## Registered plugin class for script-ide. ## This plugin mainly 'modifies' the outline code that is inside 'script_editor_plugin.cpp'. ## The internals of the C++ code are therefore important in order to make this plugin work ## without interfering with the Engine. @tool extends EditorPlugin ## Editor setting path const SCRIPT_IDE: StringName = &"plugin/script_ide/" ## Editor setting for the outline position const OUTLINE_POSITION_RIGHT: StringName = SCRIPT_IDE + &"outline_position_right" ## Editor setting to control whether private members (annotated with '_' should be hidden or not) const HIDE_PRIVATE_MEMBERS: StringName = SCRIPT_IDE + &"hide_private_members" ## Editor setting to control whether the script list should be visible or not const SCRIPT_LIST_VISIBLE: StringName = SCRIPT_IDE + &"script_list_visible" ## Editor setting for the 'Open Outline Popup' shortcut const OPEN_OUTLINE_POPUP: StringName = SCRIPT_IDE + &"open_outline_popup" ## Editor setting for the 'Open Scripts Popup' shortcut const OPEN_SCRIPTS_POPUP: StringName = SCRIPT_IDE + &"open_scripts_popup" const GETTER: StringName = &"get" const SETTER: StringName = &"set" const UNDERSCORE: StringName = &"_" const INLINE: StringName = &"@" #region Outline icons var keyword_icon: ImageTexture var func_icon: ImageTexture var func_get_icon: ImageTexture var func_set_icon: ImageTexture var property_icon: ImageTexture var export_icon: ImageTexture var signal_icon: ImageTexture var constant_icon: ImageTexture var class_icon: ImageTexture #endregion #region Editor settings var is_outline_right: bool = true var is_script_list_visible: bool = false var hide_private_members: bool = false var open_outline_popup_shc: Shortcut var open_scripts_popup_shc: Shortcut #endregion #region Existing controls we modify var outline_container: Control var outline_parent: Control var scripts_tab_container: TabContainer var scripts_tab_bar: TabBar var script_filter_txt: LineEdit var scripts_item_list: ItemList var panel_container: VSplitContainer var split_container: HSplitContainer var old_outline: ItemList var outline_filter_txt: LineEdit var sort_btn: Button #endregion #region Own controls we add var outline: ItemList var outline_popup: PopupPanel var filter_box: HBoxContainer var scripts_popup: PopupPanel 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 keywords: Dictionary = {} # Basically used as Set, since Godot has none. [String, int = 0] var outline_cache: OutlineCache var tab_state: TabStateCache var old_script_editor_base: ScriptEditorBase var old_script_type: StringName var selected_tab: int = -1 var last_tab_hovered: int = -1 var sync_script_list: bool = false var suppress_settings_sync: bool = false #region Enter / Exit -> Plugin setup ## Change the Godot script UI and transform into an IDE like UI func _enter_tree() -> void: keyword_icon = create_editor_texture(load("res://addons/script-ide/icon/keyword.svg")) func_icon = create_editor_texture(load("res://addons/script-ide/icon/func.svg")) func_get_icon = create_editor_texture(load("res://addons/script-ide/icon/func_get.svg")) func_set_icon = create_editor_texture(load("res://addons/script-ide/icon/func_set.svg")) property_icon = create_editor_texture(load("res://addons/script-ide/icon/property.svg")) export_icon = create_editor_texture(load("res://addons/script-ide/icon/export.svg")) signal_icon = create_editor_texture(load("res://addons/script-ide/icon/signal.svg")) constant_icon = create_editor_texture(load("res://addons/script-ide/icon/constant.svg")) class_icon = create_editor_texture(load("res://addons/script-ide/icon/class.svg")) is_outline_right = get_setting(OUTLINE_POSITION_RIGHT, is_outline_right) hide_private_members = get_setting(HIDE_PRIVATE_MEMBERS, hide_private_members) is_script_list_visible = get_setting(SCRIPT_LIST_VISIBLE, is_script_list_visible) var