HighNoonRoulette/addons/script-ide/plugin.gd
2025-08-28 01:55:38 +02:00

1345 lines
47 KiB
GDScript

## Copyright (c) 2023-present Marius Hanl under the MIT License.
## The editor plugin entrypoint for Script-IDE.
##
## The Script Tabs and Outline modifies the code that is inside 'script_editor_plugin.cpp'.
## That is, the structure is changed a little bit.
## The internals of then native C++ code are therefore important in order to make this plugin work
## without interfering with the Engine.
## All the other functionality does not modify anything Engine related.
##
## Script-IDE does not use global class_name's in order to not clutter projects using it.
## Especially since this is an editor only plugin, we do not want this plugin in the final game.
## Therefore, code that references other code inside this plugin is untyped.
@tool
extends EditorPlugin
const GETTER: StringName = &"get"
const SETTER: StringName = &"set"
const UNDERSCORE: StringName = &"_"
const INLINE: StringName = &"@"
const BUILT_IN_SCRIPT: StringName = &"::GDScript"
#region Settings and Shortcuts
## 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 the order of the outline
const OUTLINE_ORDER: StringName = SCRIPT_IDE + &"outline_order"
## 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 we want to auto navigate to the script
## in the filesystem (dock) when selected
const AUTO_NAVIGATE_IN_FS: StringName = SCRIPT_IDE + &"auto_navigate_in_filesystem_dock"
## 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 to control whether the script tabs should be visible or not.
const SCRIPT_TABS_VISIBLE: StringName = SCRIPT_IDE + &"script_tabs_visible"
## Editor setting to control where the script tabs should be.
const SCRIPT_TAB_POSITION_TOP: StringName = SCRIPT_IDE + &"script_tab_position_top"
## 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"
## Editor setting for the 'Open Scripts Popup' shortcut
const OPEN_QUICK_SEARCH_POPUP: StringName = SCRIPT_IDE + &"open_quick_search_popup"
## Editor setting for the 'Open Override Popup' shortcut
const OPEN_OVERRIDE_POPUP: StringName = SCRIPT_IDE + &"open_override_popup"
## Editor setting for the 'Tab cycle forward' shortcut
const TAB_CYCLE_FORWARD: StringName = SCRIPT_IDE + &"tab_cycle_forward"
## Editor setting for the 'Tab cycle backward' shortcut
const TAB_CYCLE_BACKWARD: StringName = SCRIPT_IDE + &"tab_cycle_backward"
#endregion
#region Outline type name and icon
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"
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
#endregion
#region Editor settings
var is_outline_right: bool = true
var is_script_list_visible: bool = false
var hide_private_members: bool = false
var is_auto_navigate_in_fs: bool = true
var is_script_tabs_visible: bool = true
var is_script_tabs_top: bool = true
var outline_order: PackedStringArray
var open_outline_popup_shc: Shortcut
var open_scripts_popup_shc: Shortcut
var open_quick_search_popup_shc: Shortcut
var open_override_popup_shc: Shortcut
var tab_cycle_forward_shc: Shortcut
var tab_cycle_backward_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 quick_open_popup: PopupPanel
var override_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
#region Plugin variables
var keywords: Dictionary[String, bool] = {} # Used as Set.
var outline_type_order: Array[OutlineType] = []
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 file_to_navigate: String = &""
var suppress_settings_sync: bool = false
const QUICK_OPEN_INTERVAL: int = 400
var quick_open_tween: Tween
#endregion
#region Plugin Enter / Exit setup
## Change the Godot script UI and transform into an IDE like UI
func _enter_tree() -> void:
init_icons()
init_settings()
init_shortcuts()
# Update on filesystem changed (e.g. save operation).
var file_system: EditorFileSystem = EditorInterface.get_resource_filesystem()
file_system.filesystem_changed.connect(schedule_update)
# Sync settings changes for this plugin.
get_editor_settings().settings_changed.connect(sync_settings)
var script_editor: ScriptEditor = EditorInterface.get_script_editor()
# Change script item list visibility (based on settings).
scripts_item_list = find_or_null(script_editor.find_children("*", "ItemList", true, false))
scripts_item_list.allow_reselect = true
scripts_item_list.item_selected.connect(hide_scripts_popup.unbind(1))
update_script_list_visibility()
