godot/editor/plugins/script_text_editor.cpp

/**************************************************************************/
/*  script_text_editor.cpp                                                */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
/*                                                                        */
/* Permission is hereby granted, free of charge, to any person obtaining  */
/* a copy of this software and associated documentation files (the        */
/* "Software"), to deal in the Software without restriction, including    */
/* without limitation the rights to use, copy, modify, merge, publish,    */
/* distribute, sublicense, and/or sell copies of the Software, and to     */
/* permit persons to whom the Software is furnished to do so, subject to  */
/* the following conditions:                                              */
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/* The above copyright notice and this permission notice shall be         */
/* included in all copies or substantial portions of the Software.        */
/*                                                                        */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/**************************************************************************/

#include "script_text_editor.h"

#include "core/config/project_settings.h"
#include "core/math/expression.h"
#include "core/os/keyboard.h"
#include "editor/debugger/editor_debugger_node.h"
#include "editor/editor_command_palette.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
#include "editor/editor_string_names.h"
#include "editor/gui/editor_toaster.h"
#include "editor/themes/editor_scale.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/rich_text_label.h"
#include "scene/gui/split_container.h"

void ConnectionInfoDialog::ok_pressed() {}

void ConnectionInfoDialog::popup_connections(const String &p_method, const Vector<Node *> &p_nodes) {}

ConnectionInfoDialog::ConnectionInfoDialog() {}

////////////////////////////////////////////////////////////////////////////////

Vector<String> ScriptTextEditor::get_functions() {}

void ScriptTextEditor::apply_code() {}

Ref<Resource> ScriptTextEditor::get_edited_resource() const {}

void ScriptTextEditor::set_edited_resource(const Ref<Resource> &p_res) {}

void ScriptTextEditor::enable_editor(Control *p_shortcut_context) {}

void ScriptTextEditor::_load_theme_settings() {}

void ScriptTextEditor::_set_theme_for_script() {}

void ScriptTextEditor::_show_errors_panel(bool p_show) {}

void ScriptTextEditor::_show_warnings_panel(bool p_show) {}

void ScriptTextEditor::_warning_clicked(const Variant &p_line) {}

void ScriptTextEditor::_error_clicked(const Variant &p_line) {}

void ScriptTextEditor::reload_text() {}

void ScriptTextEditor::add_callback(const String &p_function, const PackedStringArray &p_args) {}

bool ScriptTextEditor::show_members_overview() {}

void ScriptTextEditor::update_settings() {}

bool ScriptTextEditor::is_unsaved() {}

Variant ScriptTextEditor::get_edit_state() {}

void ScriptTextEditor::set_edit_state(const Variant &p_state) {}

Variant ScriptTextEditor::get_navigation_state() {}

Variant ScriptTextEditor::get_previous_state() {}

void ScriptTextEditor::store_previous_state() {}

void ScriptTextEditor::_convert_case(CodeTextEditor::CaseStyle p_case) {}

void ScriptTextEditor::trim_trailing_whitespace() {}

void ScriptTextEditor::trim_final_newlines() {}

void ScriptTextEditor::insert_final_newline() {}

void ScriptTextEditor::convert_indent() {}

void ScriptTextEditor::tag_saved_version() {}

void ScriptTextEditor::goto_line(int p_line, int p_column) {}

void ScriptTextEditor::goto_line_selection(int p_line, int p_begin, int p_end) {}

void ScriptTextEditor::goto_line_centered(int p_line, int p_column) {}

void ScriptTextEditor::set_executing_line(int p_line) {}

void ScriptTextEditor::clear_executing_line() {}

void ScriptTextEditor::ensure_focus() {}

String ScriptTextEditor::get_name() {}

Ref<Texture2D> ScriptTextEditor::get_theme_icon() {}

void ScriptTextEditor::_validate_script() {}

void ScriptTextEditor::_update_warnings() {}

void ScriptTextEditor::_update_errors() {}

void ScriptTextEditor::_update_bookmark_list() {}

void ScriptTextEditor::_bookmark_item_pressed(int p_idx) {}

static Vector<Node *> _find_all_node_for_script(Node *p_base, Node *p_current, const Ref<Script> &p_script) {}