editor_settings: EditorSettings = get_editor_settings() if (!editor_settings.has_setting(OPEN_OUTLINE_POPUP)): var shortcut: Shortcut = Shortcut.new() var event: InputEventKey = InputEventKey.new() event.device = -1 event.ctrl_pressed = true event.keycode = KEY_O var event2: InputEventKey = InputEventKey.new() event2.device = -1 event2.meta_pressed = true event2.keycode = KEY_O shortcut.events = [ event, event2 ] editor_settings.set_setting(OPEN_OUTLINE_POPUP, shortcut) editor_settings.set_initial_value(OPEN_OUTLINE_POPUP, shortcut, false) if (!editor_settings.has_setting(OPEN_SCRIPTS_POPUP)): var shortcut: Shortcut = Shortcut.new() var event: InputEventKey = InputEventKey.new() event.device = -1 event.ctrl_pressed = true event.keycode = KEY_U var event2: InputEventKey = InputEventKey.new() event2.device = -1 event2.meta_pressed = true event2.keycode = KEY_U shortcut.events = [ event, event2 ] editor_settings.set_setting(OPEN_SCRIPTS_POPUP, shortcut) editor_settings.set_initial_value(OPEN_SCRIPTS_POPUP, shortcut, false) open_outline_popup_shc = editor_settings.get_setting(OPEN_OUTLINE_POPUP) open_scripts_popup_shc = editor_settings.get_setting(OPEN_SCRIPTS_POPUP) # Update on filesystem changed (e.g. save operation). var file_system: EditorFileSystem = EditorInterface.get_resource_filesystem() file_system.filesystem_changed.connect(schedule_update) var script_editor: ScriptEditor = EditorInterface.get_script_editor() # Change script item list visibility scripts_item_list = find_or_null(script_editor.find_children("*", "ItemList", true, false)) if (scripts_item_list != null): update_script_list_visibility() script_filter_txt = find_or_null(scripts_item_list.get_parent().find_children("*", "LineEdit", true, false)) script_filter_txt.gui_input.connect(navigate_on_list.bind(scripts_item_list, select_script)) # Make tab container visible scripts_tab_container = find_or_null(script_editor.find_children("*", "TabContainer", true, false)) if (scripts_tab_container != null): scripts_tab_bar = scripts_tab_container.get_tab_bar() tab_state = TabStateCache.new() tab_state.save(scripts_tab_container, scripts_tab_bar) if (scripts_item_list != null): create_set_scripts_popup() scripts_tab_container.tabs_visible = true scripts_tab_container.drag_to_rearrange_enabled = true scripts_tab_container.auto_translate_mode = Node.AUTO_TRANSLATE_MODE_DISABLED if (scripts_tab_bar != null): scripts_tab_bar.tab_close_display_policy = TabBar.CLOSE_BUTTON_SHOW_ACTIVE_ONLY scripts_tab_bar.drag_to_rearrange_enabled = true scripts_tab_bar.select_with_rmb = true scripts_tab_bar.tab_close_pressed.connect(on_tab_close) scripts_tab_bar.tab_rmb_clicked.connect(on_tab_rmb) scripts_tab_bar.tab_hovered.connect(on_tab_hovered) scripts_tab_bar.mouse_exited.connect(on_tab_bar_mouse_exited) scripts_tab_bar.active_tab_rearranged.connect(on_active_tab_rearranged) scripts_tab_bar.gui_input.connect(on_tab_bar_gui_input) scripts_tab_bar.tab_changed.connect(on_tab_changed) # Remove existing outline and add own outline split_container = find_or_null(script_editor.find_children("*", "HSplitContainer", true, false)) if (split_container != null): outline_container = split_container.get_child(0) if (is_outline_right): update_outline_position() old_outline = find_or_null(outline_container.find_children("*", "ItemList", true, false), 1) outline_parent = old_outline.get_parent() outline_parent.remove_child(old_outline) outline = ItemList.new() outline.allow_reselect = true outline.size_flags_vertical = Control.SIZE_EXPAND_FILL outline_parent.add_child(outline) outline.item_selected.connect(scroll_outline) # Add a filter box for all kind of members filter_box = HBoxContainer.new() engine_func_btn = create_filter_btn(keyword_icon, "Engine callbacks") filter_box.add_child(engine_func_btn) func_btn = create_filter_btn(func_icon, "Functions") filter_box.add_child(func_btn) signal_btn = create_filter_btn(signal_icon, "Signals") filter_box.add_child(signal_btn) export_btn = create_filter_btn(export_icon, "Exported properties") filter_box.add_child(export_btn) property_btn = create_filter_btn(property_icon, "Properties") filter_box.add_child(property_btn) class_btn = create_filter_btn(class_icon, "Classes") filter_box.add_child(class_btn) constant_btn = create_filter_btn(constant_icon, "Constants") filter_box.add_child(constant_btn) outline.get_parent().add_child(filter_box) outline.get_parent().move_child(filter_box, outline.get_index()) # Callback when the filter changed outline_filter_txt = find_or_null(outline_container.find_children("*", "LineEdit", true, false), 1) outline_filter_txt.gui_input.connect(navigate_on_list.bind(outline, scroll_outline)) outline_filter_txt.text_changed.connect(update_outline.unbind(1)) # Callback when the sorting changed sort_btn = find_or_null(outline_container.find_children("*", "Button", true, false)) sort_btn.pressed.connect(update_outline) get_editor_settings().settings_changed.connect(sync_settings) on_tab_changed(scripts_tab_bar.current_tab) ## Restore the old Godot script UI and free everything we created func _exit_tree() -> void: var file_system: EditorFileSystem = EditorInterface.get_resource_filesystem() file_system.filesystem_changed.disconnect(schedule_update) if (old_script_editor_base != null): old_script_editor_base.edited_script_changed.disconnect(update_selected_tab) if (split_container != null): if (split_container != outline_container.get_parent()): split_container.add_child(outline_container) # Try to restore the previous split offset. if (is_outline_right): var split_offset: float = split_container.get_child(1).size.x split_container.split_offset = split_offset split_container.move_child(outline_container, 0) outline_filter_txt.gui_input.disconnect(navigate_on_list) outline_filter_txt.text_changed.disconnect(update_outline) sort_btn.pressed.disconnect(update_outline) outline.item_selected.disconnect(scroll_outline) outline_parent.remove_child(filter_box) outline_parent.remove_child(outline) outline_parent.add_child(old_outline) outline_parent.move_child(old_outline, 2) filter_box.free() outline.free() if (scripts_tab_container != null): tab_state.restore(scripts_tab_container, scripts_tab_bar) scripts_tab_container.pre_popup_pressed.disconnect(prepare_scripts_popup) scripts_tab_container.set_popup(null) scripts_popup.free() if (scripts_tab_bar != null): scripts_tab_bar.mouse_exited.disconnect(on_tab_bar_mouse_exited) scripts_tab_bar.gui_input.disconnect(on_tab_bar_gui_input) scripts_tab_bar.tab_close_pressed.disconnect(on_tab_close) scripts_tab_bar.tab_rmb_clicked.disconnect(on_tab_rmb) scripts_tab_bar.tab_hovered.disconnect(on_tab_hovered) scripts_tab_bar.active_tab_rearranged.disconnect(on_active_tab_rearranged) scripts_tab_bar.tab_changed.disconnect(on_tab_changed) if (scripts_item_list != null): scripts_item_list.get_parent().visible = true if (script_filter_txt != null): script_filter_txt.gui_input.disconnect(navigate_on_list) if (outline_popup != null): outline_popup.free() get_editor_settings().settings_changed.disconnect(sync_settings) #endregion ## Lazy pattern to update the editor only once per frame func _process(delta: float) -> void: update_editor() set_process(false) ## Process the user defined shortcuts func _shortcut_input(event: InputEvent) -> void: if (open_outline_popup_shc.matches_event(event)): get_viewport().set_input_as_handled() open_outline_popup() elif (open_scripts_popup_shc.matches_event(event)): get_viewport().set_input_as_handled() open_scripts_popup() ## Schedules an update on the next frame func schedule_update(): set_process(true) ## Updates all parts of the editor that are