# Add script filter navigation.
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))
scripts_tab_bar = scripts_tab_container.get_tab_bar()
# Save old tab state to restore later.
tab_state = TabStateCache.new()
tab_state.save(scripts_tab_container, scripts_tab_bar)
# Create and set script popup.
create_set_scripts_popup()
# Configure tab container and bar.
scripts_tab_bar.auto_translate_mode = Node.AUTO_TRANSLATE_MODE_DISABLED
scripts_tab_container.tabs_visible = is_script_tabs_visible
scripts_tab_container.drag_to_rearrange_enabled = true
update_tabs_position()
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))
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.auto_translate_mode = Node.AUTO_TRANSLATE_MODE_DISABLED
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(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)
update_outline_button_order()
outline.get_parent().add_child(filter_box)
outline.get_parent().move_child(filter_box, outline.get_index())
# Add navigation to the filter and text filtering.
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))
# Add callback when the sorting changed.
sort_btn = find_or_null(outline_container.find_children("*", "Button", true, false))
sort_btn.pressed.connect(update_outline)
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.allow_reselect = false
scripts_item_list.item_selected.disconnect(hide_scripts_popup)
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()
if (quick_open_popup != null):
quick_open_popup.free()
if (override_popup != null):
override_popup.free()
get_editor_settings().settings_changed.disconnect(sync_settings)
#endregion
#region Plugin and Shortcut processing
## 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 (!event.is_pressed() || event.is_echo()):
return
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()
elif (open_quick_search_popup_shc.matches_event(event)):
if (quick_open_tween != null && quick_open_tween.is_running()):
get_viewport().set_input_as_handled()
if (quick_open_tween != null):
quick_open_tween.kill()
quick_open_tween = create_tween()
quick_open_tween.tween_interval(0.1)
quick_open_tween.tween_callback(open_quick_search_popup)
quick_open_tween.tween_callback(func(): quick_open_tween = null)
else:
quick_open_tween = create_tween()
quick_open_tween.tween_interval(QUICK_OPEN_INTERVAL / 1000.0)
quick_open_tween.tween_callback(func(): quick_open_tween = null)
elif (open_override_popup_shc.matches_event(event)):
get_viewport().set_input_as_handled()
open_override_popup()
elif (EditorInterface.get_script_editor().is_visible_in_tree()):
if (tab_cycle_forward_shc.matches_event(event)):
get_viewport().set_input_as_handled()
var new_tab: int = scripts_tab_container.current_tab + 1
if (new_tab == scripts_tab_container.get_tab_count()):
new_tab = 0
scripts_tab_container.current_tab = new_tab
elif (tab_cycle_backward_shc.matches_event(event)):
get_viewport().set_input_as_handled()
var new_tab: int = scripts_tab_container.current_tab - 1
if (new_tab == -1):
new_tab = scripts_tab_container.get_tab_count() - 1
scripts_tab_container.current_tab = new_tab
## May cancels the quick search shortcut timer.
func _input(event: InputEvent) -> void:
if (event is InputEventKey):
if (!open_quick_search_popup_shc.matches_event(event)):
if (quick_open_tween != null):
quick_open_tween.kill()
