USAGE_SCRIPT_VARIABLE):
consumer.call(outline_cache.properties, property)
# Signals
for dict: Dictionary in script.get_script_signal_list():
var signal_name: String = dict[&"name"]
consumer.call(outline_cache.signals, signal_name)
# Constants / Classes
for name_key: String in script.get_script_constant_map():
if (is_hide_private_members && name_key.begins_with(UNDERSCORE)):
continue
var object: Variant = script.get_script_constant_map().get(name_key)
# Inner classes have no source code, while a const of type GDScript has.
if (object is GDScript && !object.has_source_code()):
consumer.call(outline_cache.classes, name_key)
else:
consumer.call(outline_cache.constants, name_key)
func update_outline():
outline.clear()
if (outline_cache == null):
return
for outline_type: OutlineType in outline_type_order:
outline_type.add_to_outline.call()
func add_to_outline(items: Array[String], icon: Texture2D, type: StringName, modifier: StringName = &""):
add_to_outline_ext(items, func(str: String): return icon, type, modifier)
func add_to_outline_ext(items: Array[String], icon_callable: Callable, type: StringName, modifier: StringName = &""):
var text: String = outline_filter_txt.get_text()
if (is_sorted()):
items = items.duplicate()
items.sort_custom(func(str1: String, str2: String): return str1.naturalnocasecmp_to(str2) < 0)
for item: String in items:
if (text.is_empty() || text.is_subsequence_ofn(item)):
var icon: Texture2D = icon_callable.call(item)
outline.add_item(item, icon, true)
var dict: Dictionary[StringName, StringName] = {
TYPE: type,
&"modifier": modifier
}
outline.set_item_metadata(outline.item_count - 1, dict)
func get_func_icon(func_name: String) -> Texture2D:
var icon: Texture2D = func_icon
if (func_name.begins_with(GETTER)):
icon = func_get_icon
elif (func_name.begins_with(SETTER)):
icon = func_set_icon
return icon
func save_restore_filter() -> Array[bool]:
var button_flags: Array[bool] = []
for child: Node in filter_box.get_children():
var btn: Button = child
button_flags.append(btn.button_pressed)
btn.set_pressed_no_signal(true)
return button_flags
func restore_filter(button_flags: Array[bool]):
var index: int = 0
for flag: bool in button_flags:
var btn: Button = filter_box.get_child(index)
btn.set_pressed_no_signal(flag)
index += 1
func set_outline_order(new_outline_order: PackedStringArray):
outline_order = new_outline_order
if (filter_box == null):
return
outline_type_order.sort_custom(sort_types_by_outline_order)
update_outline_button_order()
update_outline()
func set_hide_private_members(new_value: bool):
is_hide_private_members = new_value
if (filter_box == null):
return
update_outline_cache()
update_outline()
func update_filter_buttons():
# Update filter buttons.
for btn_node: Node in filter_box.get_children():
var btn: Button = btn_node
var property: StringName = btn.get_meta(PROPERTY)
btn.button_pressed = plugin.get_setting(property, btn.button_pressed)
func create_function_signature(method: Dictionary) -> String:
var func_name: String = method[&"name"]
func_name += "("
var args: Array = method[&"args"]
var default_args: Array = method[&"default_args"]
var arg_index: int = 0
var default_arg_index: int = 0
var arg_str: String = ""
for arg: Dictionary in args:
if (arg_str != ""):
arg_str += ", "
arg_str += arg[&"name"]
var type: String = get_type(arg)
if (type != ""):
arg_str += ": " + type
if (args.size() - arg_index <= default_args.size()):
var default_arg: Variant = default_args[default_arg_index]
if (!default_arg):
var type_hint: int = arg[&"type"]
if (is_dictionary(type_hint)):
default_arg = {}
elif (is_array(type_hint)):
default_arg = []
arg_str += " = " + var_to_str(default_arg)
default_arg_index += 1
arg_index += 1
func_name += arg_str + ")"
var return_str: String = get_type(method[&"return"])
if (return_str == ""):
return func_name
func_name += " -> " + return_str
return func_name
func get_type(dict: Dictionary) -> String:
var type: String = dict[&"class_name"]
if (type != &""):
if (type.begins_with(&"res://")):
type = type.substr(type.rfind(&".") + 1)
return type
var type_hint: int = dict[&"type"]
if (type_hint == 0):
return &""
type = type_string(type_hint)
if (is_dictionary(type_hint)):
var generic: String = dict[&"hint_string"]
if (generic != &""):
var generic_parts: PackedStringArray = generic.split(";")
if (generic_parts.size() == 2):
return type + "[" + generic_parts[0] + ", " + generic_parts[1] + "]"
if (is_array(type_hint)):
var generic: String = dict[&"hint_string"]
if (generic != &""):
return type + "[" + generic + "]"
return type
func is_dictionary(type_hint: int) -> bool:
return type_hint == 27
func is_array(type_hint: int) -> bool:
return type_hint == 28
func reset_icons():
init_icons()
engine_func_btn.icon = engine_func_icon
func_btn.icon = func_icon
signal_btn.icon = signal_icon
export_btn.icon = export_icon
property_btn.icon = property_icon
class_btn.icon = class_icon
constant_btn.icon = constant_icon
update_outline()
func create_editor_texture(texture: Texture2D) -> Texture2D:
var image: Image = texture.get_image().duplicate()
image.adjust_bcs(1.0, 1.0, get_editor_icon_saturation())
return ImageTexture.create_from_image(image)
func load_rel(path: String) -> Variant:
var script_path: String = get_script().get_path().get_base_dir()
return load(script_path.path_join(path))
func is_sorted() -> bool:
return EditorInterface.get_editor_settings().get_setting("text_editor/script_list/sort_members_outline_alphabetically")
func get_editor_icon_saturation() -> float:
return EditorInterface.get_editor_settings().get_setting("interface/theme/icon_saturation")
## Cache for everything inside we collected to show in the Outline.
class OutlineCache:
var classes: Array[String] = []
var constants: Array[String] = []
var signals: Array[String] = []
var exports: Array[String] = []
var properties: Array[String] = []
var funcs: Array[String] = []
var engine_funcs: Array[String] = []
## Outline type for a concrete button with their items in the Outline.
class OutlineType:
var type_name: StringName
var add_to_outline: Callable