needed to be synchronized with the file system change. func update_editor(): update_script_text_filter() if (sync_script_list): sync_tab_with_script_list() sync_script_list = false update_tabs() update_outline_cache() update_outline() func create_set_scripts_popup(): panel_container = scripts_item_list.get_parent().get_parent() scripts_popup = PopupPanel.new() scripts_popup.popup_hide.connect(hide_scripts_popup) var script_editor: ScriptEditor = EditorInterface.get_script_editor() script_editor.add_child(scripts_popup) scripts_tab_container.pre_popup_pressed.connect(prepare_scripts_popup) scripts_tab_container.set_popup(scripts_popup) func prepare_scripts_popup(): scripts_popup.size.x = outline.size.x scripts_popup.size.y = panel_container.size.y - scripts_tab_bar.size.y scripts_item_list.get_parent().reparent(scripts_popup) scripts_item_list.get_parent().visible = true script_filter_txt.grab_focus() func hide_scripts_popup(): script_filter_txt.text = "" update_script_list_visibility() scripts_item_list.get_parent().reparent(panel_container) panel_container.move_child(scripts_item_list.get_parent(), 0) func navigate_on_list(event: InputEvent, list: ItemList, submit: Callable): if (event.is_action_pressed(&"ui_text_submit")): var index: int = get_list_index(list) if (index == -1): return submit.call(index) elif (event.is_action_pressed(&"ui_down", true)): var index: int = get_list_index(list) if (index == list.item_count - 1): return navigate_list(list, index, 1) elif (event.is_action_pressed(&"ui_up", true)): var index: int = get_list_index(list) if (index <= 0): return navigate_list(list, index, -1) elif (event.is_action_pressed(&"ui_page_down", true)): var index: int = get_list_index(list) if (index == list.item_count - 1): return navigate_list(list, index, 5) elif (event.is_action_pressed(&"ui_page_up", true)): var index: int = get_list_index(list) if (index <= 0): return navigate_list(list, index, -5) elif (event is InputEventKey && list.item_count > 0 && !list.is_anything_selected()): list.select(0) func get_center_editor_rect() -> Rect2i: var script_editor: ScriptEditor = EditorInterface.get_script_editor() var size: Vector2i = Vector2i(400, 500) var x: int var y: int if (script_editor.get_parent().get_parent() is Window): # Floating editor. var window: Window = script_editor.get_parent().get_parent() var window_rect: Rect2 = window.get_visible_rect() x = window_rect.size.x / 2 - size.x / 2 y = window_rect.size.y / 2 - size.y / 2 else: x = script_editor.global_position.x + script_editor.size.x / 2 - size.x / 2 y = script_editor.global_position.y + script_editor.size.y / 2 - size.y / 2 return Rect2i(Vector2i(x, y), size) func open_outline_popup(): var button_flags: Array[bool] = [] for child: Node in filter_box.get_children(): var btn: Button = child button_flags.append(btn.button_pressed) btn.button_pressed = true var old_text: String = outline_filter_txt.text outline_filter_txt.text = "" if (outline_popup == null): outline_popup = PopupPanel.new() var outline_initially_closed: bool = !outline_container.visible if (outline_initially_closed): outline_container.visible = true outline_container.reparent(outline_popup) outline_popup.popup_hide.connect(on_outline_popup_hidden.bind(outline_initially_closed, old_text, button_flags)) if (outline_popup.get_parent() != null): outline_popup.get_parent().remove_child(outline_popup) outline_popup.popup_exclusive_on_parent(EditorInterface.get_script_editor(), get_center_editor_rect()) outline_filter_txt.grab_focus() update_outline() func on_outline_popup_hidden(outline_initially_closed: bool, old_text: String, button_flags: Array[bool]): outline_popup.popup_hide.disconnect(on_outline_popup_hidden) if outline_initially_closed: outline_container.visible = false outline_container.reparent(split_container) if (!is_outline_right): split_container.move_child(outline_container, 0) outline_filter_txt.text = old_text var index: int = 0 for flag: bool in button_flags: var btn: Button = filter_box.get_child(index) btn.button_pressed = flag index += 1 update_outline() func open_scripts_popup(): scripts_item_list.get_parent().reparent(scripts_popup) scripts_item_list.get_parent().visible = true if (scripts_popup.get_parent() != null): scripts_popup.get_parent().remove_child(scripts_popup) scripts_popup.popup_exclusive_on_parent(EditorInterface.get_script_editor(), get_center_editor_rect()) script_filter_txt.grab_focus() func get_list_index(list: ItemList) -> int: var items: PackedInt32Array = list.get_selected_items() if (items.is_empty()): return -1 return items[0] func navigate_list(list: ItemList, index: int, amount: int): index = clamp(index + amount, 0, list.item_count - 1) list.select(index) list.ensure_current_is_visible() list.accept_event() ## Removes the script filter text and emits the signal so that the Tabs stay ## and we do not break anything there. func update_script_text_filter(): if (script_filter_txt.text != ""): script_filter_txt.text = "" script_filter_txt.text_changed.emit("") func get_current_script() -> Script: var script_editor: ScriptEditor = EditorInterface.get_script_editor() return script_editor.get_current_script() func select_script(selected_idx: int): if (scripts_popup != null && scripts_popup.visible): scripts_popup.hide.call_deferred() scripts_item_list.item_selected.emit(selected_idx) func scroll_outline(selected_idx: int): if (outline_popup != null && outline_popup.visible): outline_popup.hide.call_deferred() var script: Script = get_current_script() if (!script): return var text: String = outline.get_item_text(selected_idx) var metadata: Dictionary = 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 + "(" 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)): 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)): goto_line(index) return # Special case: An 'enum' is treated different. elif (modifier == &"enum" && line.contains("enum " + text)): goto_line(index) return # Hard case, probably something like '@onready var abc' if (type == &"var" && line.contains(type_with_text)): goto_line(index) return index += 1 push_error(type_with_text + " or " + modifier + " not found in source code") func goto_line(index: int): var script_editor: ScriptEditor = EditorInterface.get_script_editor() script_editor.goto_line(index) var code_edit: CodeEdit = script_editor.get_current_editor().get_base_editor() code_edit.set_caret_line(index) code_edit.set_caret_column(0) code_edit.set_v_scroll(index) code_edit.set_h_scroll(0) func create_filter_btn(icon: ImageTexture, title: String) -> Button: var btn: Button = Button.new() btn.toggle_mode = true btn.icon = icon btn.icon_alignment = HORIZONTAL_ALIGNMENT_CENTER btn.tooltip_text = title var property: StringName = as_setting(title) btn.set_meta(&"property", property) btn.button_pressed = get_setting(property, true) btn.toggled.connect(on_filter_button_pressed.bind(btn)) btn.gui_input.connect(on_right_click.bind(btn)) btn.add_theme_color_override(&"icon_pressed_color", Color.WHITE) btn.add_theme_color_override(&"icon_hover_color", Color.WHITE) btn.add_theme_color_override(&"icon_focus_color", Color.WHITE) var style_box_empty: StyleBoxEmpty = StyleBoxEmpty.new() style_box_empty.set_content_margin_all(4 * get_editor_scale()) btn.add_theme_stylebox_override(&"normal", style_box_empty) var style_box: StyleBoxFlat = StyleBoxFlat.new() style_box.draw_center = false style_box.border_color = get_editor_accent_color() style_box.set_border_width_all(1 * get_editor_scale()) style_box.set_corner_radius_all(get_editor_corner_radius() * get_editor_scale()) btn.add_theme_stylebox_override(&"focus", style_box) return btn func on_right_click(event: InputEvent, btn: Button): if !