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