quick_open_tween = null
#endregion
#region Icon, Settings, Shortcut initialization
## 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"))
## Initializes all settings.
## Every setting can be changed while this plugin is active, which will override them.
func init_settings():
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)
is_auto_navigate_in_fs = get_setting(AUTO_NAVIGATE_IN_FS, is_auto_navigate_in_fs)
is_script_tabs_visible = get_setting(SCRIPT_TABS_VISIBLE, is_script_tabs_visible)
is_script_tabs_top = get_setting(SCRIPT_TAB_POSITION_TOP, is_script_tabs_top)
init_outline_order()
## 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)
update_outline_order()
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 update_outline_order():
var editor_settings: EditorSettings = get_editor_settings()
if (editor_settings.has_setting(OUTLINE_ORDER)):
outline_order = editor_settings.get_setting(OUTLINE_ORDER)
else:
outline_order = [ENGINE_FUNCS, FUNCS, SIGNALS, EXPORTED, PROPERTIES, CONSTANTS, CLASSES]
editor_settings.set_setting(OUTLINE_ORDER, outline_order)
outline_type_order.sort_custom(sort_types_by_outline_order)
func sort_buttons_by_outline_order(btn1: Button, btn2: Button) -> bool:
return sort_by_outline_order(btn1.tooltip_text, btn2.tooltip_text)
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)
## Initializes all shortcuts.
## Every shortcut can be changed while this plugin is active, which will override them.
func init_shortcuts():
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.command_or_control_autoremap = true
event.keycode = KEY_O
shortcut.events = [ event ]
editor_settings.set_setting(OPEN_OUTLINE_POPUP, shortcut)
if (!editor_settings.has_setting(OPEN_SCRIPTS_POPUP)):
var shortcut: Shortcut = Shortcut.new()
var event: InputEventKey = InputEventKey.new()
event.device = -1
event.command_or_control_autoremap = true
event.keycode = KEY_U
shortcut.events = [ event ]
editor_settings.set_setting(OPEN_SCRIPTS_POPUP, shortcut)
if (!editor_settings.has_setting(OPEN_QUICK_SEARCH_POPUP)):
var shortcut: Shortcut = Shortcut.new()
var event: InputEventKey = InputEventKey.new()
event.device = -1
event.keycode = KEY_SHIFT
shortcut.events = [ event ]
editor_settings.set_setting(OPEN_QUICK_SEARCH_POPUP, shortcut)
if (!editor_settings.has_setting(OPEN_OVERRIDE_POPUP)):
var shortcut: Shortcut = Shortcut.new()
var event: InputEventKey = InputEventKey.new()
event.device = -1
event.keycode = KEY_INSERT
event.alt_pressed = true
shortcut.events = [ event ]
editor_settings.set_setting(OPEN_OVERRIDE_POPUP, shortcut)
if (!editor_settings.has_setting(TAB_CYCLE_FORWARD)):
var shortcut: Shortcut = Shortcut.new()
var event: InputEventKey = InputEventKey.new()
event.device = -1
event.keycode = KEY_TAB
event.ctrl_pressed = true
shortcut.events = [ event ]
editor_settings.set_setting(TAB_CYCLE_FORWARD, shortcut)
if (!editor_settings.has_setting(TAB_CYCLE_BACKWARD)):
var shortcut: Shortcut = Shortcut.new()
var event: InputEventKey = InputEventKey.new()
event.device = -1
event.keycode = KEY_TAB
event.shift_pressed = true
event.ctrl_pressed = true
shortcut.events = [ event ]
editor_settings.set_setting(TAB_CYCLE_BACKWARD, shortcut)
open_outline_popup_shc = editor_settings.get_setting(OPEN_OUTLINE_POPUP)
open_scripts_popup_shc = editor_settings.get_setting(OPEN_SCRIPTS_POPUP)
open_quick_search_popup_shc = editor_settings.get_setting(OPEN_QUICK_SEARCH_POPUP)
open_override_popup_shc = editor_settings.get_setting(OPEN_OVERRIDE_POPUP)
tab_cycle_forward_shc = editor_settings.get_setting(TAB_CYCLE_FORWARD)
tab_cycle_backward_shc = editor_settings.get_setting(TAB_CYCLE_BACKWARD)
#endregion
## 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):
if (file_to_navigate != &""):
EditorInterface.get_file_system_dock().navigate_to_path(file_to_navigate)
EditorInterface.get_script_editor().get_current_editor().get_base_editor().grab_focus()
file_to_navigate = &""
sync_tab_with_script_list()
sync_script_list = false
update_tabs()
update_outline_cache()
update_outline()
func add_to_outline_if_selected(btn: Button, action: Callable):
if (btn.button_pressed):
action.call()
func open_quick_search_popup():