(event is InputEventMouseButton): return var mouse_event: InputEventMouseButton = event if (!mouse_event.is_pressed() || mouse_event.button_index != MOUSE_BUTTON_RIGHT): return btn.grab_focus() 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 func on_filter_button_pressed(pressed: bool, btn: Button): set_setting(btn.get_meta(&"property"), pressed) update_outline() func update_outline_position(): if (is_outline_right): # Try to restore the previous split offset. var split_offset: float = split_container.get_child(1).size.x split_container.split_offset = split_offset split_container.move_child(outline_container, 1) else: split_container.move_child(outline_container, 0) func update_script_list_visibility(): scripts_item_list.get_parent().visible = is_script_list_visible func create_editor_texture(image: Image) -> ImageTexture: image.adjust_bcs(1.0, 1.0, get_editor_icon_saturation()) return ImageTexture.create_from_image(image) func sync_settings(): if (suppress_settings_sync): return var changed_settings: PackedStringArray = get_editor_settings().get_changed_settings() for setting: String in changed_settings: if (!setting.begins_with(SCRIPT_IDE)): continue if (setting == OUTLINE_POSITION_RIGHT): # Update outline position. var new_outline_right: bool = get_setting(OUTLINE_POSITION_RIGHT, is_outline_right) if (new_outline_right != is_outline_right): is_outline_right = new_outline_right update_outline_position() elif (setting == HIDE_PRIVATE_MEMBERS): # Update cache and outline to reflect the private members setting. var new_hide_private_members: bool = get_setting(HIDE_PRIVATE_MEMBERS, hide_private_members) if (new_hide_private_members != hide_private_members): hide_private_members = new_hide_private_members update_outline_cache() update_outline() elif (setting == OPEN_OUTLINE_POPUP): # Update outline popup shortcut. open_outline_popup_shc = get_editor_settings().get_setting(OPEN_OUTLINE_POPUP) elif (setting == OPEN_OUTLINE_POPUP): # Update scripts popup shortcut. open_scripts_popup_shc = get_editor_settings().get_setting(OPEN_SCRIPTS_POPUP) elif (setting == SCRIPT_LIST_VISIBLE): # Update the script list visibility var new_script_list_visible: bool = get_setting(SCRIPT_LIST_VISIBLE, is_script_list_visible) if (new_script_list_visible != is_script_list_visible): is_script_list_visible = new_script_list_visible update_script_list_visibility() else: # 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 = get_setting(property, btn.button_pressed) func as_setting(property: String) -> StringName: return SCRIPT_IDE + property.to_lower().replace(" ", "_") func get_setting(property: StringName, alt: bool) -> bool: var editor_settings: EditorSettings = get_editor_settings() if (editor_settings.has_setting(property)): return editor_settings.get_setting(property) else: editor_settings.set_setting(property, alt) editor_settings.set_initial_value(property, alt, false) return alt func set_setting(property: StringName, value: bool): var editor_settings: EditorSettings = get_editor_settings() suppress_settings_sync = true editor_settings.set_setting(property, value) suppress_settings_sync = false func on_tab_changed(idx: int): selected_tab = idx; if (old_script_editor_base != null): old_script_editor_base.edited_script_changed.disconnect(update_selected_tab) old_script_editor_base = null var script_editor: ScriptEditor = EditorInterface.get_script_editor() var script_editor_base: ScriptEditorBase = script_editor.get_current_editor() if (script_editor_base != null): script_editor_base.edited_script_changed.connect(update_selected_tab) old_script_editor_base = script_editor_base sync_script_list = true schedule_update() func update_selected_tab(): if (selected_tab == -1): return if (scripts_item_list.item_count == 0): return