static Node *_find_node_for_script(Node *p_base, Node *p_current, const Ref<Script> &p_script) {}

static void _find_changed_scripts_for_external_editor(Node *p_base, Node *p_current, HashSet<Ref<Script>> &r_scripts) {}

void ScriptEditor::_update_modified_scripts_for_external_editor(Ref<Script> p_for_script) {}

void ScriptTextEditor::_code_complete_scripts(void *p_ud, const String &p_code, List<ScriptLanguage::CodeCompletionOption> *r_options, bool &r_force) {}

void ScriptTextEditor::_code_complete_script(const String &p_code, List<ScriptLanguage::CodeCompletionOption> *r_options, bool &r_force) {}

void ScriptTextEditor::_update_breakpoint_list() {}

void ScriptTextEditor::_breakpoint_item_pressed(int p_idx) {}

void ScriptTextEditor::_breakpoint_toggled(int p_row) {}

void ScriptTextEditor::_on_caret_moved() {}

void ScriptTextEditor::_lookup_symbol(const String &p_symbol, int p_row, int p_column) {}

void ScriptTextEditor::_validate_symbol(const String &p_symbol) {}

String ScriptTextEditor::_get_absolute_path(const String &rel_path) {}

void ScriptTextEditor::update_toggle_scripts_button() {}

void ScriptTextEditor::_update_connected_methods() {}

void ScriptTextEditor::_update_gutter_indexes() {}

void ScriptTextEditor::_gutter_clicked(int p_line, int p_gutter) {}

void ScriptTextEditor::_edit_option(int p_op) {}

void ScriptTextEditor::_edit_option_toggle_inline_comment() {}

void ScriptTextEditor::add_syntax_highlighter(Ref<EditorSyntaxHighlighter> p_highlighter) {}

void ScriptTextEditor::set_syntax_highlighter(Ref<EditorSyntaxHighlighter> p_highlighter) {}

void ScriptTextEditor::_change_syntax_highlighter(int p_idx) {}

void ScriptTextEditor::_notification(int p_what) {}

Control *ScriptTextEditor::get_edit_menu() {}

void ScriptTextEditor::clear_edit_menu() {}

void ScriptTextEditor::set_find_replace_bar(FindReplaceBar *p_bar) {}

void ScriptTextEditor::reload(bool p_soft) {}

PackedInt32Array ScriptTextEditor::get_breakpoints() {}

void ScriptTextEditor::set_breakpoint(int p_line, bool p_enabled) {}

void ScriptTextEditor::clear_breakpoints() {}

void ScriptTextEditor::set_tooltip_request_func(const Callable &p_toolip_callback) {}

void ScriptTextEditor::set_debugger_active(bool p_active) {}

Control *ScriptTextEditor::get_base_editor() const {}

CodeTextEditor *ScriptTextEditor::get_code_editor() const {}

Variant ScriptTextEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) {}

bool ScriptTextEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {}

static Node *_find_script_node(Node *p_edited_scene, Node *p_current_node, const Ref<Script> &script) {}

static String _quote_drop_data(const String &str) {}

static String _get_dropped_resource_line(const Ref<Resource> &p_resource, bool p_create_field) {}

void ScriptTextEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {}

void ScriptTextEditor::_text_edit_gui_input(const Ref<InputEvent> &ev) {}

void ScriptTextEditor::_color_changed(const Color &p_color) {}

void ScriptTextEditor::_prepare_edit_menu() {}

void ScriptTextEditor::_make_context_menu(bool p_selection, bool p_color, bool p_foldable, bool p_open_docs, bool p_goto_definition, Vector2 p_pos) {}

void ScriptTextEditor::_enable_code_editor() {}

ScriptTextEditor::ScriptTextEditor() {}

ScriptTextEditor::~ScriptTextEditor() {}

static ScriptEditorBase *create_editor(const Ref<Resource> &p_resource) {}

void ScriptTextEditor::register_editor() {}

void ScriptTextEditor::validate() {}