if (quick_open_popup == null):
quick_open_popup = load_rel("quickopen/quick_open_panel.tscn").instantiate()
quick_open_popup.set_unparent_when_invisible(true)
quick_open_popup.plugin = self
quick_open_popup.popup_exclusive_on_parent(EditorInterface.get_script_editor(), get_center_editor_rect())
func open_override_popup():
var script: Script = get_current_script()
if (!script):
return
if (override_popup == null):
override_popup = load_rel("override/override_panel.tscn").instantiate()
override_popup.set_unparent_when_invisible(true)
override_popup.plugin = self
override_popup.popup_exclusive_on_parent(EditorInterface.get_script_editor(), get_center_editor_rect())
func hide_scripts_popup():
if (scripts_popup != null && scripts_popup.visible):
scripts_popup.hide.call_deferred()
func create_set_scripts_popup():
panel_container = scripts_item_list.get_parent().get_parent()
scripts_popup = PopupPanel.new()
scripts_popup.popup_hide.connect(restore_scripts_list)
# Need to be inside the tree, so it can be shown as popup for the tab container.
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 restore_scripts_list():
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)
list.accept_event()
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_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()
func get_center_editor_rect() -> Rect2i:
var script_editor: ScriptEditor = EditorInterface.get_script_editor()
var size: Vector2i = Vector2i(400, 500) * get_editor_scale()
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.set_pressed_no_signal(true)
var old_text: String = outline_filter_txt.text
outline_filter_txt.text = &""
if (outline_popup == null):
outline_popup = PopupPanel.new()
outline_popup.set_unparent_when_invisible(true)
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))
outline_popup.popup_exclusive_on_parent(EditorInterface.get_script_editor(), get_center_editor_rect())
update_outline()
outline_filter_txt.grab_focus()
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.set_pressed_no_signal(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()
## 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):
hide_scripts_popup()
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[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 + "("
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_v_scroll(index)
code_edit.set_caret_column(code_edit.get_line(index).length())
code_edit.set_h_scroll(0)
code_edit.grab_focus()
func create_filter_btn(icon: Texture2D, title: StringName) -> 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 = SCRIPT_IDE + title.to_lower().replace(" ", "_")
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_hover_pressed_color", Color.WHITE)
btn.add_theme_color_override(&"icon_focus_color", Color.WHITE)
var style_box_empty: StyleBoxEmpty = StyleBoxEmpty.new()
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.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):
set_setting(btn.get_meta(&"property"), pressed)
update_outline()
outline_filter_txt.grab_focus()
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(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 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 == "interface/theme/icon_saturation"):
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()
continue
if (!setting.begins_with(SCRIPT_IDE)):
continue
if (setting == OUTLINE_POSITION_RIGHT):
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 == OUTLINE_ORDER):
update_outline_order()
update_outline_button_order()
update_outline()
elif (setting == HIDE_PRIVATE_MEMBERS):
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 == SCRIPT_LIST_VISIBLE):
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()
elif (setting == SCRIPT_TABS_VISIBLE):
var new_script_tabs_visible: bool = get_setting(SCRIPT_TABS_VISIBLE, is_script_tabs_visible)
if (new_script_tabs_visible != is_script_tabs_visible):
is_script_tabs_visible = new_script_tabs_visible
scripts_tab_container.tabs_visible = is_script_tabs_visible
elif (setting == SCRIPT_TAB_POSITION_TOP):
var new_script_tabs_top: bool = get_setting(SCRIPT_TAB_POSITION_TOP, is_script_tabs_top)