scripts_tab_container.set_tab_title(selected_tab, scripts_item_list.get_item_text(selected_tab)) scripts_tab_container.set_tab_icon(selected_tab, scripts_item_list.get_item_icon(selected_tab)) func update_tabs(): for index: int in scripts_tab_container.get_tab_count(): scripts_tab_container.set_tab_title(index, scripts_item_list.get_item_text(index)) scripts_tab_container.set_tab_icon(index, scripts_item_list.get_item_icon(index)) #region Outline (cache) update func update_keywords(script: Script): if (script == null): return var new_script_type: StringName = script.get_instance_base_type() if (old_script_type != new_script_type): old_script_type = new_script_type keywords.clear() keywords["_static_init"] = 0 register_virtual_methods(new_script_type) func register_virtual_methods(clazz: String): for method: Dictionary in ClassDB.class_get_method_list(clazz): if method.flags & METHOD_FLAG_VIRTUAL > 0: keywords[method.name] = 0 func update_outline_cache(): outline_cache = null var script: Script = get_current_script() if (!script): return update_keywords(script) # Check if built-in script. In this case we need to duplicate it for whatever reason. if (script.get_path().contains(".tscn::GDScript")): 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 (keywords.has(func_name)): consumer.call(outline_cache.engine_funcs, func_name) else: if 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 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 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 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 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 # Classes if (class_btn.button_pressed): add_to_outline(outline_cache.classes, class_icon, &"class") # Constants if (constant_btn.button_pressed): add_to_outline(outline_cache.constants, constant_icon, &"const", &"enum") # Properties if (property_btn.button_pressed): add_to_outline(outline_cache.properties, property_icon, &"var") # Exports if (export_btn.button_pressed): add_to_outline(outline_cache.exports, export_icon, &"var", &"@export") # Signals if (signal_btn.button_pressed): add_to_outline(outline_cache.signals, signal_icon, &"signal") # Functions if (func_btn.button_pressed): add_to_outline_ext(outline_cache.funcs, get_icon, &"func", &"static") # Engine functions if (engine_func_btn.button_pressed): add_to_outline(outline_cache.engine_funcs, keyword_icon, &"func") func add_to_outline(items: Array[String], icon: ImageTexture, type: String, 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: String, modifier: StringName = &""): var text: String = outline_filter_txt.get_text() var move_index: int = 0 if (is_sorted()): items = items.duplicate() items.sort_custom(func(a, b): return a.naturalnocasecmp_to(b) < 0) for item: String in items: if (text.is_empty() || text.is_subsequence_ofn(item)): var icon: ImageTexture = icon_callable.call(item) outline.add_item(item, icon, true) var dict: Dictionary = { &"type": type, &"modifier": modifier } outline.set_item_metadata(outline.item_count - 1, dict) outline.move_item(outline.item_count - 1, move_index) move_index += 1 func get_icon(func_name: String) -> ImageTexture: var icon: ImageTexture = func_icon if (func_name.begins_with(GETTER)): icon = func_get_icon elif (func_name.begins_with(SETTER)): icon = func_set_icon return icon #endregion func sync_tab_with_script_list(): # For some reason the selected tab is wrong. Looks like a Godot bug. if (selected_tab >= scripts_item_list.item_count): selected_tab = scripts_tab_bar.current_tab # Hide filter and outline for non .gd scripts. var is_script: bool = get_current_script() != null filter_box.visible = is_script outline.visible = is_script # Sync with script item list. if (selected_tab != -1 && scripts_item_list.item_count > 0 && !scripts_item_list.is_selected(selected_tab)): scripts_item_list.select(selected_tab) scripts_item_list.item_selected.emit(selected_tab) scripts_item_list.ensure_current_is_visible() #region Tab Handling func on_tab_bar_mouse_exited(): last_tab_hovered = -1 func on_tab_hovered(idx: int): last_tab_hovered = idx func on_tab_bar_gui_input(event: InputEvent): if last_tab_hovered == -1: return if event is InputEventMouseMotion: scripts_tab_bar.tooltip_text = get_res_path(last_tab_hovered) if event is InputEventMouseButton: if event.is_pressed() and event.button_index == MOUSE_BUTTON_MIDDLE: update_script_text_filter() simulate_item_clicked(last_tab_hovered, MOUSE_BUTTON_MIDDLE) func on_active_tab_rearranged(idx_to: int): var control: Control = scripts_tab_container.get_tab_control(selected_tab) if (!control): return scripts_tab_container.move_child(control, idx_to) scripts_tab_container.current_tab = scripts_tab_container.current_tab selected_tab = scripts_tab_container.current_tab func get_res_path(idx: int) -> String: var tab_control: Control = scripts_tab_container.get_tab_control(idx) if (tab_control == null): return '' var path_var: Variant = tab_control.get(&"metadata/_edit_res_path") if (path_var == null): return '' return path_var func on_tab_rmb(tab_idx: int): simulate_item_clicked(tab_idx, MOUSE_BUTTON_RIGHT) func on_tab_close(tab_idx: int): update_script_text_filter() simulate_item_clicked(tab_idx, MOUSE_BUTTON_MIDDLE) func simulate_item_clicked(tab_idx: int, mouse_idx: int): script_filter_txt.text = "" scripts_item_list.item_clicked.emit(tab_idx, scripts_item_list.get_local_mouse_position(), mouse_idx) #endregion func get_editor_scale() -> float: return EditorInterface.get_editor_scale() func get_editor_corner_radius() -> int: return EditorInterface.get_editor_settings().get_setting("interface/theme/corner_radius") func get_editor_accent_color() -> Color: return EditorInterface.get_editor_settings().get_setting("interface/theme/accent_color") func get_editor_icon_saturation() -> float: return EditorInterface.get_editor_settings().get_setting("interface/theme/icon_saturation") func is_sorted() -> bool: return get_editor_settings().get_setting("text_editor/script_list/sort_members_outline_alphabetically") func get_editor_settings() -> EditorSettings: return EditorInterface.get_editor_settings() static func find_or_null(arr: Array[Node], index: int = 0) -> Node: if arr.is_empty(): return null return arr[index] ## Cache for everything inside 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] = [] ## Contains everything we modify on the Tab Control. Used to save and restore the behaviour ## to keep the Godot Engine in a clean state when the plugin is disabled. class TabStateCache: var tabs_visible: bool var drag_to_rearrange_enabled: bool var auto_translate_mode_state: Node.AutoTranslateMode var tab_bar_drag_to_rearrange_enabled: bool var tab_close_display_policy: TabBar.CloseButtonDisplayPolicy var select_with_rmb: bool func save(tab_container: TabContainer, tab_bar: TabBar): if (tab_container != null): tabs_visible = tab_container.tabs_visible drag_to_rearrange_enabled = tab_container.drag_to_rearrange_enabled auto_translate_mode_state = tab_container.auto_translate_mode if (tab_bar != null): tab_bar_drag_to_rearrange_enabled = tab_bar.drag_to_rearrange_enabled tab_close_display_policy = tab_bar.tab_close_display_policy select_with_rmb = tab_bar.select_with_rmb func restore(tab_container: TabContainer, tab_bar: TabBar): if (tab_container != null): tab_container.tabs_visible = tabs_visible tab_container.drag_to_rearrange_enabled = drag_to_rearrange_enabled tab_container.auto_translate_mode = auto_translate_mode_state if (tab_bar != null): tab_bar.drag_to_rearrange_enabled = drag_to_rearrange_enabled tab_bar.tab_close_display_policy = tab_close_display_policy tab_bar.select_with_rmb = select_with_rmb