if (new_script_tabs_top != is_script_tabs_top):
is_script_tabs_top = new_script_tabs_top
update_tabs_position()
elif (setting == AUTO_NAVIGATE_IN_FS):
is_auto_navigate_in_fs = get_setting(AUTO_NAVIGATE_IN_FS, is_auto_navigate_in_fs)
elif (setting == OPEN_OUTLINE_POPUP):
open_outline_popup_shc = get_shortcut(OPEN_OUTLINE_POPUP)
elif (setting == OPEN_SCRIPTS_POPUP):
open_scripts_popup_shc = get_shortcut(OPEN_SCRIPTS_POPUP)
elif (setting == OPEN_OVERRIDE_POPUP):
open_override_popup_shc = get_shortcut(OPEN_OVERRIDE_POPUP)
elif (setting == TAB_CYCLE_FORWARD):
tab_cycle_forward_shc = get_shortcut(TAB_CYCLE_FORWARD)
elif (setting == TAB_CYCLE_BACKWARD):
tab_cycle_backward_shc = get_shortcut(TAB_CYCLE_BACKWARD)
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 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)
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 get_shortcut(property: StringName) -> Shortcut:
return get_editor_settings().get_setting(property)
func on_tab_changed(index: int):
selected_tab = index;
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
if (is_auto_navigate_in_fs && script_editor.get_current_script() != null):
var file: String = script_editor.get_current_script().get_path()
if (file.contains(BUILT_IN_SCRIPT)):
# We navigate to the scene in case of a built-in script.
file = file.get_slice(BUILT_IN_SCRIPT, 0)
file_to_navigate = file
else:
file_to_navigate = &""
schedule_update()
func update_selected_tab():
if (selected_tab == -1):
return
if (scripts_item_list.item_count == 0):
return
update_tab(selected_tab)
func update_tabs():
for index: int in scripts_tab_container.get_tab_count():
update_tab(index)
func update_tab(index: int):
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))
scripts_tab_container.set_tab_tooltip(index, scripts_item_list.get_item_tooltip(index))
func update_tabs_position():
if (is_script_tabs_top):
scripts_tab_container.tabs_position = TabContainer.POSITION_TOP
else:
scripts_tab_container.tabs_position = TabContainer.POSITION_BOTTOM
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"] = true
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"]] = true
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(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 (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
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 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()
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):
# MIGRATION: This is not needed anymore in Godot 4.5
if (Engine.get_version_info()["minor"] > 4):
return
if (last_tab_hovered == -1):
return
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)
if (last_tab_hovered >= scripts_tab_bar.tab_count - 1):
last_tab_hovered = -1
func on_active_tab_rearranged(idx_to: int):
# MIGRATION: This is not needed anymore in Godot 4.5
if (Engine.get_version_info()["minor"] > 4):
return
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):
update_script_text_filter()
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):
scripts_item_list.item_clicked.emit(tab_idx, scripts_item_list.get_local_mouse_position(), mouse_idx)
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()
func load_rel(path: String) -> Variant:
var script_path: String = get_script().get_path().get_base_dir()
return load(script_path.path_join(path))
static func find_or_null(arr: Array[Node], index: int = 0) -> Node:
if (arr.is_empty()):
push_error("""Node that is needed for Script-IDE not found.
Plugin will not work correctly.
This might be due to some other plugins or changes in the Engine.
Please report this to Script-IDE, so we can figure out a fix.""")
return null
return arr[index]
## 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
## Contains everything we modify on the Tab Control. Used to save and restore the behaviour
## to keep the 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
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
auto_translate_mode_state = tab_bar.auto_translate_mode
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
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
tab_bar.auto_translate_mode = auto_translate_mode_state